Gaming machine
By introducing performance control mechanisms into the game console, over-display effects and volume and light intensity adjustments were implemented when the count value reached a threshold, solving the problem of insufficient commercial value of existing game consoles and enhancing their marketability.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-09
- Publication Date
- 2026-03-27
AI Technical Summary
There is room for improvement in the commercial value of existing game consoles.
By introducing performance control mechanisms into the game console, including implementing over-display effects when the count value reaches a threshold and adjusting the volume and light intensity at the end of the game, it is ensured that over-display is terminated during the end and the volume and light intensity adjustment indicators continue to be displayed.
This improved the marketability of game consoles and enhanced their commercial value.
Smart Images

Figure 2026054529000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of playing games.
Background Art
[0002] Conventionally, gaming machines as disclosed in the following documents have been known.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Patent Document 3
Patent Document 4
Patent Document 5
Patent Document 6
Patent Document 7
Patent Document 8
Patent Document 9
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a gaming machine having functions as in the above-mentioned patent documents, there was room for improving the commercial value.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine with enhanced commercial value.
Means for Solving the Problems
[0006] The gaming machine according to claim 1 of the present invention is A gaming machine that can be controlled to be in a favorable state, Game control means, Equipped with a means for controlling the performance, The aforementioned performance control means is When the count value reaches the threshold, it is possible to execute an overage display effect that shows an overage indication. When the volume is adjusted, the volume adjustment indicator can be displayed. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. In the aforementioned advantageous state, after the final round of gameplay is completed, the ending period begins. In the final round of gameplay, if the ending period begins while the excess display, volume adjustment display, and light intensity adjustment display are being shown, the excess display will be terminated, and the volume adjustment display and light intensity adjustment display will continue to be shown. Based on these features, it is possible to provide gaming machines with enhanced marketability, taking into account the above-mentioned circumstances.
[0007] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of a pachinko game machine. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] This flowchart shows an example of the main game control process. [Figure 4] This flowchart shows an example of timer interrupt processing for game control. [Figure 5] This is a flowchart showing an example of the special pattern processing. [Figure 6] It is a flowchart showing an example of the main performance control process. [Figure 7] It is a flowchart showing an example of the performance control process processing. [Figure 8] It is an explanatory diagram showing a specific example of the game flow. [Figure 9] It is an example of a pachinko game machine. [Figure 10] It is an explanatory diagram of the display mode of the hold display. [Figure 11] It is a diagram showing a pattern example of the crack precursor image. [Figure 12] It is a transition diagram of the customer waiting demo performance. [Figure 13] It is a diagram showing an example with a handle in the center. [Figure 14] It is an explanatory diagram showing specific examples of each performance and each performance sound when developing into a normal reach in each stage during normal times. [Figure 15-1] It is a front view of the pachinko game machine in the feature part 1. [Figure 15-2] It is a configuration diagram showing various control boards and the like mounted on the pachinko game machine in the pachinko game machine of the feature part 1. [Figure 15-3] It is an explanatory diagram showing the content of the VRAM in the pachinko game machine of the feature part 1 [Figure 15-4] It is an explanatory diagram of each drawing area in the pachinko game machine of the feature part 1. [Figure 15-5] It is an explanatory diagram of the display priority in the pachinko game machine of the feature part 1. [Figure 15-6] In the pachinko game machine of the feature part 1, (A) and (B) are diagrams illustrating performance control commands. [Figure 15-7] It is an explanatory diagram showing each random number in the pachinko game machine of the feature part 1. [Figure 15-8] It is an explanatory diagram showing the display result determination table in the pachinko game machine of the feature part 1. [Figure 15-9]In the pachinko game machine of feature section 1, (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 15-10] This is an explanatory diagram of the losing pattern in the pachinko game machine, which is part of feature 1. [Figure 15-11] This is an explanatory diagram of the jackpot variation pattern in the pachinko game machine, as described in Feature Section 1. [Figure 15-12] This is an explanatory diagram showing the variable pattern type determination table in the pachinko game machine of feature section 1. [Figure 15-13] This is an explanatory diagram of the losing pattern determination table in the pachinko game machine, which is part of feature section 1. [Figure 15-14] This is an explanatory diagram of the losing pattern determination table in the pachinko game machine, which is part of feature section 1. [Figure 15-15] This is an explanatory diagram of the jackpot pattern determination table in the pachinko game machine, which is part of Feature Section 1. [Figure 15-16] This is an explanatory diagram of the data storage area for game control in the pachinko game machine, which is part of feature section 1. [Figure 15-17] This is an explanatory diagram of the data storage area for performance control in the pachinko game machine, which is part of feature section 1. [Figure 15-18] This flowchart shows an example of the main game control processing in a pachinko game machine, as described in Feature Section 1. [Figure 15-19] This flowchart shows an example of a timer interrupt processing for game control in a pachinko game machine, as described in Feature Section 1. [Figure 15-20] This flowchart shows an example of the special symbol processing in a pachinko game machine, as described in Feature Section 1. [Figure 15-21] This flowchart shows an example of the start-up prize-winning determination process in a pachinko game machine, as described in Feature Section 1. [Figure 15-22] This flowchart shows an example of the random value determination process at the time of winning in a pachinko game machine, as described in Feature Section 1. [Figure 15-23] This flowchart shows an example of the normal processing of special symbols in a pachinko game machine, as described in Feature Section 1. [Figure 15-24] This flowchart shows an example of the variable pattern setting process in a pachinko game machine, as described in Feature Section 1. [Figure 15-25] This flowchart shows an example of the special symbol stopping process in a pachinko game machine, as described in Feature Section 1. [Figure 15-26] This flowchart shows an example of the processing during jackpot release in a pachinko game machine, as described in Feature Section 1. [Figure 15-27] This flowchart shows an example of the jackpot termination process in a pachinko game machine, as described in Feature Section 1. [Figure 15-28] This flowchart shows an example of the main processing for performance control in a pachinko game machine, as described in Feature Section 1. [Figure 15-29] This flowchart shows an example of the performance control process in a pachinko game machine, as described in Feature Section 1. [Figure 15-30] This flowchart shows an example of the variable display start setting process in a pachinko game machine, as described in Feature Section 1. [Figure 15-31] This flowchart shows an example of the jackpot animation processing in a pachinko game machine, as described in Feature Section 1. [Figure 15-32] This is an explanatory diagram of the effects that can be performed during the variable display in the pachinko game machine of Feature Section 1. [Figure 15-33] This is an explanatory diagram of the effects that can be performed during the variable display in the pachinko game machine of Feature Section 1. [Figure 15-34] This is an explanatory diagram of the effects that can be performed during the variable display in the pachinko game machine of Feature Section 1. [Figure 15-35] This is an explanatory diagram of the game states in which each effect can be performed and the effects displayed in the pachinko game machine of Feature Section 1. [Figure 15-36] This is an explanatory diagram of the game states in which each effect can be performed and the effects displayed in the pachinko game machine of Feature Section 1. [Figure 15-37] In the pachinko game machine of Feature Section 1, (A) is an explanatory diagram illustrating the determination ratio of whether or not a hold display effect is executed and the effect pattern, and (B) is an explanatory diagram illustrating the determination ratio of the timing of changes in the display pattern of the hold display. [Figure 15-38] It is an explanatory diagram of the determination ratio of the execution of the enlarged decoration symbol performance at the start of variable display in the pachinko machine of feature part 1. [Figure 15-39] It is an explanatory diagram of the determination ratio of the execution of the catchphrase preview performance and the determination ratio of the catchphrase to be displayed in the pachinko machine of feature part 1. [Figure 15-40] Regarding the pachinko machine of feature part 1, (A) is an explanatory diagram of the pattern determination ratio of the weak super reach title performance, and (B) is an explanatory diagram of the pattern determination ratio of the strong super reach title performance. [Figure 15-41] It is an explanatory diagram of the presence or absence of the execution of the cut-in performance and the performance pattern determination ratio in the pachinko machine of feature part 1. [Figure 15-42] It is an effect diagram showing the display state at the start of variable display in the pachinko machine of feature part 1. [Figure 15-43] It is an effect diagram showing the display state during the execution of the enlarged decoration symbol performance at the start of variable display in the pachinko machine of feature part 1. [Figure 15-44] It is an effect diagram showing the display state during the execution of the enlarged performance at the time of symbol stop in the pachinko machine of feature part 1. [Figure 15-45] It is an effect diagram showing the display state during the execution of the enlarged performance at the time of symbol stop in the pachinko machine of feature part 1. [Figure 15-46] It is an effect diagram showing the display state during the execution of the first catchphrase preview performance in the pachinko machine of feature part 1. [Figure 15-47] It is an effect diagram showing the display state during the execution of the second catchphrase preview performance in the pachinko machine of feature part 1. [Figure 15-48] It is an effect diagram showing the display state during the execution of the pseudo consecutive performance in the pachinko machine of feature part 1. [Figure 15-49] It is an effect diagram showing the display state when the pseudo consecutive performance is not executed in the pachinko machine of feature part 1. [Figure 15-50] It is an effect diagram showing the display state during the execution of the normal reach performance in the pachinko machine of feature part 1. [Figure 15-51]It is an effect diagram showing the display mode when the weak super reach title effect in the pachinko machine of feature part 1 is executed. [Figure 15-52] It is an effect diagram showing the display mode when the weak super reach effect in the pachinko machine of feature part 1 is executed. [Figure 15-53] It is an effect diagram showing the display mode when the development effect in the pachinko machine of feature part 1 is executed. [Figure 15-54] It is an effect diagram showing the display mode when the strong super reach title effect in the pachinko machine of feature part 1 is executed. [Figure 15-55] It is an effect diagram showing the display mode when the strong super reach title effect in the pachinko machine of feature part 1 is executed. [Figure 15-56] It is an effect diagram showing the display mode when the cut-in effect in the pachinko machine of feature part 1 is executed. [Figure 15-57] It is an effect diagram showing the display mode when the cut-in effect in the pachinko machine of feature part 1 is executed. [Figure 15-58] It is an effect diagram showing the display mode when the fixed button effect in the pachinko machine of feature part 1 is executed. [Figure 15-59] It is an effect diagram showing the display mode when the symbol alignment effect in the pachinko machine of feature part 1 is executed. [Figure 15-60] It is an effect diagram showing the display mode when the variable display result fails in the pachinko machine of feature part 1. [Figure 15-61] It is an effect diagram showing the display mode when the first line announcement effect in the pachinko machine of feature part 1 is executed. [Figure 15-62] It is an effect diagram showing the display mode when the second line announcement effect in the pachinko machine of feature part 1 is executed. [Figure 15-63] It is an effect diagram showing the display mode when the reach suggestion effect in the pachinko machine of feature part 1 is executed. [Figure 15-64] It is an effect diagram showing the display mode when the strong super reach title effect in the pachinko machine of feature part 1 is executed. [Figure 15-65]This is a diagram showing the display mode when a strong super reach title effect is executed in a pachinko game machine, as described in Feature Section 1. [Figure 15-66] This is a diagram showing the display mode when a cut-in effect is executed in a pachinko game machine, as described in Feature Section 1. [Figure 15-67] This is a diagram showing the display configuration when the "decision button" effect is executed in the pachinko game machine of Feature Section 1. [Figure 15-68] This is a diagram showing the display mode when a symbol matching animation is performed in the pachinko game machine of Feature Section 1. [Figure 15-69] This is a diagram showing the display mode when the fanfare effect is executed in the pachinko game machine of feature section 1. [Figure 15-70] This is a diagram showing the display mode when the fanfare effect is executed in the pachinko game machine of feature section 1. [Figure 15-71] This is a diagram showing the display mode when the first right-hand play display effect is executed in the pachinko game machine of feature section 1. [Figure 15-72] This is a diagram showing the display mode when the V Challenge effect is executed in the pachinko game machine of Feature Section 1. [Figure 15-73] This is a diagram showing the display configuration when the V Challenge animation and the V Challenge success animation are executed in the pachinko game machine of Feature Section 1. [Figure 15-74] This is a diagram showing the display configuration when a V-winning animation is performed in the pachinko game machine of Feature Section 1. [Figure 15-75] This is a diagram showing the display configuration when the ending sequence is executed in the pachinko game machine of feature section 1. [Figure 15-76] This is a diagram showing the display mode when the first left-handed play display effect is executed in the pachinko game machine of feature section 1. [Figure 15-77] This is a diagram showing the display mode when the second left-hand play display effect is executed in the pachinko game machine of feature section 1. [Figure 15-78] This is a diagram showing the display modes when the first prize ball count notification effect and the second prize ball count notification effect are executed in the pachinko game machine of Feature Section 1. [Figure 15-79]This is a diagram showing the display patterns when the consecutive win indication and consecutive win notification effects are executed in the pachinko game machine of Feature Section 1. [Figure 15-80] This is a diagram showing the display patterns when the consecutive win indication and consecutive win notification effects are executed in the pachinko game machine of Feature Section 1. [Figure 15-81] This is a diagram showing the display mode when a demo performance is executed in the pachinko game machine of feature section 1. [Figure 15-82] This is a diagram showing the display mode when a demo performance is executed in the pachinko game machine of feature section 1. [Figure 15-83] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-84] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-85] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-86] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-87] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-88] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-89] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-90] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-91] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-92] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-93] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-94] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-95] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-96] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-97] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 15-98] This is an explanatory diagram of the decorative effects in the pachinko game machine, as described in Feature Section 1. [Figure 15-99] This is an explanatory diagram of the decorative effects in the pachinko game machine, as described in Feature Section 1. [Figure 15-100] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 15-101] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 15-102] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 15-103] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 15-104] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 15-105] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the super reach in a pachinko game machine, as described in Feature Section 1. [Figure 15-106] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the super reach in a pachinko game machine, as described in Feature Section 1. [Figure 15-107] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the super reach in a pachinko game machine, as described in Feature Section 1. [Figure 15-108] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the super reach in a pachinko game machine, as described in Feature Section 1. [Figure 15-109] This is a timing chart for the decorative symbol enlargement effect at the start of variable display in a pachinko game machine, as shown in Feature Section 1. [Figure 15-110] It is a timing chart in the first dialogue preview performance in the pachinko machine of feature part 1. [Figure 15-111] It is a timing chart in the second dialogue preview performance in the pachinko machine of feature part 1. [Figure 15-112] It is a timing chart in the pseudo - continuous performance in the pachinko machine of feature part 1. [Figure 15-113] It is a timing chart in the normal reach performance in the pachinko machine of feature part 1. [Figure 15-114] It is a timing chart in the strong super - reach title performance in the pachinko machine of feature part 1. [Figure 15-115] It is a timing chart in the strong super - reach title performance in the pachinko machine of feature part 1. [Figure 15-116] It is a timing chart in the symbol alignment performance in the pachinko machine of feature part 1. [Figure 15-117] It is a timing chart in the preview button performance in the pachinko machine of feature part 1. [Figure 15-118] It is an explanatory diagram of each period in the timing chart in the pachinko machine of feature part 1. [Figure 15-119] It is an explanatory diagram of each period in the timing chart in the pachinko machine of feature part 1. [Figure 15-120] It is an explanatory diagram of each period in the timing chart in the pachinko machine of feature part 1. [Figure 15-121] It is an explanatory diagram of the relationship of each period in the timing chart in the pachinko machine of feature part 1. [Figure 15-122] It is a comparison diagram between the first dialogue preview performance and the second dialogue preview performance in the pachinko machine of feature part 1. [Figure 15-123] It is a comparison diagram in the strong super - reach title performance in the pachinko machine of feature part 1. [Figure 15-124]This is a comparison diagram of the decorative symbol enlargement effect at the start of variable display and the normal reach effect in the pachinko game machine of Feature Section 1. [Figure 15-125] This is a comparison diagram of the decorative symbol enlargement effect and the symbol matching effect at the start of variable display in the pachinko game machine of Feature Section 1. [Figure 15-126] This is a comparison diagram of the reel stopping enlargement effect and the normal reach effect in the pachinko game machine of Feature Section 1. [Figure 15-127] This is a comparison diagram of the reel stopping and reel matching effects in the pachinko game machine of Feature Section 1. [Figure 15-128] This is a comparison diagram of the normal reach animation and the symbol matching animation in the pachinko game machine of Feature Section 1. [Figure 15-129] This is a timing chart for the normal reach animation in a modified version of Feature Section 1. [Figure 15-130] This is a diagram showing the display mode of the second left-handed hitting display effect in a modified version of Feature Section 1. [Figure 15-131] This is a modified example of Feature Unit 1, showing a jackpot type determination table and an explanatory diagram of the jackpot types. [Figure 15-132] This is a front view of the pachinko game machine in feature section 2. [Figure 15-133] This is a configuration diagram showing various control boards and other components installed in the pachinko game machine, which is part of the Feature Section 2. [Figure 15-134] This is an explanatory diagram showing the memory map in the pachinko game machine of feature section 2. [Figure 15-135] This is an explanatory diagram of each drawing area and brightness data storage area in the pachinko game machine, which is part of feature section 2. [Figure 15-136] This diagram illustrates the performance control commands in the pachinko game machine described in Feature Section 2. [Figure 15-137] This diagram illustrates the performance control commands in the pachinko game machine described in Feature Section 2. [Figure 15-138] This is an explanatory diagram of the special symbol unit and the display unit for effects in the pachinko game machine, which is part of feature section 2. [Figure 15-139]This is an explanatory diagram of the special symbol unit and the display unit for effects in the pachinko game machine, which is part of feature section 2. [Figure 15-140] This is an explanatory diagram of the display monitor in the pachinko game machine, which is part of feature section 2. [Figure 15-141] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 15-142] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 15-143] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 15-144] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 15-145] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 15-146] This is an explanatory diagram of the buffers, flags, and timers used in the area processing of the pachinko game machine in Feature Section 2. [Figure 15-147] This is an explanatory diagram of the buffers, flags, and timers used in the area processing of the pachinko game machine in Feature Section 2. [Figure 15-148] This is an explanatory diagram of the buffers, flags, and timers used in the area processing of the pachinko game machine in Feature Section 2. [Figure 15-149] This is an explanatory diagram of the buffers, flags, and timers used in the area processing of the pachinko game machine in Feature Section 2. [Figure 15-150] This is an explanatory diagram of the buffers, flags, and timers used for out-of-bounds processing in the pachinko game machine, as described in Feature Section 2. [Figure 15-151] This flowchart shows an example of the main game control processing in a pachinko game machine, as described in Feature Section 2. [Figure 15-152] This flowchart shows an example of the out-of-bounds RWM initial value setting process in a pachinko game machine, as described in Feature Section 2. [Figure 15-153] This flowchart shows an example of the initial value setting process for the complete function in a pachinko game machine, as described in Feature Section 2. [Figure 15-154]This flowchart shows an example of the complete function status command transmission process in a pachinko game machine, as described in Feature Section 2. [Figure 15-155] This flowchart shows an example of a timer interrupt processing for game control in a pachinko game machine, as described in Feature Section 2. [Figure 15-156] This flowchart shows an example of a timer interrupt processing for game control in a pachinko game machine, as described in Feature Section 2. [Figure 15-157] This flowchart shows an example of the normal symbol processing in a pachinko game machine, as described in Feature Section 2. [Figure 15-158] This flowchart shows an example of the normal electric mechanism operation process in a pachinko game machine, as described in Feature Section 2. [Figure 15-159] This flowchart shows an example of error handling 1 in a pachinko game machine, as described in Feature Section 2. [Figure 15-160] This flowchart shows an example of error handling 2 in a pachinko game machine, as described in Feature Section 2. [Figure 15-161] In the pachinko game machine described in Feature Section 2, (A) is a flowchart showing an example of test terminal processing, and (B) is an explanatory diagram of the signal before the complete function is activated. [Figure 15-162] This flowchart shows an example of the complete function control processing in a pachinko game machine, as described in Feature Section 2. [Figure 15-163] This flowchart shows an example of the addition and subtraction processing of the complete function in a pachinko game machine, as described in Feature Section 2. [Figure 15-164] This flowchart shows an example of the MY calculation process for the complete function in a pachinko game machine, as described in Feature Section 2. [Figure 15-165] In the pachinko game machine described in Feature Section 2, (A) is a flowchart showing an example of the MY confirmation process, and (B) is an explanatory diagram showing the relationship between the MY storage buffer value, the complete function counter value, and the complete function operation management buffer value. [Figure 15-166] This flowchart shows an example of the complete function management and control processing in a pachinko game machine, as described in Feature Section 2. [Figure 15-167]This flowchart shows an example of the complete function operation confirmation process in a pachinko game machine, as described in Feature Section 2. [Figure 15-168] This flowchart shows an example of the game stopping process in a pachinko game machine, as described in Feature Section 2. [Figure 15-169] This is an explanatory diagram showing the output mode of security signals in a pachinko game machine, as described in Feature Section 2. [Figure 15-170] In the pachinko game machine described in Feature Section 2, (A) is a flowchart showing an example of output port clearing processing, and (B) is an explanatory diagram showing the relationship before and after the execution of output port clearing processing. [Figure 15-171] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-172] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-173] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-174] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-175] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-176] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-177] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-178] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-179] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-180] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-181] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 15-182]In the pachinko game machine of Feature Section 2, (A) is an explanatory diagram showing the solenoid buffer value and the logical value of the output port when the second start prize entry opening is normally closed, and (B) is an explanatory diagram showing the solenoid buffer value and the logical value of the output port when the second start prize entry opening is closed due to the activation of the complete function or the occurrence of an error. [Figure 15-183] This is an explanatory diagram of the complete function during a cold start in a pachinko game machine, as described in Feature Section 2. [Figure 15-184] This is an explanatory diagram of the complete function during hot start in the pachinko game machine, as described in Feature Section 2. [Figure 15-185] This flowchart shows an example of the main processing for performance control in a pachinko game machine, as described in Feature Section 2. [Figure 15-186] This flowchart shows an example of pre-notification and warning notification processing in a pachinko game machine, as described in Feature Section 2. [Figure 15-187] This is an explanatory diagram showing the relationship between the game state and the background image in the pachinko game machine, as described in Feature Section 2. [Figure 15-188] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the normal state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the normal state. [Figure 15-189] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the normal state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the normal state. [Figure 15-190] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the time-saving state. [Figure 15-191]In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the time-saving state. [Figure 15-192] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the probability variation state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the probability variation state. [Figure 15-193] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the probability variation state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the probability variation state. [Figure 15-194] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the jackpot state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the jackpot state. [Figure 15-195] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the jackpot state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the jackpot state. [Figure 15-196] This figure shows an example of the display of the complete function when the normal background image A is displayed in the pachinko game machine of feature section 2. [Figure 15-197] This figure shows an example of the display of the complete function when the normal background image B is displayed in the pachinko game machine of feature section 2. [Figure 15-198] This figure shows an example of the display of the complete function when the time-saving background image A is displayed in the pachinko game machine of feature section 2. [Figure 15-199] This figure shows an example of the display of the complete function when the time-saving background image B is displayed in the pachinko game machine of feature section 2. [Figure 15-200]This figure shows an example of the display of the complete function when the probability variation background image A is displayed in the pachinko game machine of feature section 2. [Figure 15-201] This figure shows an example of the display of the complete function when the probability variation background image B is displayed in the pachinko game machine of feature section 2. [Figure 15-202] This figure shows an example of the display of the complete function when the jackpot background image A is displayed in the pachinko game machine of feature section 2. [Figure 15-203] This figure shows an example of the display of the complete function when the jackpot background image B is displayed in the pachinko game machine of feature section 2. [Figure 15-204] This flowchart shows an example of the complete function activation notification process in a pachinko game machine, as described in Feature Section 2. [Figure 15-205] This flowchart shows an example of error notification processing in a pachinko game machine, as described in Feature Section 2. [Figure 15-206] This is an explanatory diagram for the pachinko game machine of Feature Section 2, specifically the case where the complete counter value reaches 95,000 when the game is not in a jackpot state. [Figure 15-207] This is an explanatory diagram illustrating the case in the pachinko game machine of Feature Section 2 where the complete counter value reaches 95,000 during a jackpot game. [Figure 15-208] This is an explanatory diagram for the case in the pachinko game machine of Feature Section 2 where the pre-notification display ends before the complete counter value reaches 95,000. [Figure 15-209] This is an explanatory diagram regarding the update period for pre-notification in pachinko gaming machines, as described in Feature Section 2. [Figure 15-210] This is an explanatory diagram showing the output timing and output pattern of each output when the complete function is activated in the pachinko game machine of feature section 2. [Figure 15-211] This is an explanatory diagram showing the output timing and output pattern of each output when an error occurs in the pachinko game machine of feature section 2. [Figure 15-212]This is an explanatory diagram illustrating the differences in the output patterns of each output in the pachinko game machine of Feature Section 2 when the complete function is activated and when an error occurs. [Figure 15-213] This is an explanatory diagram showing the output patterns of each output when an error occurs during pre-notification execution in the pachinko game machine of Feature Section 2. [Figure 15-214] This is an explanatory diagram showing the output patterns of each output when a pre-notification occurs during error notification in a pachinko game machine as described in Feature Section 2. [Figure 15-215] This is an explanatory diagram showing the output patterns of each output when an error occurs during the execution of a warning notification in the pachinko game machine of Feature Section 2. [Figure 15-216] This is an explanatory diagram showing the output patterns of each output when a warning notification occurs during error notification in the pachinko game machine of Feature Section 2. [Figure 15-217] This is an explanatory diagram showing the output patterns of each output when an error other than a radio wave error or a magnet error occurs while the complete function is operating in the pachinko game machine of Feature Section 2. [Figure 15-218] This is an explanatory diagram showing the output patterns of each output when the complete function is activated while an error other than a radio wave error or magnet error occurs in the pachinko game machine of Feature Section 2. [Figure 15-219] This is an explanatory diagram showing the output patterns of each output when a radio wave error or magnet error occurs while the complete function is operating in the pachinko game machine of feature section 2. [Figure 15-220] This figure shows examples of each display shown in the pachinko game machine described in Feature Section 2, and the relationship between each display and its size. [Figure 15-221] This figure shows examples of the displays related to the complete function shown in the pachinko game machine of Feature Section 2. [Figure 15-222] This figure shows examples of the displays related to the complete function shown in the pachinko game machine of Feature Section 2. [Figure 15-223] This figure shows examples of the displays related to the complete function shown in the pachinko game machine of Feature Section 2. [Figure 15-224]It is a diagram showing display examples of each display related to the complete function displayed on the pachinko machine of the feature part 2. [Figure 15-225] It is a diagram showing display examples at the time of error occurrence for each display related to the complete function displayed on the pachinko machine of the feature part 2. [Figure 15-226] It is an explanatory diagram explaining the difference between each display related to the complete function displayed on the pachinko machine of the feature part 2 and the error corresponding display. [Figure 15-227] It is a diagram showing display examples at the time of error occurrence for each display related to the complete function displayed in the modified example of the feature part 2. [Figure 15-228] It is a diagram showing a display example when the complete function operates on the pachinko machine of the feature part 2. [Figure 15-229] It is a diagram showing display examples when an error occurs in the non - operating state and operating state of the complete function on the pachinko machine of the feature part 2. [Figure 15-230] It is an explanatory diagram showing the change of the prior notice on the pachinko machine of the feature part 2. [Figure 15-231] It is an explanatory diagram showing the first catchphrase preview performance on the pachinko machine of the feature part 2. [Figure 15-232] It is an explanatory diagram showing the first catchphrase preview performance executed during the high base on the pachinko machine of the feature part 2. [Figure 15-233] It is an explanatory diagram showing the symbol alignment performance executed during the low base on the pachinko machine of the feature part 2. [Figure 15-234] It is an explanatory diagram showing the symbol alignment performance executed during the high base on the pachinko machine of the feature part 2. [Figure 15-235] It is an explanatory diagram showing the fanfare performance executed during the low base on the pachinko machine of the feature part 2. [Figure 15-236] It is an explanatory diagram showing the fanfare performance executed during the high base on the pachinko machine of the feature part 2. [Figure 15-237] It is an explanatory diagram showing the first right - hitting display performance on the pachinko machine of the feature part 2. [Figure 15-238] This is an explanatory diagram showing the ending sequence in the pachinko game machine, as described in Feature Section 2. [Figure 15-239] This is an explanatory diagram showing the ending sequence in the pachinko game machine, as described in Feature Section 2. [Figure 15-240] This is an explanatory diagram showing the first left-hand play display in the pachinko game machine, which is part of feature section 2. [Figure 15-241] This is an explanatory diagram showing the second left-hand play display in the pachinko game machine, which is part of feature section 2. [Figure 15-242] This is an explanatory diagram showing the demo performance in the pachinko game machine, as described in Feature Section 2. [Figure 15-243] This figure shows an example of the display when pre-notification is started in the pachinko game machine of feature section 2. [Figure 15-244] This figure shows an example of the display when pre-notification is started in the pachinko game machine of feature section 2. [Figure 15-245] This figure shows an example of the display when the pre-announcement changes in the pachinko game machine described in Feature Section 2. [Figure 15-246] This figure shows an example of the display when the pre-announcement changes in the pachinko game machine described in Feature Section 2. [Figure 15-247] This figure shows an example of the display when the complete function is activated in the pachinko game machine of feature section 2. [Figure 15-248] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 15-249] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 15-250] This figure shows an example of the display when the complete function counter value is around 9000 in the pachinko game machine of feature section 2. [Figure 15-251] This figure shows an example of the display when an incorrect command is received due to an external factor in the pachinko game machine of Feature Section 2. [Figure 15-252] This figure shows an example of the display when an incorrect command is received due to an external factor in the pachinko game machine of Feature Section 2. [Figure 15-253] This figure shows an example of the display when an incorrect command is received due to an external factor in the pachinko game machine of Feature Section 2. [Figure 15-254] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 15-255] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 15-256] This figure shows a modified example of Feature Section 2 in which the complete function counter value can be added or subtracted even after the complete function has been activated. [Figure 15-257] This figure shows a modified example of Feature Section 2 in which the complete function counter value can be added or subtracted even after the complete function has been activated. [Figure 15-258] This is an explanatory diagram showing examples of notification modes for various notifications in a modified version of Feature Unit 2. [Figure 15-259] This flowchart shows an example of the performance control process in a modified version of Feature Unit 2. [Figure 15-260] This figure shows the percentage of cases where the flash animation is executed upon winning a prize in a modified version of Feature Section 2. [Figure 15-261] This figure illustrates the output pattern of the flash effect upon winning a prize in a modified example of feature section 2. [Figure 15-262] This figure illustrates the output pattern of the flash effect upon winning a prize in a modified example of feature section 2. [Figure 15-263] This figure illustrates the output pattern of the flash effect upon winning a prize in a modified example of feature section 2. [Figure 15-264] This figure illustrates the output pattern of the flash effect upon winning a prize in a modified example of feature section 2. [Figure 15-265] This is an explanatory diagram illustrating the execution period of the ending sequence in a modified example of Feature Section 2. [Figure 15-266] This diagram shows the movable body effect in a modified example of feature section 2. [Figure 15-267] This diagram shows the movable body effect in a modified example of feature section 2. [Figure 15-268]This figure shows an example of lamp data in a pachinko game machine, as described in Feature Section 2. [Figure 15-269] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 16-1] This is a front view of the pachinko game machine in this embodiment. [Figure 16-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 16-3] (A) and (B) are diagrams illustrating the effects control commands. [Figure 16-4] This is an explanatory diagram showing each random number. [Figure 16-5] This is an explanatory diagram showing the display result determination table. [Figure 16-6] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 16-7] This is a block diagram showing the configuration of a gaming machine to which the present invention is applied. [Figure 16-8] This figure shows the mounting surface of the game control board in the embodiment. [Figure 16-9] This is a diagram showing the solder side of the game control board in the embodiment. [Figure 16-10] This figure shows the mounting surface of the game control board in the embodiment, with the input circuit and output circuit mounted on it. [Figure 16-11] This figure shows the configuration of the data bus formed on the solder side of the game control board in the embodiment. [Figure 16-12] This diagram shows the wiring pattern branched from the data bus on the mounting surface of the game control board in the embodiment. [Figure 16-13] This figure shows the configuration of the ground area formed on the mounting surface of the game control board in the embodiment. [Figure 16-14] This figure shows the configuration of the ground region formed on the solder surface of the game control board in the embodiment. [Figure 16-15] This is a circuit diagram showing the connection configuration of low-voltage and high-voltage components mounted on the game control board in the embodiment. [Figure 16-16] This figure shows the configuration of the connector mounted on the mounting surface of the game control board in the embodiment. [Figure 16-17] This figure shows the wiring pattern around the connector formed on the solder side of the game control board in the embodiment. [Figure 16-18] This figure shows the game control board in the embodiment housed in a board case. [Figure 16-19] This is a circuit diagram relating to the supply of backup power to the game control microcomputer 100 mounted on the game control board in the embodiment. [Figure 16-20] This figure shows the wiring pattern for power supply formed on the solder side of the game control board in the embodiment. [Figure 16-21] This figure shows the relationship between the wiring pattern formed on the mounting surface of the game control board in the embodiment and the wiring pattern for power supply formed on the solder surface. [Figure 16-22] This is a magnified view of a portion of the game control board. [Figure 16-23] This is a cross-sectional view of AA in Figure 16-22. [Figure 16-24] This is a cross-sectional view of BB in Figure 16-22. [Figure 16-25] This is a cross-sectional view of CC in Figure 16-22. [Figure 16-26] This is a schematic diagram showing the connection configuration of power supply lines. [Figure 16-27] This is a schematic diagram showing the connection configuration of resistors. [Figure 16-28] This is an explanatory diagram showing the relationship between the application, rated current, and rated voltage of each electronic component. [Figure 16-29] This is an explanatory diagram showing the combination of the first conductor wiring pattern and the second conductor wiring pattern. [Figure 17-1] This is a front view showing the gaming machine in the embodiment. [Figure 17-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 17-3] This is a block diagram showing the circuit configuration of the main board. [Figure 17-4]This is an explanatory diagram showing the contents of VRAM. [Figure 17-5] This is a diagram explaining each drawing area. [Figure 17-6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 17-7] This is an explanatory diagram showing each random number. [Figure 17-8] This is an explanatory diagram showing the display result determination table. [Figure 17-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 17-10] This is an explanatory diagram showing the table for determining whether a performance is a miss. [Figure 17-11] This is an explanatory diagram showing the variation pattern type determination table. [Figure 17-12] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the probability-increasing state. [Figure 17-13] (A) to (F) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 17-14] (A) to (D) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 17-15] (A) to (C) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 17-16] (A) to (C) are explanatory diagrams of the variable pattern determination table for jackpots. [Figure 17-17] This is a diagram illustrating each game state. [Figure 17-18] (A) is an explanatory diagram of the special symbol unit, (B) is an explanatory diagram of the variable display of the special symbols, (C) is an explanatory diagram of the display unit for performance, and (D) is an explanatory diagram of the variable display of the sub-symbols. [Figure 17-19] This is an explanatory diagram showing the data storage area for game control. [Figure 17-20] This is an explanatory diagram showing the input ports. [Figure 17-21] This is an explanatory diagram showing the output ports. [Figure 17-22](A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 17-23] This flowchart shows an example of the main game control process. [Figure 17-24] This flowchart shows an example of timer interrupt processing for game control. [Figure 17-25] This is an explanatory diagram showing the 2-byte buffers formed in the RAM used for switch processing. [Figure 17-26] This is a flowchart showing an example of a switch process. [Figure 17-27] This flowchart shows an example of a random number update process. [Figure 17-28] This is a flowchart showing an example of the special pattern processing. [Figure 17-29] This flowchart shows an example of the process of passing through the start switch. [Figure 17-30] This is an explanatory diagram for storing random values extracted during the process of passing through the start switch. [Figure 17-31] This is a flowchart showing an example of the animation process when a prize is awarded. [Figure 17-32] This flowchart shows an example of the normal processing of special symbols. [Figure 17-33] This is a flowchart showing an example of the special symbol detection process. [Figure 17-34] This flowchart shows an example of special pattern buffer shift processing. [Figure 17-35] This is a diagram illustrating the special buffer shift process. [Figure 17-36] This is a diagram illustrating the special buffer shift process. [Figure 17-37] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 17-38] This is a flowchart showing an example of special symbol variation processing. [Figure 17-39] This is a flowchart showing an example of the special symbol stopping process. [Figure 17-40]This is a flowchart showing an example of the process that ends after a big win. [Figure 17-41] This is a flowchart showing an example of the display process. [Figure 17-42] This is an explanatory diagram of the lighting control method for each hold indicator. [Figure 17-43] This flowchart shows an example of a special pattern display control process. [Figure 17-44] This flowchart shows an example of display control processing. [Figure 17-45] (A) is an explanatory diagram of the timing of command transmission due to the occurrence of a starting prize and the timing of the start of light control of the hold indicator; (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of the start of light control of the hold indicator after the number of hold memories has been reduced; and (C) is an explanatory diagram of the timing of the start of light control of the special symbols and the timing of the start of the reduction of the variable display time when the variable display starts. [Figure 17-46] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 17-47] This flowchart shows an example of the performance control process. [Figure 17-48] This is an explanatory diagram of the triggers for changing the performance mode during the performance mode determination process. [Figure 17-49] This is an explanatory diagram showing the variable display modes of background images and decorative symbols for each performance mode. [Figure 17-50] This diagram illustrates the display mode of images, the illumination mode of lamps, and the sound output mode from speakers associated with the variable display of decorative patterns. [Figure 17-51] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-reach animations and the percentage of decisions regarding the type of animation. [Figure 17-52] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-reach animations and the percentage of decisions regarding the type of animation. [Figure 17-53] This is a diagram explaining the different types of pre-reach animations. [Figure 17-54] This is an explanatory diagram comparing the start timing and sound of each type of pre-reach animation. [Figure 17-55] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 17-56] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 17-57] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 17-58] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 17-59] This is an explanatory diagram for the step-up effect. [Figure 17-60] This is an explanatory diagram for the step-up effect. [Figure 17-61] This is an explanatory diagram for dialogue direction. [Figure 17-62] This is an explanatory diagram for the powerful... effect. [Figure 17-63] This is an explanatory diagram for the powerful... effect. [Figure 17-64] This is an explanatory diagram for the Yumeyume fashion production. [Figure 17-65] This is an explanatory diagram for the Yumeyume fashion production. [Figure 17-66] This is an explanatory diagram for the Yumeyume work production. [Figure 17-67] This is an explanatory diagram for the Yumeyume Kakugen performance. [Figure 17-68] This is an explanatory diagram for the Yumeyume game's explanation and presentation. [Figure 17-69] This is an explanatory diagram for jam-making presentations. [Figure 17-70] This is an explanatory diagram for jam-making presentations. [Figure 17-71] This is an explanatory diagram for the "jam phone" effect. [Figure 17-72] This is an explanatory diagram for the Jam XX Girl production. [Figure 17-73] This is an explanatory diagram for Nana's imaginative performance. [Figure 17-74] This is an explanatory diagram for Nana's imaginative performance. [Figure 17-75] This is an explanatory diagram for the Nana Tsukiyo performance. [Figure 17-76] This is an explanatory diagram of the pre-reach animation that begins before the transparency of the decorative pattern reaches 100%. [Figure 17-77] This is an explanatory diagram of the pre-reach animation that begins after the transparency of the decorative pattern reaches 100%. [Figure 17-78] This is a diagram illustrating the relationship between each visual effect and the background image. [Figure 17-79] This is an explanatory diagram for the mini-character preview animation. [Figure 17-80] This is an explanatory diagram showing the relationship between the special symbol display device and the start timing of the pre-reach animation. [Figure 17-81] This is an explanatory diagram showing the relationship between the special symbol display device and the start timing of the pre-reach animation. [Figure 17-82] This is an explanatory diagram showing the relationship between background music and the sound effects used in the pre-reach animations. [Figure 17-83] (A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A). [Figure 17-84] This diagram explains the mechanism of output to the LED driver. [Figure 17-85] This diagram illustrates an example of lamp control using a luminance data table. [Figure 17-86] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 17-87] This figure shows an example of a parent table that makes up a luminance data table. [Figure 17-88] This figure shows an example of a subtable that makes up a luminance data table. [Figure 17-89] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 17-90] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 17-91] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 17-92] (A) and (B) are diagrams illustrating analogous colors. [Figure 17-93] This is a comparison diagram of the settings in the brightness data table corresponding to the background during variable display and the pre-reach animation. [Figure 17-94] This diagram shows the settings of the parent table for the Brightness Data Table: Normal Fluctuation_First Performance Mode Background. [Figure 17-95]Luminance data table: A diagram showing the settings of the child table of the background in the first production mode of normal variation. [Figure 17-96] Luminance data table: A diagram showing the settings of the grandchild table of the background in the first production mode of normal variation. [Figure 17-97] Luminance data table: A diagram showing the settings of the parent table of the background in the second production mode of normal variation. [Figure 17-98] Luminance data table: A diagram showing the settings of the child table of the background in the second production mode of normal variation. [Figure 17-99] Luminance data table: A diagram showing the settings of the grandchild table of the background in the second production mode of normal variation. [Figure 17-100] Luminance data table: A diagram showing the settings of the grandchild table of the background in the second production mode of normal variation. [Figure 17-101] Luminance data table: A diagram showing the settings of the grandchild table of the background in the second production mode of normal variation. [Figure 17-102] Luminance data table: A diagram showing the settings of the parent table of the background in the third production mode of normal variation. [Figure 17-103] Luminance data table: A diagram showing the settings of the child table of the background in the third production mode of normal variation. [Figure 17-104] Luminance data table: A diagram showing the settings of the grandchild table of the background in the third production mode of normal variation. [Figure 17-105] Luminance data table: A diagram showing the settings of the grandchild table of the background in the third production mode of normal variation. [Figure 17-106] Luminance data table: A diagram showing the settings of the parent table of the introduction in the "Powerful..." production. [Figure 17-107] Luminance data table: A diagram showing the settings of the child table of the introduction in the "Powerful..." production. [Figure 17-108] Luminance data table: A diagram showing the settings of the grandchild table of the introduction in the "Powerful..." production. [Figure 17-109]Brightness Data Table: This diagram shows the settings of the grandchild table for the powerful...production_introduction. [Figure 17-110] Brightness Data Table: This diagram shows the settings of the grandchild table for the powerful...production_introduction. [Figure 17-111] Brightness Data Table: This diagram shows the settings of the parent table for the powerful...performance_results_false / general purpose. [Figure 17-112] Brightness Data Table: This diagram shows the settings of the child table for Powerful...Effect_Result_False / General Purpose. [Figure 17-113] Brightness data table: This diagram shows the settings for the powerful...performance_results_fake_general-purpose grandchild table. [Figure 17-114] Brightness data table: This diagram shows the settings for the powerful...performance_results_fake_general-purpose grandchild table. [Figure 17-115] Brightness Data Table: This diagram shows the settings of the parent table for Powerful...Performance_Result_Chance. [Figure 17-116] Brightness Data Table: This diagram shows the settings of the subtable for Powerful's...Performance_Result_Chance. [Figure 17-117] Brightness Data Table: This diagram shows the settings for the grandchild table of Powerful...Performance_Result_Chance. [Figure 17-118] Brightness Data Table: This diagram shows the settings for the grandchild table of Powerful...Performance_Result_Chance. [Figure 17-119] This diagram shows the settings of the parent table for the Brightness Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-120] This diagram shows the settings of the child table of the Brightness Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-121] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-122] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-123]This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-124] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-125] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-126] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-127] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-128] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-129] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-130] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 17-131] Brightness Data Table: This diagram shows the settings of the parent table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 17-132] Brightness Data Table: This diagram shows the settings of the subtables in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 17-133] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 17-134] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 17-135] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 17-136] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 17-137]Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Introduction CU - Red Characters' Grandson Table". [Figure 17-138] Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Introduction CU - Red Characters' Grandson Table". [Figure 17-139] Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Introduction CU - Red Characters' Grandson Table". [Figure 17-140] Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Introduction CU - Red Characters' Grandson Table". [Figure 17-141] Luminance data table: A diagram showing the setting details of the parent table of "Dream Fashion Show - Success - Gase - General Purpose". [Figure 17-142] Luminance data table: A diagram showing the setting details of the child table of "Dream Fashion Show - Success - Gase - General Purpose". [Figure 17-143] Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Success - Gase - General Purpose". [Figure 17-144] Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Success - Gase - General Purpose". [Figure 17-145] Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Success - Gase - General Purpose". [Figure 17-146] Luminance data table: A diagram showing the setting details of the parent table of "Dream Fashion Show - Success - Chance Suggestion". [Figure 17-147] Luminance data table: A diagram showing the setting details of the child table of "Dream Fashion Show - Success - Chance Suggestion". [Figure 17-148] Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Success - Chance Suggestion". [Figure 17-149] Luminance data table: A diagram showing the setting details of the grandson table of "Dream Fashion Show - Success - Chance Suggestion". [Figure 17-150]This diagram shows the settings for the sub-table of the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 17-151] Brightness Data Table: This diagram shows the settings of the parent table for the Jam Cooking Presentation_Introduction. [Figure 17-152] This diagram shows the settings of the child table for the Brightness Data Table: Jam Cooking Presentation_Introduction. [Figure 17-153] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 17-154] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 17-155] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 17-156] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 17-157] Brightness Data Table: This diagram shows the settings of the parent table for the Jam Cooking Presentation_Introduction CU. [Figure 17-158] Brightness Data Table: This diagram shows the settings of the child table of the Jam Cooking Presentation_Introduction CU. [Figure 17-159] Brightness Data Table: This diagram shows the settings of the grandchild table of the Jam Cooking Presentation_Introduction CU. [Figure 17-160] This diagram shows the settings of the parent table for the Brightness Data Table: Jam Cooking Presentation_Success_False_General Purpose. [Figure 17-161] This diagram shows the settings for the child table of the Brightness Data Table: Jam Cooking Presentation_Success_False_General Purpose. [Figure 17-162] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 17-163] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 17-164] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 17-165] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 17-166] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 17-167] Brightness Data Table: This figure shows the settings of the parent table for the Jam Cooking Presentation_Chance Indication. [Figure 17-168] Brightness Data Table: This diagram shows the settings of the subtable for the Jam Cooking Presentation_Chance Indication. [Figure 17-169] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 17-170] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 17-171] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 17-172] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 17-173] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 17-174] This diagram explains the timing of the hold memory display, active display, and pre-reach animation start. [Figure 17-175] This diagram explains the background music (BGM) output in each performance mode and the volume levels of the BGM and pre-reach animations. [Figure 17-176] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has ended, and (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols has ended. [Figure 17-177](A) and (B) are diagrams showing the execution rate of pre-reach animations that start before the decorative symbols reach a predetermined transparency level (90%), and (C) is a diagram showing the number of pre-reach animations that start before the decorative symbols reach a predetermined transparency level (90%). [Figure 17-178] (A) and (B) are diagrams showing the execution rate of pre-reach animations that begin after the decorative symbols reach a predetermined transparency level (90%), and (C) is a diagram showing the number of pre-reach animations that begin after the decorative symbols reach a predetermined transparency level (90%). [Figure 17-179] (A) and (B) are diagrams showing the execution rate of pre-reach effects that output both background music and sound effects when the effect starts, and (C) is a diagram showing the number of pre-reach effects that output both background music and sound effects when the effect starts. [Figure 17-180] Figures (A) and (B) show the percentage of pre-reach effects that are performed when the background music is made inaudible and the sound effects are started when the effect begins, and figure (C) shows the number of pre-reach effects in which the background music is made inaudible and the sound effects are started when the effect begins. [Figure 17-181] Figures (A) and (B) show the percentage of pre-reach animations that output background music but no sound effects when the animation starts, and figure (C) shows the number of pre-reach animations that output background music but no sound effects when the animation starts. [Figure 17-182] (A) and (B) are diagrams showing the percentage of pre-reach animations in which a visual image is displayed along with a background image, and (C) is a diagram showing the number of pre-reach animations in which a visual image is displayed along with a background image. [Figure 17-183] (A) and (B) are diagrams showing the percentage of pre-reach animations in which the background image is darkened while the animation image is displayed, and (C) is a diagram showing the number of pre-reach animations in which the background image is darkened while the animation image is displayed. [Figure 17-184] (A) and (B) are diagrams showing the percentage of pre-reach animations in which the animation image is displayed without darkening the background image, and (C) is a diagram showing the number of pre-reach animations in which the animation image is displayed without darkening the background image. [Figure 17-185](A) and (B) are diagrams showing the percentage of pre-reach animations in which the background image is hidden and the animation image is displayed, and (C) is a diagram showing the number of pre-reach animations in which the background image is hidden and the animation image is displayed. [Figure 17-186] (A) and (B) are diagrams showing the execution rate of pre-reach effects, in which the effect starts after one cycle of variable display of special symbols is completed, the effect starts after the decorative symbols reach a predetermined transparency (90%), and the effect sound is output along with the background music when the effect starts. (C) is a diagram showing the number of pre-reach effects, in which the effect starts after one cycle of variable display of special symbols is completed, the effect starts after the decorative symbols reach a predetermined transparency (90%), and the effect sound is output along with the background music when the effect starts. [Figure 17-187] (A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after one cycle of variable display of special symbols has finished, after the decorative symbols have reached a predetermined transparency level (90%), and when the effect starts, BGM is output but no sound effect is output. (C) is a diagram showing the number of pre-reach effects that begin after one cycle of variable display of special symbols has finished, after the decorative symbols have reached a predetermined transparency level (90%), and when the effect starts, BGM is output but no sound effect is output. [Figure 17-188] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols is completed, and start after the decorative symbols reach a predetermined transparency level (90%), and display an effect image together with the background image. (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols is completed, and start after the decorative symbols reach a predetermined transparency level (90%), and display an effect image together with the background image. [Figure 17-189](A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has finished, output both BGM and sound effects when the effect starts, and display an effect image along with a background image. (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols has finished, output both BGM and sound effects when the effect starts, and display an effect image along with a background image. [Figure 17-190] (A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after one cycle of variable display of special symbols has finished, output BGM when the effect starts but do not output effect sound, and display effect images along with the background image. (C) is a diagram showing the number of pre-reach effects that begin after one cycle of variable display of special symbols has finished, output BGM when the effect starts but do not output effect sound, and display effect images along with the background image. [Figure 17-191] (A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after the decorative symbols reach a predetermined transparency level (90%), output both background music and sound effects upon the start of the effect, and display the effect image along with the background image. (C) is a diagram showing the number of pre-reach effects that begin after the decorative symbols reach a predetermined transparency level (90%), output both background music and sound effects upon the start of the effect, and display the effect image along with the background image. [Figure 17-192] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the animation starts after the decorative symbols reach a predetermined transparency level (90%), and where BGM is output when the animation starts but no sound is output, and the animation image is displayed together with the background image. (C) is a diagram showing the number of pre-reach animations where the animation starts after the decorative symbols reach a predetermined transparency level (90%), and where BGM is output when the animation starts but no sound is output, and the animation image is displayed together with the background image. [Figure 17-193] (A) to (D) are explanatory diagrams for comparing the brightness data tables of each part of the pre-reach animation. [Figure 17-194](A) to (D) are explanatory diagrams to compare how the table structure and brightness data differ depending on the pattern of the introductory part. [Figure 17-195] (A) to (D) are explanatory diagrams to compare how the table structure and brightness data differ depending on the pattern of the results section. [Figure 17-196] This is an explanatory diagram illustrating a comparison of brightness data tables for each type of pre-reach animation. [Figure 17-197] (A) and (B) are diagrams showing the percentage of pre-reach animations that use multiple brightness data for the black-out mode, and (C) is a diagram showing the number of pre-reach animations that use multiple brightness data for the black-out mode. [Figure 17-198] (A) and (B) are diagrams showing the percentage of pre-reach animations in which more brightness data for the off-light mode is used than the brightness data table for the background of the performance mode, and (C) is a diagram showing the number of pre-reach animations in which more brightness data for the off-light mode is used than the brightness data table for the background of the performance mode. [Figure 17-199] (A) and (B) are diagrams showing the percentage of pre-reach animations where the average usage time of luminance data is shorter than that of the background luminance data table for the performance mode, and (C) is a diagram showing the number of pre-reach animations where the average usage time of luminance data is shorter than that of the background luminance data table for the performance mode. [Figure 17-200] (A) and (B) are diagrams showing the execution rate of pre-reach animations with fewer types of brightness values in the brightness data than the brightness data table for the background of the performance mode, and (C) is a diagram showing the number of pre-reach animations with fewer types of brightness values in the brightness data than the brightness data table for the background of the performance mode. [Figure 17-201] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the luminance data table loops more often, and (C) is a diagram showing the number of pre-reach animations where the luminance data table loops more often. [Figure 17-202] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the luminance data table that does not loop is more common, and (C) is a diagram showing the number of pre-reach animations where the luminance data table that does not loop is more common. [Figure 18-1]This is a front view of the pachinko game machine in this embodiment. [Figure 18-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 18-3] This is an explanatory diagram showing the contents of VRAM. [Figure 18-4] This is a diagram explaining each drawing area. [Figure 18-5] This is an explanatory diagram of display priority. [Figure 18-6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 18-7] This is an explanatory diagram showing each random number. [Figure 18-8] This is an explanatory diagram showing the display result determination table. [Figure 18-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 18-10] This is a diagram illustrating the losing fluctuation patterns. [Figure 18-11] This is an explanatory diagram of the jackpot variation patterns. [Figure 18-12] This is an explanatory diagram showing the variation pattern type determination table. [Figure 18-13] This is an explanatory diagram of the variable pattern determination table for losing outcomes. [Figure 18-14] This is an explanatory diagram of the variable pattern determination table for losing outcomes. [Figure 18-15] This is an explanatory diagram of the table for determining the variation pattern for big wins. [Figure 18-16] This is an explanatory diagram of the data storage area for game control. [Figure 18-17] This is an explanatory diagram of the data storage area for performance control. [Figure 18-18] This flowchart shows an example of the main game control process. [Figure 18-19] This flowchart shows an example of timer interrupt processing for game control. [Figure 18-20] This is a flowchart showing an example of the special pattern processing. [Figure 18-21]This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 18-22] This is a flowchart showing an example of the random value determination process when winning a prize. [Figure 18-23] This flowchart shows an example of the normal processing of special symbols. [Figure 18-24] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 18-25] This is a flowchart showing an example of the special symbol stopping process. [Figure 18-26] This flowchart shows an example of the processing during a jackpot release. [Figure 18-27] This is a flowchart showing an example of the process that ends after a big win. [Figure 18-28] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 18-29] This flowchart shows an example of the performance control process. [Figure 18-30] This flowchart shows an example of the variable display start setting process. [Figure 18-31] This is a flowchart showing an example of the processing during a jackpot. [Figure 18-32] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 18-33] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 18-34] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 18-35] This is a diagram explaining the game state in which each effect can be performed and the effects that are displayed. [Figure 18-36] This is a diagram explaining the game state in which each effect can be performed and the effects that are displayed. [Figure 18-37] (A) is an explanatory diagram illustrating the determination ratio of whether or not the hold display effect is executed and the effect pattern, and (B) is an explanatory diagram illustrating the determination ratio of the timing of the change in the display pattern of the hold display. [Figure 18-38] This is an explanatory diagram illustrating the determination ratio for whether or not to execute the decorative pattern enlargement effect when the variable display starts. [Figure 18-39]This diagram explains the percentages that determine whether or not to execute the dialogue preview effect and the percentages that determine the dialogue to be displayed. [Figure 18-40] (A) is an explanatory diagram of the pattern determination ratio for weak super reach title effects, and (B) is an explanatory diagram of the pattern determination ratio for strong super reach title effects. [Figure 18-41] This diagram explains whether or not a cut-in animation is performed and the proportion of the animation pattern that is determined. [Figure 18-42] This is a diagram illustrating the display mode at the start of variable display. [Figure 18-43] This is a diagram illustrating the display configuration when the decorative pattern enlargement effect is executed at the start of the variable display. [Figure 18-44] This is a diagram illustrating the display configuration during the enlargement effect when the symbols stop. [Figure 18-45] This is a diagram illustrating the display configuration during the enlargement effect when the symbols stop. [Figure 18-46] This is a diagram showing the display configuration when the first line of dialogue is announced. [Figure 18-47] This is a diagram showing the display configuration when the second line of dialogue preview is executed. [Figure 18-48] This is a diagram showing the display configuration when a pseudo-consecutive win animation is performed. [Figure 18-49] This is a diagram showing the display when the pseudo-consecutive performance is not executed. [Figure 18-50] This is a diagram showing the display configuration when a normal reach animation is performed. [Figure 18-51] This is a diagram showing the display format when the weak super reach title sequence is executed. [Figure 18-52] This is a diagram showing the display configuration when a weak super reach animation is performed. [Figure 18-53] This is a diagram showing the display configuration when an advanced animation sequence is executed. [Figure 18-54] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 18-55] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 18-56] This is a diagram showing the display format when a cut-in animation is executed. [Figure 18-57] This is a diagram showing the display format when a cut-in animation is executed. [Figure 18-58] This is a diagram showing the display configuration when the "Confirm Button" animation is executed. [Figure 18-59] This is a diagram showing the display configuration when the matching symbols animation is performed. [Figure 18-60] This is a diagram illustrating the display behavior when the variable display result is incorrect. [Figure 18-61] This is a diagram showing the display configuration when the first line of dialogue is announced. [Figure 18-62] This is a diagram showing the display configuration when the second line of dialogue preview is executed. [Figure 18-63] This is a diagram showing the display patterns when a reach-indicating animation is performed. [Figure 18-64] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 18-65] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 18-66] This is a diagram showing the display format when a cut-in animation is executed. [Figure 18-67] This is a diagram showing the display configuration when the "Confirm Button" animation is executed. [Figure 18-68] This is a diagram showing the display configuration when the matching symbols animation is performed. [Figure 18-69] This is a diagram showing the display configuration when a fanfare effect is executed. [Figure 18-70] This is a diagram showing the display configuration when a fanfare effect is executed. [Figure 18-71] This is a diagram showing the display configuration when the first right-hand hit display effect is executed. [Figure 18-72] This is a diagram showing the display actions when the V Challenge sequence is executed. [Figure 18-73] This is a diagram illustrating the display format during the V Challenge sequence and the V Challenge success sequence. [Figure 18-74] This is a diagram showing the display configuration when the V-winning animation is executed. [Figure 18-75]This is a diagram showing the display configuration during the ending sequence. [Figure 18-76] This is a diagram showing the display configuration when the first left-handed hit display effect is executed. [Figure 18-77] This is a diagram showing the display configuration when the second left-handed hit display effect is executed. [Figure 18-78] This is a diagram showing the display format when the first and second prize ball count notification sequences are executed. [Figure 18-79] This is a diagram showing the display format when the pending bonus suggestion effect and the pending bonus notification effect are executed. [Figure 18-80] This is a diagram showing the display format when the pending bonus suggestion effect and the pending bonus notification effect are executed. [Figure 18-81] This is a diagram showing the display format during the execution of a demo. [Figure 18-82] This is a diagram showing the display format during the execution of a demo. [Figure 18-83] This is an explanatory diagram of the magnification effect. [Figure 18-84] This is an explanatory diagram of the magnification effect. [Figure 18-85] This is an explanatory diagram of the magnification effect. [Figure 18-86] This is an explanatory diagram of the magnification effect. [Figure 18-87] This is an explanatory diagram of the magnification effect. [Figure 18-88] This is an explanatory diagram of the magnification effect. [Figure 18-89] This is an explanatory diagram of the magnification effect. [Figure 18-90] This is an explanatory diagram of the magnification effect. [Figure 18-91] This is an explanatory diagram of the magnification effect. [Figure 18-92] This is an explanatory diagram of the magnification effect. [Figure 18-93] This is an explanatory diagram of the magnification effect. [Figure 18-94] This is an explanatory diagram of the magnification effect. [Figure 18-95] This is an explanatory diagram of the magnification effect. [Figure 18-96] This is an explanatory diagram of the magnification effect. [Figure 18-97] This is an explanatory diagram of the magnification effect. [Figure 18-98] This is an explanatory diagram of decorative effects. [Figure 18-99] This is an explanatory diagram of decorative effects. [Figure 18-100] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 18-101] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 18-102] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 18-103] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 18-104] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 18-105] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 18-106] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 18-107] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 18-108] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 18-109] This is an explanatory diagram showing a specific example of the ball supply tray of a gaming machine as viewed from above. [Figure 18-110] This is a schematic diagram of the game machine's control board as viewed from the rear. [Figure 18-111] This is an explanatory diagram showing a specific example of the effect switching switch data. [Figure 18-112] This is an explanatory diagram showing a specific example of the volume display after operating the effect switching switch. [Figure 18-113] This is an explanatory diagram showing specific examples of operation types. [Figure 18-114] This flowchart shows an example of the main processing for performance control in feature section 02TM. [Figure 18-115] This is a flowchart illustrating an example of the volume setting process on the store side. [Figure 18-116] This flowchart shows an example of a demo performance control process. [Figure 18-117] This flowchart shows an example of a demo performance control process. [Figure 18-118] This flowchart shows an example of a demo performance control process. [Figure 18-119] This flowchart shows an example of a demo performance control process. [Figure 18-120] This flowchart shows an example of a demo performance control process. [Figure 18-121] This flowchart shows an example of menu display control processing. [Figure 18-122] This is a flowchart showing an example of the volume setting process. [Figure 18-123] This is a flowchart showing an example of the volume setting process. [Figure 18-124] This is a diagram illustrating the transition flow in the customer waiting state. [Figure 18-125] (A) This is a diagram illustrating a specific example of what happens when the first player takes action while the first player is waiting, and (B) This is a diagram illustrating a specific example of what happens when the second player takes action while the first player is waiting. [Figure 18-126] (C) This is a diagram illustrating a specific example of what happens when the first employee takes action while the first customer is waiting, and (D) This is a diagram illustrating a specific example of what happens when the second employee takes action while the first customer is waiting. [Figure 18-127] (A) This is a diagram illustrating a specific example of what happens when the first player takes action while the second player is waiting, and (B) This is a diagram illustrating a specific example of what happens when the second player takes action while the second player is waiting. [Figure 18-128] (C) This is a diagram illustrating a specific example of what happens when the first employee operates while the second customer is waiting, and (D) This is a diagram illustrating a specific example of what happens when the second employee operates while the second customer is waiting. [Figure 18-129](A) This is a diagram illustrating a specific example of what happens when the first player takes action while the third player is waiting, and (B) This is a diagram illustrating a specific example of what happens when the second player takes action while the third player is waiting. [Figure 18-130] (C) This is a diagram illustrating a specific example of what happens when the first employee takes action while the third customer is waiting, and (D) This is a diagram illustrating a specific example of what happens when the second employee takes action while the third customer is waiting. [Figure 18-131] (A) This is a diagram illustrating a specific example of what happens when the first player takes action while the fourth player is waiting, and (B) This is a diagram illustrating a specific example of what happens when the second player takes action while the fourth player is waiting. [Figure 18-132] (C) This is a diagram illustrating a specific example of what happens when the first employee takes action while the fourth customer is waiting, and (D) This is a diagram illustrating a specific example of what happens when the second employee takes action while the fourth customer is waiting. [Figure 18-133] (A1) This is a diagram illustrating a specific example of what happens when a player operates the machine during the first waiting state, and (A2) This is a diagram illustrating a specific example of what happens when a player operates the machine during the second waiting state. [Figure 18-134] (A3) This is a diagram showing a specific example of what happens when a player operates the machine while the machine is in the third waiting state, and (A4) This is a diagram showing a specific example of what happens when a player operates the machine while the machine is in the fourth waiting state. [Figure 18-135] This is an explanatory diagram showing a concrete example of audio data. [Figure 18-136] This is an explanatory diagram showing a concrete example of audio data. [Figure 18-137] This is an explanatory diagram showing a concrete example of audio data. [Figure 18-138] This is an explanatory diagram showing a concrete example of audio data. [Figure 18-139] This is an explanatory diagram showing a concrete example of audio data. [Figure 18-140] This is an explanatory diagram showing a concrete example of dialogue sound data. [Figure 18-141] This is an explanatory diagram and timing chart showing specific examples of each effect when a player performs an action during a low-B customer waiting sequence. [Figure 18-142] Explanatory diagrams and timing charts showing specific examples of each effect when a store employee operates during the low B customer waiting effect. [Figure 18-143] Explanatory diagrams and timing charts showing specific examples of each effect when a player operates and a store employee operates during the low B customer waiting effect. [Figure 18-144] Explanatory diagrams and timing charts showing specific examples of each effect when a player operates during the low B variation start effect. [Figure 18-145] Explanatory diagrams and timing charts showing specific examples of each effect when a store employee operates during the low B variation start effect. [Figure 18-146] Explanatory diagrams and timing charts showing specific examples of each effect when a player operates and a store employee operates during the low B variation start effect. [Figure 18-147] Explanatory diagrams and timing charts showing specific examples of each effect when a player operates during the low B preview effect. [Figure 18-148] Explanatory diagrams and timing charts showing specific examples of each effect when a store employee operates during the low B preview effect. [Figure 18-149] Explanatory diagrams and timing charts showing specific examples of each effect when a player operates and a store employee operates during the low B preview effect. [Figure 18-150] Explanatory diagrams and timing charts showing specific examples of each effect when a player operates during the low B reach success effect. [Figure 18-151] Explanatory diagrams and timing charts showing specific examples of each effect when a store employee operates during the low B reach success effect. [Figure 18-152] Explanatory diagrams and timing charts showing specific examples of each effect when a player operates and a store employee operates during the low B reach success effect. [Figure 18-153]This is an explanatory diagram and timing chart showing specific examples of each animation when the player performs an action during the low B button appearance animation. [Figure 18-154] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee operates the machine during the low B button appearance animation. [Figure 18-155] This is an explanatory diagram and timing chart showing specific examples of each animation when the player or store staff performs an action during the low B button appearance animation. [Figure 18-156] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during the low B button press suggestion effect. [Figure 18-157] This diagram and timing chart illustrate specific examples of each animation when a store employee performs an action during the low B button press suggestion animation. [Figure 18-158] This diagram and timing chart illustrate specific examples of each animation when the player or staff member performs an action during the low B button press suggestion animation. [Figure 18-159] This is an explanatory diagram and timing chart showing specific examples of each animation that occur when the player performs an action after pressing the low B button. [Figure 18-160] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee operates the machine after a low B button is pressed. [Figure 18-161] This is an explanatory diagram and timing chart showing specific examples of each animation sequence when the player or staff member performs an action after the low B button is pressed. [Figure 18-162] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during a low-B movable body effect. [Figure 18-163] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee operates the low-B movable body effect. [Figure 18-164]This is an explanatory diagram and timing chart showing specific examples of each effect when the player and staff operate during low-B movable body effects. [Figure 18-165] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during the low-B jackpot name notification effect. [Figure 18-166] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee operates the machine during the low-B jackpot name notification effect. [Figure 18-167] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff operates during the low-B jackpot name notification effect. [Figure 18-168] This diagram and timing chart illustrates specific examples of each animation when the player performs actions during the low-B jackpot attacker entry animation. [Figure 18-169] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee manipulates the low-B jackpot attacker entry animation. [Figure 18-170] This diagram and timing chart illustrates specific examples of each animation sequence when the player or staff member performs actions during the low-B jackpot attacker entry animation. [Figure 18-171] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during a low-B jackpot over-winning animation. [Figure 18-172] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee manipulates the machine during a low-B jackpot over-winning animation. [Figure 18-173] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff performs actions during the low-B jackpot over-winning effect. [Figure 18-174] This diagram and timing chart illustrate specific examples of each effect when the player performs an action during a low B-exceeding notification effect. [Figure 18-175]This diagram and timing chart illustrate specific examples of each effect when a store employee is involved in the low B-exceeding notification effect. [Figure 18-176] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff operates during the low B exceedance notification effect. [Figure 18-177] This diagram and timing chart illustrates specific examples of each animation sequence when player actions are performed during the transition to the low-B jackpot mode. [Figure 18-178] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee is manipulated during the transition to the low-B jackpot mode. [Figure 18-179] This diagram and timing chart illustrates specific examples of each animation sequence when player and staff operations are performed during the transition to the low-B jackpot mode. [Figure 18-180] This diagram and timing chart illustrate specific examples of each effect when a player performs an action during a high-level customer waiting sequence. [Figure 18-181] This diagram and timing chart illustrate specific examples of how store staff can manipulate the customer waiting process during high-level customer waiting events. [Figure 18-182] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and staff operations are performed during the high-level customer waiting effect. [Figure 18-183] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during the High B variation start effect. [Figure 18-184] This diagram and timing chart illustrate specific examples of each animation when a store employee is involved in the animation at the start of a high B variation. [Figure 18-185] This is an explanatory diagram and timing chart showing specific examples of each effect when player and store staff operations are performed during the High B variation start effect. [Figure 18-186]Explanatory diagrams and timing charts showing specific examples of each effect when player operation is performed in the High B preview effect. [Figure 18-187] Explanatory diagrams and timing charts showing specific examples of each effect when staff operation is performed in the High B preview effect. [Figure 18-188] Explanatory diagrams and timing charts showing specific examples of each effect when player operation and staff operation are performed in the High B preview effect. [Figure 18-189] Explanatory diagrams and timing charts showing specific examples of each effect when player operation is performed in the High B reach achievement effect. [Figure 18-190] Explanatory diagrams and timing charts showing specific examples of each effect when staff operation is performed in the High B reach achievement effect. [Figure 18-191] Explanatory diagrams and timing charts showing specific examples of each effect when player operation and staff operation are performed in the High B reach achievement effect. [Figure 18-192] Explanatory diagrams and timing charts showing specific examples of each effect when player operation is performed in the High B button appearance effect. [Figure 18-193] Explanatory diagrams and timing charts showing specific examples of each effect when staff operation is performed in the High B button appearance effect. [Figure 18-194] Explanatory diagrams and timing charts showing specific examples of each effect when player operation and staff operation are performed in the High B button appearance effect. [Figure 18-195] Explanatory diagrams and timing charts showing specific examples of each effect when player operation is performed in the High B button press suggestion effect. [Figure 18-196] Explanatory diagrams and timing charts showing specific examples of each effect when staff operation is performed in the High B button press suggestion effect. [Figure 18-197]This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff performs an action during the high B button press suggestion effect. [Figure 18-198] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action after pressing the high B button. [Figure 18-199] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee operates the system after the B button is pressed. [Figure 18-200] This diagram and timing chart illustrate specific examples of each animation sequence that occur when the player or staff member performs actions during the animation sequence after pressing the high B button. [Figure 18-201] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during a high-B movable body effect. [Figure 18-202] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee operates the high-B movable body effect. [Figure 18-203] This is an explanatory diagram and timing chart showing specific examples of each effect in high-B movable body effects when the player and store staff perform operations. [Figure 18-204] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during the high-B jackpot name notification effect. [Figure 18-205] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee operates the store during the high-B jackpot name notification effect. [Figure 18-206] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff operates during the high-B jackpot name notification effect. [Figure 18-207] This diagram and timing chart shows specific examples of each animation when the player performs an action during the high-B jackpot attacker entry animation. [Figure 18-208]This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee is involved in the high-B jackpot attacker entry animation. [Figure 18-209] This diagram and timing chart illustrates specific examples of each animation sequence when the player or staff member performs actions during the high-B jackpot attacker entry animation. [Figure 18-210] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during a high-B jackpot over-winning animation. [Figure 18-211] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee manipulates the high-B jackpot over-winning animation. [Figure 18-212] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff performs actions during the high-B jackpot over-winning effect. [Figure 18-213] This diagram and timing chart illustrate specific examples of each effect when the player performs an action during the high B-exceeding notification effect. [Figure 18-214] This diagram and timing chart illustrate specific examples of each effect when a store employee operates the system during a high B-level notification sequence. [Figure 18-215] This diagram and timing chart illustrate specific examples of each effect when player and staff operations are performed during the high B-exceeding notification effect. [Figure 18-216] This diagram and timing chart illustrate specific examples of each effect when the player performs actions during the High B jackpot transition mode. [Figure 18-217] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee is involved in the transition mode to a high-B jackpot. [Figure 18-218] This diagram and timing chart illustrates specific examples of each animation sequence when player and staff operations are performed during the High B jackpot transition mode. [Figure 18-219]This is an explanatory diagram illustrating a specific example of the interaction between players and staff in a gaming establishment where gaming machines are installed. [Figure 18-220] This is an explanatory diagram illustrating a specific example of the interaction between players and staff in a gaming establishment where gaming machines are installed. [Figure 18-221] This is an explanatory diagram illustrating specific examples of the interactions between players and staff in a gaming arcade where different types of gaming machines are installed. [Figure 18-222] This is a timing chart showing the timing of each animation when a player requests a volume adjustment from a store employee in a low base state. [Figure 18-223] This is a timing chart showing the timing of each animation when a player requests a volume adjustment from a store employee in a low base state. [Figure 18-224] This is a timing chart showing the timing of each animation when a player requests a volume adjustment from a store employee in a low base state. [Figure 18-225] This is a timing chart showing the timing of each animation when a player requests a volume adjustment from a store employee in a low base state. [Figure 18-226] This is an explanatory diagram showing specific examples of various effects that occur when a player requests a store employee to adjust the volume in a low base state. [Figure 18-227] This is an explanatory diagram showing specific examples of various effects that occur when a player requests a store employee to adjust the volume in a low base state. [Figure 18-228] This timing chart shows the timing of each animation when a player requests a volume adjustment from a store employee while the base volume is high. [Figure 18-229] This timing chart shows the timing of each animation when a player requests a volume adjustment from a store employee while the base volume is high. [Figure 18-230] This timing chart shows the timing of each animation when a player requests a volume adjustment from a store employee while the base volume is high. [Figure 18-231] This timing chart shows the timing of each animation when a player requests a volume adjustment from a store employee while the base volume is high. [Figure 18-232] This is an explanatory diagram showing specific examples of various effects that occur when a player requests a store employee to adjust the volume while the base volume is high. [Figure 18-233] This is an explanatory diagram showing specific examples of various effects that occur when a player requests a store employee to adjust the volume while the base volume is high. [Figure 18-234] This is an explanatory diagram illustrating an example where the volume display is superimposed on a visual effect by a store employee. [Figure 19] This is a front view of the pachinko game machine in this embodiment. [Figure 20] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 21] This flowchart shows an example of the main game control process. [Figure 22] This flowchart shows an example of timer interrupt processing for game control. [Figure 23] This is a flowchart showing an example of the special pattern processing. [Figure 24] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 25] This flowchart shows an example of the performance control process. [Figure 26-1] This is a front view of the pachinko game machine according to this embodiment. [Figure 26-2] This is an explanatory diagram showing each random number. [Figure 26-3] This is an explanatory diagram showing the display result determination table (jackpot determination table). [Figure 26-4] This is an explanatory diagram showing the jackpot type determination table stored in ROM101 and the jackpot types. [Figure 26-5] This is an explanatory diagram showing the pre-determined patterns of change in the animation symbols. [Figure 26-6] This is an explanatory diagram showing the pre-determined patterns of change in the animation symbols. [Figure 26-7] This is an explanatory diagram showing the variation pattern type determination table. [Figure 26-8] This is an explanatory diagram showing the table for determining the pattern of failure. [Figure 26-9] This is an explanatory diagram showing the table for determining the pattern of failure. [Figure 26-10] This is an explanatory diagram showing the table for determining the winning variation pattern. [Figure 26-11] This flowchart shows an example of the pre-read notification setting process. [Figure 26-12] This flowchart shows an example of the process for changing settings. [Figure 26-13] This flowchart shows the process for setting the variable display start. [Figure 26-14] This is a flowchart showing the jackpot animation processing in the animation control process. [Figure 26-15] This is a flowchart showing the jackpot animation processing in the animation control process. [Figure 26-16] This is an explanatory diagram showing an example of the display of the image display device 5 during a simulated power outage effect during fluctuations. [Figure 26-17] This is an explanatory diagram showing an example of the display of the image display device 5 during a weak SP reach animation. [Figure 26-18] This is an explanatory diagram showing an example of the display of the image display device 5 during a weak SP reach animation. [Figure 26-19] This is an explanatory diagram showing an example of the display of the image display device 5 during a weak SP reach animation. [Figure 26-20] This is an explanatory diagram showing an example of the display of the image display device 5 during a strong SP reach animation. [Figure 26-21] This is an explanatory diagram showing an example of the display of the image display device 5 during a strong SP reach animation. [Figure 26-22] This is an explanatory diagram showing an example of the display of the image display device 5 during a strong SP reach animation. [Figure 26-23] This is an explanatory diagram showing an example of the display of the image display device 5 during the strongest reach animation. [Figure 26-24] This is an explanatory diagram showing an example of the display of the image display device 5 during the strongest reach animation. [Figure 26-25] This is an explanatory diagram showing an example of the display of the image display device 5 during the strongest reach animation. [Figure 26-26]This is a timing chart showing the control timing of each effect component when executing a simulated power outage effect. [Figure 26-27] This is a timing chart showing the control timing of each effect component when executing a simulated power outage effect. [Figure 26-28] This is a timing chart showing the control timing of each light-emitting device when executing a simulated power outage effect. [Figure 26-29] This is an explanatory diagram showing the timing of the simulated power outage effect. [Figure 26-30] This is an explanatory diagram showing an example of the display of the image display device 5 when executing a simulated power outage effect during fluctuations. [Figure 26-31] This is an explanatory diagram showing an example of the display of the image display device 5 when a simulated power outage effect is executed during a round. [Figure 26-32] This is an explanatory diagram showing the number of movements and timing of movements of the movable body 32 in each variation pattern. [Figure 26-33] This is an explanatory diagram showing an example of the animation for notifying a winning combination when a winning combination occurs. [Figure 26-34] This is an explanatory diagram showing a modified version of the animation when a starting win occurs during a simulated power outage animation. [Figure 26-35] This is an explanatory diagram showing an example of the display on the image display device 5 when the volume adjustment button or the light intensity adjustment button is operated. [Figure 26-36] This is an explanatory diagram showing the color tone in the image display device 5. [Figure 26-37] This is a timing chart showing the timing of the control when the power of the gaming machine 1 is turned on in the event of an electrical outage. [Figure 26-38] This is a timing chart showing the timing of the control when the power of the gaming machine 1 is turned on in the event of an electrical outage. [Figure 26-39] This is a timing chart showing the timing of the control when the power of the gaming machine 1 is turned on in the event of an electrical outage. [Figure 26-40]It is an explanatory diagram showing the ratio of color code #000000 and the degree of expectation for controlling the jackpot in an effect capable of displaying an image with the color tone of color code #000000. [Figure 26-41] It is an explanatory diagram showing the appearance of the image display device 5 when a power failure occurs. [Figure 26-42] It is an explanatory diagram showing the transition of the light-emitting means when a pseudo power failure effect occurs. [Figure 26-43] It is an explanatory diagram showing the transition of the light-emitting means when a pseudo power failure effect occurs. [Figure 26-44] It is an explanatory diagram showing the transition of the light-emitting means when a power failure occurs. [Figure 26-45] It is a timing chart showing the timing when the scheduled effect after power recovery is to be executed. [Figure 26-46] It is an explanatory diagram showing an example of display on the image display device 5 when the scheduled effect after power recovery is to be executed. [Figure 26-47] It is an explanatory diagram showing the selection ratio of the cut-in preview effect mode in the variation pattern corresponding to the strong SP reach and the strongest reach. [Figure 26-48] It is an explanatory diagram showing the installation positions of each light-emitting means. [Figure 26-49] It is an explanatory diagram showing the light-emitting mode of the light-emitting means in the red cut-in preview effect. [Figure 26-50] It is an explanatory diagram showing the light-emitting mode of the light-emitting means in the green cut-in preview effect. [Figure 26-51] It is an explanatory diagram showing the light-emitting mode of the light-emitting means in the pseudo power failure effect. [Figure 26-52] It is an explanatory diagram showing the light-emitting mode of the light-emitting means in the intense heat effect. [Figure 26-53] It is an explanatory diagram showing the light-emitting mode of the light-emitting means in the error notification effect. [Figure 26-54] It is an explanatory diagram showing the light-emitting mode of the light-emitting means in the winning notification effect and the step-up effect. [Figure 26-55]This is an explanatory diagram showing the volume levels of the audio output from speakers 8L and 8R in each performance. [Figure 27-1] This is a front view of the card unit and slot machine. [Figure 27-2] This is a block diagram showing the internal configuration of a card unit and a slot machine. [Figure 27-3] This is a diagram to explain the transitions in the game state. [Figure 27-4] This diagram shows the game start command that the main control unit sends to the performance control unit when the start switch is operated. [Figure 27-5] This diagram shows the game end command that the main control unit sends to the performance control unit when the machine stops for the third time. [Figure 27-6] This diagram shows the types of commands that the main control unit sends to the medal count control unit. [Figure 27-7] This is a diagram explaining the commands for providing information about the installation of gaming machines. [Figure 27-8] This diagram shows the configuration of the input command. [Figure 27-9] This diagram shows the configuration of the settlement command. [Figure 27-10] This diagram shows the configuration of the payout command. [Figure 27-11] This diagram shows the configuration of the input pulse command. [Figure 27-12] This diagram shows the configuration of the payout pulse command. [Figure 27-13] This diagram shows the structure of the jackpot command. [Figure 27-14] This diagram shows the structure of illegal commands for gaming machines. [Figure 27-15] This diagram shows the structure of the error command. [Figure 27-16] This diagram shows the configuration of the role ratio information 1 command. [Figure 27-17] This diagram shows the configuration of the two command types related to role ratio information. [Figure 27-18] This diagram shows the configuration of the command for total payout of special items. [Figure 27-19] This diagram shows the configuration of the command for continuous payout of all bonus items. [Figure 27-20] This is a diagram showing the configuration of the Over Command. [Figure 27-21] This diagram shows the types of commands that the medal count control unit sends to the main control unit. [Figure 27-22] This diagram shows the configuration of the input response command. [Figure 27-23] This diagram shows the structure of the settlement response command. [Figure 27-24] This diagram shows the configuration of the payout response command. [Figure 27-25] This diagram shows the structure of an overflow response command. [Figure 27-26] This diagram shows the configuration of the information command for the medal count control side. [Figure 27-27] This diagram shows an example of communication between the main control unit and the medal count control unit. [Figure 27-28] This diagram illustrates the communication of information commands for the medal count control side. [Figure 27-29] This diagram shows the communication flow between the main control unit and the medal count control unit from the moment the power is turned on. [Figure 27-30] This diagram illustrates the betting amount setting and settlement operations. [Figure 27-31] This diagram explains the display control for the number of coins dispensed. [Figure 27-32] This diagram shows the memory area used by the main control unit. [Figure 27-33] This diagram shows the RAM area within the capacity used by the main control unit. [Figure 27-34] This diagram illustrates the control details of the initial setup process (main control) performed by the main control unit. [Figure 27-35] This diagram illustrates the control process for the out-of-capacity RAM initialization process performed by the main control unit. [Figure 27-36] This diagram illustrates the control process performed by the main control unit for changing settings. [Figure 27-37] This diagram illustrates the control content of the main processing (main control) performed by the main control unit. [Figure 27-38] This diagram illustrates the control details of the timer interrupt processing (main control) performed by the main control unit. [Figure 27-39]This diagram illustrates the control details of the initial setup process (medal count control) performed by the main control unit. [Figure 27-40] This diagram illustrates the control details of the main processing (medal count control) performed by the main control unit. [Figure 27-41] This diagram illustrates the control process for timer interrupt processing (medal count control) performed by the main control unit. [Figure 27-42] This is a block diagram showing the configuration of the microcomputers that make up the main control unit and the medal count control unit. [Figure 27-43] This diagram shows the configuration of a serial communication circuit. [Figure 27-44] This is a block diagram showing the connection status between the main control unit and the medal count control unit. [Figure 27-45] This diagram shows the settings for the serial communication circuit between the main control unit and the medal count control unit, and the settings for the serial communication circuit between the medal count control unit and the card unit. [Figure 27-46] This is a diagram showing the configuration of the timer circuit. [Figure 27-47] This diagram shows the interrupt settings and timer circuit settings in the main control unit and medal count control unit. [Figure 27-48] This diagram shows the setting order of the built-in registers in the main control unit and the medal count control unit. [Figure 27-49] This diagram shows the control flow when the power is turned on in the main control unit and the medal count control unit. [Figure 27-50] This is a front view showing a pachinko game machine and card unit. [Figure 27-51] This is a rear view of a pachinko gaming machine. [Figure 27-52] This is a plan view showing the main components of a pachinko gaming machine. [Figure 27-53] This is a perspective view showing the outer frame and the frame for the gaming machine. [Figure 27-54] This is a perspective view showing the lower part of the frame for the gaming machine. [Figure 27-55] This is a schematic front view showing the circulation path of the game balls. [Figure 27-56] This is a block diagram showing the configuration of a pachinko game machine and a card unit. [Figure 27-57] This is a block diagram showing the configuration of a pachinko gaming machine. [Figure 27-58] This diagram illustrates the control content of the main game control processing performed by the main control board. [Figure 27-59] This diagram illustrates the control process for the timer interrupt processing used for game control performed by the main control board. [Figure 27-60] This diagram shows the memory area used by the frame control board. [Figure 27-61] This diagram shows the ROM area used by the frame control board. [Figure 27-62] This diagram shows the configuration of the in-use program and the out-of-use program performed by the frame control board. [Figure 27-63] This diagram illustrates the general operation of the frame control board. [Figure 27-64] This diagram illustrates the control process performed by the frame control board when the power is turned on. [Figure 27-65] This diagram illustrates the control details of the main loop processing performed by the frame control board. [Figure 27-66] This diagram illustrates the control process performed by the frame control board during timer interrupt control. [Figure 27-67] This diagram illustrates the control process of the subtraction mechanism control processing performed by the frame control board. [Figure 27-68] This diagram shows the communication flow between the main control board and the frame control board after power-on. [Figure 27-69] This diagram shows the communication flow between the main control board, the frame control board, and the card unit. [Figure 27-70] This figure shows a list of commands transmitted and received between the main control board and the frame control board. [Figure 27-71] This diagram shows the relationship between the gaming machine's information response and the launch permission signal. [Figure 27-72] This diagram shows the configuration of the notification and response systems for amusement machine installation information. [Figure 27-73] This diagram shows the structure of the gaming machine information notification system. [Figure 27-74] This diagram shows the structure of the gaming machine information notification system. [Figure 27-75]This diagram shows the configuration of the gaming machine's information response system. [Figure 27-76] This block shows the connection status between the main control board and the frame control board. [Figure 27-77] This diagram shows the settings for the serial communication circuit between the main control board and the frame control board, and the settings for the serial communication circuit between the frame control board and the card unit. [Figure 27-78] This diagram shows the interrupt settings and timer circuit settings for the main control board and frame control board. [Figure 27-79] This diagram shows the setting order of the built-in registers in the main control board and the frame control board section. [Figure 27-80] This diagram shows the control flow when the power is turned on in the main control board and the frame control board. [Figure 27-81] This diagram shows the control flow when the power is turned on in the main control board and the frame control board. [Figure 28-1] This is a front view showing the gaming machine in the embodiment. [Figure 28-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 28-3] This is a block diagram showing the circuit configuration of the main board. [Figure 28-4] This is an explanatory diagram showing the contents of VRAM. [Figure 28-5] This is a diagram explaining each drawing area. [Figure 28-6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 28-7] This is an explanatory diagram showing each random number. [Figure 28-8] This is an explanatory diagram showing the display result determination table. [Figure 28-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 28-10] This is an explanatory diagram showing the table for determining whether a performance is a miss. [Figure 28-11] This is an explanatory diagram showing the variation pattern type determination table. [Figure 28-12](A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the probability-increasing state. [Figure 28-13] (A) to (F) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 28-14] (A) to (D) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 28-15] (A) to (C) are explanatory diagrams of the variable pattern determination table for when the result is incorrect. [Figure 28-16] (A) to (C) are explanatory diagrams of the variable pattern determination table for jackpots. [Figure 28-17] This is a diagram illustrating each game state. [Figure 28-18] (A) is an explanatory diagram of the special symbol unit, (B) is an explanatory diagram of the variable display of the special symbols, (C) is an explanatory diagram of the display unit for performance, and (D) is an explanatory diagram of the variable display of the sub-symbols. [Figure 28-19] This is an explanatory diagram showing the data storage area for game control. [Figure 28-20] This is an explanatory diagram showing the input ports. [Figure 28-21] This is an explanatory diagram showing the output ports. [Figure 28-22] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 28-23] This flowchart shows an example of the main game control process. [Figure 28-24] This flowchart shows an example of timer interrupt processing for game control. [Figure 28-25] This is an explanatory diagram showing the 2-byte buffers formed in the RAM used for switch processing. [Figure 28-26] This is a flowchart showing an example of a switch process. [Figure 28-27] This flowchart shows an example of a random number update process. [Figure 28-28] This is a flowchart showing an example of the special pattern processing. [Figure 28-29] This flowchart shows an example of the process of passing through the start switch. [Figure 28-30] This is an explanatory diagram for storing random values extracted during the process of passing through the start switch. [Figure 28-31] This is a flowchart showing an example of the animation process when a prize is awarded. [Figure 28-32] This flowchart shows an example of the normal processing of special symbols. [Figure 28-33] This is a flowchart showing an example of the special symbol detection process. [Figure 28-34] This flowchart shows an example of special pattern buffer shift processing. [Figure 28-35] This is a diagram illustrating the special buffer shift process. [Figure 28-36] This is a diagram illustrating the special buffer shift process. [Figure 28-37] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 28-38] This is a flowchart showing an example of special symbol variation processing. [Figure 28-39] This is a flowchart showing an example of the special symbol stopping process. [Figure 28-40] This is a flowchart showing an example of the process that ends after a big win. [Figure 28-41] This is a flowchart showing an example of the display process. [Figure 28-42] This is an explanatory diagram of the lighting control method for each hold indicator. [Figure 28-43] This flowchart shows an example of a special pattern display control process. [Figure 28-44] This flowchart shows an example of display control processing. [Figure 28-45] (A) is an explanatory diagram of the timing of command transmission due to the occurrence of a starting prize and the timing of the start of light control of the hold indicator; (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of the start of light control of the hold indicator after the number of hold memories has been reduced; and (C) is an explanatory diagram of the timing of the start of light control of the special symbols and the timing of the start of the reduction of the variable display time when the variable display starts. [Figure 28-46] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 28-47] This flowchart shows an example of the performance control process. [Figure 28-48] This is an explanatory diagram of the triggers for changing the performance mode during the performance mode determination process. [Figure 28-49] This is an explanatory diagram showing the variable display modes of background images and decorative symbols for each performance mode. [Figure 28-50] This diagram illustrates the display mode of images, the illumination mode of lamps, and the sound output mode from speakers associated with the variable display of decorative patterns. [Figure 28-51] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-reach animations and the percentage of decisions regarding the type of animation. [Figure 28-52] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-reach animations and the percentage of decisions regarding the type of animation. [Figure 28-53] This is a diagram explaining the different types of pre-reach animations. [Figure 28-54] This is an explanatory diagram comparing the start timing and sound of each type of pre-reach animation. [Figure 28-55] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 28-56] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 28-57] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 28-58] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 28-59] This is an explanatory diagram for the step-up effect. [Figure 28-60] This is an explanatory diagram for the step-up effect. [Figure 28-61] This is an explanatory diagram for dialogue direction. [Figure 28-62] This is an explanatory diagram for the powerful... effect. [Figure 28-63] This is an explanatory diagram for the powerful... effect. [Figure 28-64] This is an explanatory diagram for the Yumeyume fashion production. [Figure 28-65] This is an explanatory diagram for the Yumeyume fashion production. [Figure 28-66] This is an explanatory diagram for the Yumeyume work production. [Figure 28-67] This is an explanatory diagram for the Yumeyume Kakugen performance. [Figure 28-68] This is an explanatory diagram for the Yumeyume game's explanation and presentation. [Figure 28-69] This is an explanatory diagram for jam-making presentations. [Figure 28-70] This is an explanatory diagram for jam-making presentations. [Figure 28-71] This is an explanatory diagram for the "jam phone" effect. [Figure 28-72] This is an explanatory diagram for the Jam XX Girl production. [Figure 28-73] This is an explanatory diagram for Nana's imaginative performance. [Figure 28-74] This is an explanatory diagram for Nana's imaginative performance. [Figure 28-75] This is an explanatory diagram for the Nana Tsukiyo performance. [Figure 28-76] This is an explanatory diagram of the pre-reach animation that begins before the transparency of the decorative pattern reaches 100%. [Figure 28-77] This is an explanatory diagram of the pre-reach animation that begins after the transparency of the decorative pattern reaches 100%. [Figure 28-78] This is a diagram illustrating the relationship between each visual effect and the background image. [Figure 28-79] This is an explanatory diagram for the mini-character preview animation. [Figure 28-80] This is an explanatory diagram showing the relationship between the special symbol display device and the start timing of the pre-reach animation. [Figure 28-81] This is an explanatory diagram showing the relationship between the special symbol display device and the start timing of the pre-reach animation. [Figure 28-82] This is an explanatory diagram showing the relationship between background music and the sound effects used in the pre-reach animations. [Figure 28-83] (A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A). [Figure 28-84] This diagram explains the mechanism of output to the LED driver. [Figure 28-85]This diagram illustrates an example of lamp control using a luminance data table. [Figure 28-86] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 28-87] This figure shows an example of a parent table that makes up a luminance data table. [Figure 28-88] This figure shows an example of a subtable that makes up a luminance data table. [Figure 28-89] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 28-90] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 28-91] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 28-92] (A) and (B) are diagrams illustrating analogous colors. [Figure 28-93] This is a comparison diagram of the settings in the brightness data table corresponding to the background during variable display and the pre-reach animation. [Figure 28-94] Brightness Data Table: This diagram shows the settings of the parent table for the normal variation_first performance mode background. [Figure 28-95] This diagram shows the settings of the subtable for the Brightness Data Table: Normal Fluctuation_First Performance Mode Background. [Figure 28-96] Brightness Data Table: This diagram shows the settings for the sub-table of the background in the normal variation_1st performance mode. [Figure 28-97] This diagram shows the settings of the parent table for the Brightness Data Table: Normal Fluctuation_Second Performance Mode Background. [Figure 28-98] This diagram shows the settings of the subtable for the Brightness Data Table: Normal Fluctuation_2nd Performance Mode Background. [Figure 28-99] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_Second Performance Mode Background. [Figure 28-100] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_Second Performance Mode Background. [Figure 28-101] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_Second Performance Mode Background. [Figure 28-102] This diagram shows the settings of the parent table for the Brightness Data Table: Normal Fluctuation_3rd Performance Mode Background. [Figure 28-103] This diagram shows the settings of the subtable for the Brightness Data Table: Normal Fluctuation_3rd Performance Mode Background. [Figure 28-104] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_3rd Performance Mode Background. [Figure 28-105] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_3rd Performance Mode Background. [Figure 28-106] Brightness Data Table: This diagram shows the settings of the parent table for the powerful...effect_introduction. [Figure 28-107] Brightness Data Table: This diagram shows the settings of the subtable for the Powerful...Effect Introduction. [Figure 28-108] Brightness Data Table: This diagram shows the settings of the grandchild table for the powerful...production_introduction. [Figure 28-109] Brightness Data Table: This diagram shows the settings of the grandchild table for the powerful...production_introduction. [Figure 28-110] Brightness Data Table: This diagram shows the settings of the grandchild table for the powerful...production_introduction. [Figure 28-111] Brightness Data Table: This diagram shows the settings of the parent table for the powerful...performance_results_false / general purpose. [Figure 28-112] Brightness Data Table: This diagram shows the settings of the child table for Powerful...Effect_Result_False / General Purpose. [Figure 28-113] Brightness data table: This diagram shows the settings for the powerful...performance_results_fake_general-purpose grandchild table. [Figure 28-114] Brightness data table: This diagram shows the settings for the powerful...performance_results_fake_general-purpose grandchild table. [Figure 28-115]Brightness Data Table: This diagram shows the settings of the parent table for Powerful...Performance_Result_Chance. [Figure 28-116] Brightness Data Table: This diagram shows the settings of the subtable for Powerful's...Performance_Result_Chance. [Figure 28-117] Brightness Data Table: This diagram shows the settings for the grandchild table of Powerful...Performance_Result_Chance. [Figure 28-118] Brightness Data Table: This diagram shows the settings for the grandchild table of Powerful...Performance_Result_Chance. [Figure 28-119] This diagram shows the settings of the parent table for the Brightness Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-120] This diagram shows the settings of the child table of the Brightness Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-121] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-122] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-123] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-124] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-125] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-126] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-127] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-128] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-129]This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-130] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 28-131] Brightness Data Table: This diagram shows the settings of the parent table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-132] Brightness Data Table: This diagram shows the settings of the subtables in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-133] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-134] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-135] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-136] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-137] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-138] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-139] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-140] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 28-141] This diagram shows the settings of the parent table for the Brightness Data Table: Yumeyume Fashion Production_Success_Fake_General Purpose. [Figure 28-142] This diagram shows the settings for the child table of the Brightness Data Table: Yumeyume Fashion Production_Success_Fake_General Purpose. [Figure 28-143] This diagram shows the settings for the Luminance Data Table: Dreamy Fashion Production_Success_False_General-Purpose Grandchild Table. [Figure 28-144] This diagram shows the settings for the Luminance Data Table: Dreamy Fashion Production_Success_False_General-Purpose Grandchild Table. [Figure 28-145] This diagram shows the settings for the Luminance Data Table: Dreamy Fashion Production_Success_False_General-Purpose Grandchild Table. [Figure 28-146] This figure shows the settings of the parent table for the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 28-147] This diagram shows the settings of the subtable for the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 28-148] This diagram shows the settings for the sub-table of the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 28-149] This diagram shows the settings for the sub-table of the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 28-150] This diagram shows the settings for the sub-table of the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 28-151] Brightness Data Table: This diagram shows the settings of the parent table for the Jam Cooking Presentation_Introduction. [Figure 28-152] This diagram shows the settings of the child table for the Brightness Data Table: Jam Cooking Presentation_Introduction. [Figure 28-153] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 28-154] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 28-155] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 28-156] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 28-157] Brightness Data Table: This diagram shows the settings of the parent table for the Jam Cooking Presentation_Introduction CU. [Figure 28-158] Brightness Data Table: This diagram shows the settings of the child table of the Jam Cooking Presentation_Introduction CU. [Figure 28-159] Brightness Data Table: This diagram shows the settings of the grandchild table of the Jam Cooking Presentation_Introduction CU. [Figure 28-160] This diagram shows the settings of the parent table for the Brightness Data Table: Jam Cooking Presentation_Success_False_General Purpose. [Figure 28-161] This diagram shows the settings for the child table of the Brightness Data Table: Jam Cooking Presentation_Success_False_General Purpose. [Figure 28-162] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 28-163] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 28-164] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 28-165] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 28-166] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 28-167] Brightness Data Table: This figure shows the settings of the parent table for the Jam Cooking Presentation_Chance Indication. [Figure 28-168] Brightness Data Table: This diagram shows the settings of the subtable for the Jam Cooking Presentation_Chance Indication. [Figure 28-169] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 28-170] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 28-171]Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 28-172] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 28-173] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 28-174] This diagram explains the timing of the pause animations for the hold memory display and active display, as well as the start timing of the pre-reach animation. [Figure 28-175] This diagram explains the background music (BGM) output in each performance mode and the volume levels of the BGM and pre-reach animations. [Figure 28-176] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has ended, and (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols has ended. [Figure 28-177] (A) and (B) are diagrams showing the execution rate of pre-reach animations that start before the decorative symbols reach a predetermined transparency level (90%), and (C) is a diagram showing the number of pre-reach animations that start before the decorative symbols reach a predetermined transparency level (90%). [Figure 28-178] (A) and (B) are diagrams showing the execution rate of pre-reach animations that begin after the decorative symbols reach a predetermined transparency level (90%), and (C) is a diagram showing the number of pre-reach animations that begin after the decorative symbols reach a predetermined transparency level (90%). [Figure 28-179] (A) and (B) are diagrams showing the execution rate of pre-reach effects that output both background music and sound effects when the effect starts, and (C) is a diagram showing the number of pre-reach effects that output both background music and sound effects when the effect starts. [Figure 28-180] Figures (A) and (B) show the percentage of pre-reach effects that are performed when the background music is made inaudible and the sound effects are started when the effect begins, and figure (C) shows the number of pre-reach effects in which the background music is made inaudible and the sound effects are started when the effect begins. [Figure 28-181]Figures (A) and (B) show the percentage of pre-reach animations that output background music but no sound effects when the animation starts, and figure (C) shows the number of pre-reach animations that output background music but no sound effects when the animation starts. [Figure 28-182] (A) and (B) are diagrams showing the percentage of pre-reach animations in which a visual image is displayed along with a background image, and (C) is a diagram showing the number of pre-reach animations in which a visual image is displayed along with a background image. [Figure 28-183] (A) and (B) are diagrams showing the percentage of pre-reach animations in which the background image is darkened while the animation image is displayed, and (C) is a diagram showing the number of pre-reach animations in which the background image is darkened while the animation image is displayed. [Figure 28-184] (A) and (B) are diagrams showing the percentage of pre-reach animations in which the animation image is displayed without darkening the background image, and (C) is a diagram showing the number of pre-reach animations in which the animation image is displayed without darkening the background image. [Figure 28-185] (A) and (B) are diagrams showing the percentage of pre-reach animations in which the background image is hidden and the animation image is displayed, and (C) is a diagram showing the number of pre-reach animations in which the background image is hidden and the animation image is displayed. [Figure 28-186] (A) and (B) are diagrams showing the execution rate of pre-reach effects, in which the effect starts after one cycle of variable display of special symbols is completed, the effect starts after the decorative symbols reach a predetermined transparency (90%), and the effect sound is output along with the background music when the effect starts. (C) is a diagram showing the number of pre-reach effects, in which the effect starts after one cycle of variable display of special symbols is completed, the effect starts after the decorative symbols reach a predetermined transparency (90%), and the effect sound is output along with the background music when the effect starts. [Figure 28-187](A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after one cycle of variable display of special symbols has finished, after the decorative symbols have reached a predetermined transparency level (90%), and when the effect starts, BGM is output but no sound effect is output. (C) is a diagram showing the number of pre-reach effects that begin after one cycle of variable display of special symbols has finished, after the decorative symbols have reached a predetermined transparency level (90%), and when the effect starts, BGM is output but no sound effect is output. [Figure 28-188] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols is completed, and start after the decorative symbols reach a predetermined transparency level (90%), and display an effect image together with the background image. (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols is completed, and start after the decorative symbols reach a predetermined transparency level (90%), and display an effect image together with the background image. [Figure 28-189] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has finished, output both BGM and sound effects when the effect starts, and display an effect image along with a background image. (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols has finished, output both BGM and sound effects when the effect starts, and display an effect image along with a background image. [Figure 28-190] (A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after one cycle of variable display of special symbols has finished, output BGM when the effect starts but do not output effect sound, and display effect images along with the background image. (C) is a diagram showing the number of pre-reach effects that begin after one cycle of variable display of special symbols has finished, output BGM when the effect starts but do not output effect sound, and display effect images along with the background image. [Figure 28-191](A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after the decorative symbols reach a predetermined transparency level (90%), output both background music and sound effects upon the start of the effect, and display the effect image along with the background image. (C) is a diagram showing the number of pre-reach effects that begin after the decorative symbols reach a predetermined transparency level (90%), output both background music and sound effects upon the start of the effect, and display the effect image along with the background image. [Figure 28-192] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the animation starts after the decorative symbols reach a predetermined transparency level (90%), and where BGM is output when the animation starts but no sound is output, and the animation image is displayed together with the background image. (C) is a diagram showing the number of pre-reach animations where the animation starts after the decorative symbols reach a predetermined transparency level (90%), and where BGM is output when the animation starts but no sound is output, and the animation image is displayed together with the background image. [Figure 28-193] (A) to (D) are explanatory diagrams for comparing the brightness data tables of each part of the pre-reach animation. [Figure 28-194] (A) to (D) are explanatory diagrams to compare how the table structure and brightness data differ depending on the pattern of the introductory part. [Figure 28-195] (A) to (D) are explanatory diagrams to compare how the table structure and brightness data differ depending on the pattern of the results section. [Figure 28-196] This is an explanatory diagram illustrating a comparison of brightness data tables for each type of pre-reach animation. [Figure 28-197] (A) and (B) are diagrams showing the execution rate of pre-reach animations that use multiple brightness data for the black-out mode, and (C) is a diagram showing the number of pre-reach animations that use multiple brightness data for the black-out mode. [Figure 28-198] (A) and (B) are diagrams showing the percentage of pre-reach animations in which more brightness data for the off-light mode is used than the brightness data table for the background of the performance mode, and (C) is a diagram showing the number of pre-reach animations in which more brightness data for the off-light mode is used than the brightness data table for the background of the performance mode. [Figure 28-199] (A) and (B) are diagrams showing the percentage of pre-reach animations where the average usage time of luminance data is shorter than that of the background luminance data table for the performance mode, and (C) is a diagram showing the number of pre-reach animations where the average usage time of luminance data is shorter than that of the background luminance data table for the performance mode. [Figure 28-200] (A) and (B) are diagrams showing the execution rate of pre-reach animations with fewer types of brightness values in the brightness data than the brightness data table for the background of the performance mode, and (C) is a diagram showing the number of pre-reach animations with fewer types of brightness values in the brightness data than the brightness data table for the background of the performance mode. [Figure 28-201] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the luminance data table loops more often, and (C) is a diagram showing the number of pre-reach animations where the luminance data table loops more often. [Figure 28-202] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the luminance data table that does not loop is more common, and (C) is a diagram showing the number of pre-reach animations where the luminance data table that does not loop is more common. [Figure 28-203] This is an explanatory diagram showing the variable display modes of background images and decorative symbols for each performance mode. [Figure 28-204] This is an explanatory diagram comparing the lamps and hold indicators for each type of pre-reach animation. [Figure 28-205] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-reach animations and the percentage of decisions regarding the type of animation. [Figure 28-206] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-announcement effects and the percentage of decisions regarding the type of effect. [Figure 28-207] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-announcement effects and the percentage of decisions regarding the type of effect. [Figure 28-208] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-announcement effects and the percentage of decisions regarding the type of effect. [Figure 28-209] (A) is an explanatory diagram for each type of pre-reach animation, and (B) is an explanatory diagram for each type of pre-announcement animation. [Figure 28-210] This is an explanatory diagram comparing the remaining count display, lamp, and hold display for each type of pre-reach and pre-announcement animation. [Figure 28-211] This is an explanatory diagram comparing the start timing and sound of each type of pre-reach and pre-announcement animation. [Figure 28-212] This is an explanatory diagram comparing the backgrounds for each type of pre-reach and pre-announcement animation. [Figure 28-213] This is an explanatory diagram comparing the display of remaining counts for pre-reach and pre-announcement animations, as well as the display of held symbols. [Figure 28-214] This diagram explains the relationship between the remaining number of attempts displayed and the start timing of each performance. [Figure 28-215] This diagram illustrates the relationship between the lighting patterns of the game effect lamps according to each effect and the timing of the start of each effect's display. [Figure 28-216] This diagram illustrates the relationship between the movement of the pending display to the active display area and the start timing of each animation. [Figure 28-217] This is an explanatory diagram illustrating the relationship between the special symbol display device and the start timing of each effect. [Figure 28-218] This is an explanatory diagram illustrating the relationship between the special symbol display device and the start timing of each effect. [Figure 28-219] This is a diagram illustrating the relationship between background music (BGM) and the sound effects used in each performance. [Figure 28-220] This is an explanatory diagram for the countdown effect. [Figure 28-221] This is an explanatory diagram of the graphic effect animation. [Figure 28-222] This is an explanatory diagram for the "Dream-Slicing" effect. [Figure 28-223] This is an explanatory diagram for the "Dream-Slicing" effect. [Figure 28-224] This is an explanatory diagram for the Jam Nail effect. [Figure 28-225] This is an explanatory diagram of the pseudo-light guide plate (Nana) effect. [Figure 28-226] This diagram illustrates the relationship between the illumination of the game effect lamp during the countdown animation, the display of remaining spins, the display of effects corresponding to the countdown animation, and the display of held spins. [Figure 28-227] This diagram illustrates the relationship between the illumination of the game effect lamp during the countdown animation, the display of remaining spins, the display of effects corresponding to the countdown animation, and the display of held spins. [Figure 28-228]This diagram illustrates the relationship between the illumination of the game effect lamp during the countdown animation, the display of remaining spins, the display of effects corresponding to the countdown animation, and the display of held spins. [Figure 28-229] This diagram illustrates the relationship between the illumination of the game effect lamp during the countdown animation, the display of remaining spins, the display of effects corresponding to the countdown animation, and the display of held spins. [Figure 28-230] This diagram illustrates the relationship between the illumination of the game effect lamp during the countdown animation, the display of remaining spins, the display of effects corresponding to the countdown animation, and the display of held spins. [Figure 28-231] This diagram illustrates the relationship between the illumination of the game effect lamp during the countdown animation, the display of remaining spins, the display of effects corresponding to the countdown animation, and the display of held spins. [Figure 28-232] This diagram illustrates the relationship between the illumination of the game effect lamp in conjunction with the symbol effect animation, the display of remaining spins, the display of effects corresponding to the symbol effect animation, and the display of held spins. [Figure 28-233] This diagram illustrates the relationship between the illumination of the game effect lamp in conjunction with the symbol effect animation, the display of remaining spins, the display of effects corresponding to the symbol effect animation, and the display of held spins. [Figure 28-234] This diagram illustrates the relationship between the illumination of the game effect lamp in conjunction with the symbol effect animation, the display of remaining spins, the display of effects corresponding to the symbol effect animation, and the display of held spins. [Figure 28-235] This diagram illustrates the relationship between the illumination of the game effect lamp in conjunction with the symbol effect animation, the display of remaining spins, the display of effects corresponding to the symbol effect animation, and the display of held spins. [Figure 28-236] This diagram illustrates the relationship between the illumination of the game effect lamp in conjunction with the symbol effect animation, the display of remaining spins, the display of effects corresponding to the symbol effect animation, and the display of held spins. [Figure 28-237] This diagram illustrates the relationship between the illumination of the game effect lamps in conjunction with the Yumeyume fashion performance, the display of performances corresponding to the Yumeyume fashion performance, and the hold display. [Figure 28-238] (A) is a diagram showing the percentage of pre-reach effects that begin to display after the game effect lamp starts to light up in a manner corresponding to the effect, and (B) is a diagram showing the number of pre-reach effects that begin to display after the game effect lamp starts to light up in a manner corresponding to the effect. [Figure 28-239] (A) is a diagram showing the percentage of pre-reach animations that are started before the pending display completes its move to the active display area, and (B) is a diagram showing the number of pre-reach animations that are started before the pending display completes its move to the active display area. [Figure 28-240] (A) is a diagram showing the execution rate of pre-reach animations that start after the pending display has finished moving to the active display area, and (B) is a diagram showing the number of pre-reach animations that start after the pending display has finished moving to the active display area. [Figure 28-241] (A) is a diagram showing the percentage of pre-reach animations that start before the remaining number of attempts is updated, and (B) is a diagram showing the number of pre-reach animations that start before the remaining number of attempts is updated. [Figure 28-242] (A) is a diagram showing the percentage of pre-reach animations that start after the remaining number of spins display is updated, and (B) is a diagram showing the number of pre-reach animations that start after the remaining number of spins display is updated. [Figure 28-243] (A) is a diagram showing the execution rate of pre-reach animations that start before the pending display completes its movement to the active display area and before the remaining count display is updated, and (B) is a diagram showing the number of pre-reach animations that start before the pending display completes its movement to the active display area and before the remaining count display is updated. [Figure 28-244] (A) is a diagram showing the execution rate of pre-reach animations that start after the pending display has finished moving to the active display area and after the remaining number of attempts has been updated, and (B) is a diagram showing the number of pre-reach animations that start after the pending display has finished moving to the active display area and after the remaining number of attempts has been updated. [Figure 28-245] (A) and (B) are diagrams showing the execution rate of pre-announcement effects in which the display begins after the game effect lamp starts to light up in a manner corresponding to the effect, and (C) is a diagram showing the number of pre-announcement effects in which the display begins after the game effect lamp starts to light up in a manner corresponding to the effect. [Figure 28-246] (A) and (B) are diagrams showing the execution rate of pre-announcement effects that begin before the pending display completes its move to the active display area, and (C) is a diagram showing the number of pre-announcement effects that begin before the pending display completes its move to the active display area. [Figure 28-247] (A) and (B) are diagrams showing the execution rate of pre-announcement effects that begin after the pending display has finished moving to the active display area, and (C) is a diagram showing the number of pre-announcement effects that begin after the pending display has finished moving to the active display area. [Figure 28-248] (A) and (B) are diagrams showing the execution rate of pre-read animations that start before the remaining number of attempts is updated, and (C) is a diagram showing the number of pre-read animations that start before the remaining number of attempts is updated. [Figure 28-249] (A) and (B) are diagrams showing the execution rate of pre-read animations that start after the remaining number of attempts is updated, and (C) is a diagram showing the number of pre-read animations that start after the remaining number of attempts is updated. [Figure 28-250] (A) and (B) are diagrams showing the execution rate of pre-read animations that start before the pending display completes its move to the active display area and before the remaining count display is updated, and (C) is a diagram showing the number of pre-read animations that start before the pending display completes its move to the active display area and before the remaining count display is updated. [Figure 28-251] (A) and (B) are diagrams showing the execution rate of pre-read animations that start after the pending display has finished moving to the active display area and after the remaining number of attempts has been updated, and (C) is a diagram showing the number of pre-read animations that start after the pending display has finished moving to the active display area and after the remaining number of attempts has been updated. [Figure 28-252] This is an explanatory diagram comparing the remaining count display, lamp, and hold display for each type of pre-reach and pre-announcement animation. [Figure 28-253] This is an explanatory diagram comparing the display of reserved balls and remaining spins for each type of pre-reach and pre-announcement animation. [Figure 29-1] This is a front view of a pachinko game machine. [Figure 29-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 29-3] This is an explanatory diagram showing the memory map in a pachinko gaming machine. [Figure 29-4] This is an explanatory diagram showing the contents of VRAM. [Figure 29-5]This is an explanatory diagram of the drawing areas and brightness data storage areas in a pachinko gaming machine. [Figure 29-6] This diagram illustrates the control commands used to control the game's effects in a pachinko machine. [Figure 29-7] This diagram illustrates the control commands used to control the game's effects in a pachinko machine. [Figure 29-8] This is an explanatory diagram showing the various random numbers used in pachinko machines. [Figure 29-9] This is an explanatory diagram showing the display result determination table for a pachinko gaming machine. [Figure 29-10] This is a table for determining the type of jackpot in a pachinko game machine, and an explanatory diagram showing the types of jackpots. [Figure 29-11] This is an explanatory diagram showing the table for determining a losing outcome in a pachinko game machine. [Figure 29-12] This is an explanatory diagram showing the determination table for the type of variation pattern in a pachinko game machine. [Figure 29-13] This is an explanatory diagram showing the fluctuation patterns in pachinko gaming machines. [Figure 29-14] This is an explanatory diagram showing the table for determining the losing spin pattern in a pachinko game machine. [Figure 29-15] This is an explanatory diagram showing the table for determining the losing spin pattern in a pachinko game machine. [Figure 29-16] This is an explanatory diagram showing the table for determining the losing spin pattern in a pachinko game machine. [Figure 29-17] This is an explanatory diagram showing the variable pattern determination table for jackpots in pachinko machines. [Figure 29-18] This is an explanatory diagram of the special symbol unit and the display unit for effects in a pachinko gaming machine. [Figure 29-19] This is an explanatory diagram of the special symbol unit and the display unit for effects in a pachinko gaming machine. [Figure 29-20] This is an explanatory diagram of the display monitor used in pachinko gaming machines. [Figure 29-21] This is an explanatory diagram of the data storage area for game control in a pachinko gaming machine. [Figure 29-22]This is a diagram illustrating the output ports in a pachinko gaming machine. [Figure 29-23] This is a diagram illustrating the output ports in a pachinko gaming machine. [Figure 29-24] This is a diagram illustrating the output ports in a pachinko gaming machine. [Figure 29-25] This is a diagram illustrating the output ports in a pachinko gaming machine. [Figure 29-26] This is a diagram illustrating the output ports in a pachinko gaming machine. [Figure 29-27] This is an explanatory diagram of buffers, flags, and timers used in area processing in pachinko gaming machines. [Figure 29-28] This is an explanatory diagram of buffers, flags, and timers used in area processing in pachinko gaming machines. [Figure 29-29] This is an explanatory diagram of buffers, flags, and timers used in area processing in pachinko gaming machines. [Figure 29-30] This is an explanatory diagram of buffers, flags, and timers used in area processing in pachinko gaming machines. [Figure 29-31] This is an explanatory diagram of buffers, flags, and timers used for out-of-bounds processing in pachinko gaming machines. [Figure 29-32] This is an explanatory diagram showing the data storage area for performance control and the command buffer received when a prize is won in a pachinko game machine. [Figure 29-33] This flowchart shows an example of the main game control processing in a pachinko machine. [Figure 29-34] This flowchart shows an example of the process for setting the initial value of an out-of-bounds RWM in a pachinko game machine. [Figure 29-35] This flowchart shows an example of the initial value setting process for the complete function in a pachinko game machine. [Figure 29-36] This flowchart shows an example of the process for sending a complete function status command in a pachinko game machine. [Figure 29-37] This flowchart shows an example of timer interrupt processing for game control in a pachinko game machine. [Figure 29-38] This flowchart shows an example of timer interrupt processing for game control in a pachinko game machine. [Figure 29-39] This flowchart shows an example of the special symbol processing in a pachinko game machine. [Figure 29-40] This flowchart shows an example of the process of passing through the start gate switch in a pachinko game machine. [Figure 29-41] This is an explanatory diagram for storing random values extracted during the process of passing through the start gate switch in a pachinko game machine. [Figure 29-42] This flowchart shows an example of the processing of winning animations in a pachinko game machine. [Figure 29-43] This flowchart shows an example of the normal processing of the special symbol process in a pachinko game machine. [Figure 29-44] This flowchart shows an example of the special symbol determination process in a pachinko game machine. [Figure 29-45] This flowchart shows an example of special symbol buffer shift processing in a pachinko game machine. [Figure 29-46] This is an explanatory diagram of the special pattern buffer shift process. [Figure 29-47] This is an explanatory diagram of the special pattern buffer shift process. [Figure 29-48] This flowchart shows an example of the process for setting the variation pattern in a pachinko game machine. [Figure 29-49] This flowchart shows an example of special symbol variation processing in a pachinko game machine. [Figure 29-50] This flowchart shows an example of the special symbol stopping process in a pachinko game machine. [Figure 29-51] This flowchart shows an example of the processing during the opening of the jackpot in a pachinko game machine. [Figure 29-52] This flowchart shows an example of the process for ending a jackpot in a pachinko game machine. [Figure 29-53] This flowchart shows an example of the normal symbol processing in a pachinko game machine. [Figure 29-54] This flowchart shows an example of the operation process for a standard electric mechanism in a pachinko game machine. [Figure 29-55] This flowchart shows an example of error handling 1 in a pachinko game machine. [Figure 29-56] This flowchart shows an example of error handling 2 in a pachinko game machine. [Figure 29-57] In a pachinko game machine, (A) is a flowchart showing an example of test terminal processing, and (B) is an explanatory diagram of the signal before the complete function is activated. [Figure 29-58] This flowchart shows an example of complete function control processing in a pachinko game machine. [Figure 29-59] This flowchart shows an example of the addition and subtraction processing for the complete function in a pachinko game machine. [Figure 29-60] This flowchart shows an example of the MY calculation process for the complete function in a pachinko game machine. [Figure 29-61] In a pachinko game machine, (A) is a flowchart showing an example of the MY confirmation process, and (B) is an explanatory diagram showing the relationship between the MY storage buffer value, the complete function counter value, and the complete function operation management buffer value. [Figure 29-62] This flowchart shows an example of complete function management and control processing in a pachinko gaming machine. [Figure 29-63] This flowchart shows an example of the process for confirming the operation of the complete function in a pachinko game machine. [Figure 29-64] This flowchart shows an example of the process for stopping gameplay in a pachinko machine. [Figure 29-65] This is an explanatory diagram showing the output mode of security signals in pachinko gaming machines. [Figure 29-66] In a pachinko game machine, (A) is a flowchart showing an example of output port clearing processing, and (B) is an explanatory diagram showing the relationship before and after the execution of output port clearing processing. [Figure 29-67] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-68] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-69] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-70] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-71] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-72] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-73] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-74] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-75] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-76] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-77] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 29-78] In a pachinko game machine, (A) is an explanatory diagram showing the solenoid buffer value and logical value of the output port when the second starting prize entry gate is normally closed, and (B) is an explanatory diagram showing the solenoid buffer value and logical value of the output port when the second starting prize entry gate is closed due to the activation of the complete function or the occurrence of an error. [Figure 29-79] This is an explanatory diagram regarding the complete function during a cold start in a pachinko gaming machine. [Figure 29-80] This is an explanatory diagram of the complete function during a hot start in a pachinko game machine. [Figure 29-81] This flowchart shows an example of the main processing for controlling the game's effects in a pachinko machine. [Figure 29-82] This flowchart shows an example of the process for controlling the performance in a pachinko game machine. [Figure 29-83]It is a flowchart showing an example of volume and light amount change processing in a pachinko gaming machine. [Figure 29-84] It is an explanatory diagram showing an example of the display mode of the volume and light amount notification image in a pachinko gaming machine. [Figure 29-85] It is an explanatory diagram showing an example of the display mode of the volume and light amount notification image in a pachinko gaming machine. [Figure 29-86] It is an explanatory diagram showing an example of the production pattern and execution ratio of each production in a pachinko gaming machine. [Figure 29-87] It is an explanatory diagram showing an example of the display mode of the super reach production A in a pachinko gaming machine. [Figure 29-88] It is an explanatory diagram showing an example of the display mode of the super reach production B in a pachinko gaming machine. [Figure 29-89] It is an explanatory diagram showing an example of the display mode of the super reach production B in a pachinko gaming machine. [Figure 29-90] It is an explanatory diagram showing an example of the display mode of the super reach production C in a pachinko gaming machine. [Figure 29-91] It is an explanatory diagram of each super reach production in a pachinko gaming machine. [Figure 29-92] It is a flowchart of the jackpot middle production process in a pachinko gaming machine. [Figure 29-93] It is an explanatory diagram showing an example of the display mode of the fanfare production of jackpot A and jackpot B in a pachinko gaming machine. [Figure 29-94] It is an explanatory diagram showing an example of the display mode of the fanfare production of jackpot C in a pachinko gaming machine. [Figure 29-95] It is an explanatory diagram of the in-round production in a pachinko gaming machine. [Figure 29-96] It is an explanatory diagram of the prize ball number counter in a pachinko gaming machine. [Figure 29-97] It is an explanatory diagram showing an example of the display mode of the in-round production in a pachinko gaming machine. [Figure 29-98] It is an explanatory diagram showing an example of the transition of the in-round production in a pachinko gaming machine. [Figure 29-99]This is an explanatory diagram showing an example of the display method for the OVER notification effect A in a pachinko game machine. [Figure 29-100] This is an explanatory diagram showing an example of the display method for the OVER notification effect A in a pachinko game machine. [Figure 29-101] This is an explanatory diagram showing an example of the display method for the OVER notification effect A in a pachinko game machine. [Figure 29-102] This is an explanatory diagram showing an example of the display method for the OVER notification effect B in a pachinko game machine. [Figure 29-103] This is an explanatory diagram showing an example of the display method for the OVER notification effect B in a pachinko game machine. [Figure 29-104] This is an explanatory diagram showing an example of the display method for the OVER notification effect B in a pachinko game machine. [Figure 29-105] This is an explanatory diagram showing an example of the display method for the OVER notification effect C in a pachinko game machine. [Figure 29-106] This is an explanatory diagram showing an example of the display method for the OVER notification effect C in a pachinko game machine. [Figure 29-107] This is an explanatory diagram showing an example of the display method for the OVER notification effect C in a pachinko game machine. [Figure 29-108] This is an explanatory diagram showing an example of how demo effects are displayed in pachinko gaming machines. [Figure 29-109] This is an explanatory diagram showing an example of how demo effects are displayed in pachinko gaming machines. [Figure 29-110] This is an explanatory diagram showing an example of how demo effects are displayed in pachinko gaming machines. [Figure 29-111] This is an explanatory diagram showing an example of how dialogue is displayed in pachinko gaming machines. [Figure 29-112] This is an explanatory diagram showing an example of how dialogue is displayed in pachinko gaming machines. [Figure 29-113] This is an explanatory diagram showing an example of how dialogue is displayed in pachinko gaming machines. [Figure 29-114] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 29-115]This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 29-116] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 29-117] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 29-118] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 29-119] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 29-120] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 29-121] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 29-122] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 29-123] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 29-124] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 29-125] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 29-126] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 29-127] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 29-128] This is an explanatory diagram showing an example of the display method for high-base state entry effects and warning displays in pachinko gaming machines. [Figure 29-129] This is an explanatory diagram showing an example of the display method for high-base state entry effects and warning displays in pachinko gaming machines. [Figure 29-130] A comparison chart of the lengths of each performance. [Figure 29-131] This flowchart shows an example of pre-notification and warning notification processing in a pachinko gaming machine. [Figure 29-132] This is an explanatory diagram showing the relationship between the game state and the background image in a pachinko game machine. [Figure 29-133] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the normal state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the normal state. [Figure 29-134] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the normal state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the normal state. [Figure 29-135] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the time-saving state. [Figure 29-136] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the time-saving state. [Figure 29-137] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed during a probability variation state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed during a probability variation state. [Figure 29-138] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed during a probability variation state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed during a probability variation state. [Figure 29-139]In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed during a jackpot state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed during a jackpot state. [Figure 29-140] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed during a jackpot state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed during a jackpot state. [Figure 29-141] This figure shows an example of the display of the complete function when the normal background image A is displayed in a pachinko game machine. [Figure 29-142] This figure shows an example of the display of the complete function when the normal background image B is displayed in a pachinko game machine. [Figure 29-143] This figure shows an example of the display of the complete function when the time-saving background image A is displayed in a pachinko game machine. [Figure 29-144] This figure shows an example of the display of the complete function when the time-saving background image B is displayed in a pachinko game machine. [Figure 29-145] This figure shows an example of the display of the complete function when the probability variation background image A is displayed in a pachinko game machine. [Figure 29-146] This figure shows an example of the display of the complete function when the probability variation background image B is displayed in a pachinko game machine. [Figure 29-147] This figure shows an example of the display of the complete function when the jackpot background image A is displayed in a pachinko game machine. [Figure 29-148] This figure shows an example of the display of the complete function when the jackpot background image B is displayed in a pachinko game machine. [Figure 29-149] This figure shows an example of the display of the complete function when the jackpot background image C is displayed in a pachinko game machine. [Figure 29-150]This flowchart shows an example of the notification process for the activation of the complete function in a pachinko game machine. [Figure 29-151] This flowchart shows an example of error notification processing in a pachinko game machine. [Figure 29-152] This is an explanatory diagram illustrating the case in a pachinko game machine where the complete counter value reaches 95,000 when the game is not in a jackpot state. [Figure 29-153] This is an explanatory diagram illustrating the case in a pachinko game machine where the complete counter value reaches 95,000 during a jackpot game. [Figure 29-154] This is an explanatory diagram for the case in a pachinko game machine where the pre-announcement display ends before the complete counter value reaches 95,000. [Figure 29-155] This is an explanatory diagram regarding the update period for pre-notifications in pachinko gaming machines. [Figure 29-156] This is an explanatory diagram showing the output timing and output pattern of each output when the complete function is activated in a pachinko gaming machine. [Figure 29-157] This is an explanatory diagram showing the output timing and output pattern of each output when an error occurs in a pachinko game machine. [Figure 29-158] This is an explanatory diagram illustrating the differences in output patterns between when the complete function is activated and when an error occurs in a pachinko game machine. [Figure 29-159] This is an explanatory diagram showing the output patterns of each output when an error occurs during the pre-notification execution in a pachinko game machine. [Figure 29-160] This is an explanatory diagram showing the output patterns of each output when a pre-announcement occurs during an error notification in a pachinko gaming machine. [Figure 29-161] This is an explanatory diagram showing the output patterns of each output that occur when an error occurs while a warning notification is being executed in a pachinko game machine. [Figure 29-162] This is an explanatory diagram showing the output patterns of each output when a warning notification occurs during an error notification in a pachinko gaming machine. [Figure 29-163]This is an explanatory diagram showing the output patterns of each output when an error other than a radio wave error or magnet error occurs while the complete function is operating in a pachinko gaming machine. [Figure 29-164] This is an explanatory diagram showing the output patterns of each output when the complete function is activated while an error other than a radio wave error or magnet error occurs in a pachinko game machine. [Figure 29-165] This is an explanatory diagram showing the output patterns of each output when a radio wave error or magnet error occurs while the complete function is operating in a pachinko gaming machine. [Figure 29-166] This diagram shows examples of each display shown on a pachinko game machine, along with the relationship between each display's size. [Figure 29-167] This figure shows examples of the various displays related to the "Complete" function shown on pachinko gaming machines. [Figure 29-168] This figure shows examples of the various displays related to the "Complete" function shown on pachinko gaming machines. [Figure 29-169] This figure shows examples of the various displays related to the "Complete" function shown on pachinko gaming machines. [Figure 29-170] This figure shows examples of the various displays related to the "Complete" function shown on pachinko gaming machines. [Figure 29-171] This figure shows examples of how errors occur when various displays related to the "Complete" function are shown on a pachinko gaming machine. [Figure 29-172] This is an explanatory diagram illustrating the differences between the various displays related to the complete function shown on pachinko machines and the error response displays. [Figure 29-173] This figure shows examples of how errors are displayed when an error occurs in each display related to the complete function shown in the modified example. [Figure 29-174] This figure shows an example of the display when the complete function is activated in a pachinko game machine. [Figure 29-175] This is an explanatory diagram showing changes in pre-announcement in pachinko gaming machines. [Figure 29-176]This figure shows an example of a display that appears when a power outage occurs in a pachinko gaming machine. [Figure 29-177] This figure shows an example of a display that appears when a power outage occurs in a pachinko gaming machine. [Figure 29-178] This figure shows an example of how the display looks when the complete function counter value is around 9000 in a pachinko game machine. [Figure 29-179] This figure shows an example of what is displayed when an incorrect command is received due to external factors in a pachinko game machine. [Figure 29-180] This figure shows an example of what is displayed when an incorrect command is received due to external factors in a pachinko game machine. [Figure 29-181] This figure shows an example of what is displayed when an incorrect command is received due to external factors in a pachinko game machine. [Figure 29-182] This figure shows an example of a display that appears when a power outage occurs in a pachinko gaming machine. [Figure 29-183] This figure shows an example of a display that appears when a power outage occurs in a pachinko gaming machine. [Figure 29-184] This figure shows a modified example in which the complete function counter value can still be added or subtracted even after the complete function has been activated. [Figure 29-185] This figure shows a modified example in which the complete function counter value can still be added or subtracted even after the complete function has been activated. [Figure 29-186] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-187] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-188] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-189] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-190]This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-191] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-192] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-193] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-194] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-195] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-196] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-197] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-198] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-199] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-200] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-201] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-202] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-203] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-204] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-205] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-206] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-207] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-208] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-209] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-210] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-211] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-212] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-213] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-214] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-215] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-216] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-217] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-218] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-219] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-220] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-221] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-222] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-223] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-224] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-225] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-226] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-227] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-228] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-229] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-230] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-231] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-232] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-233] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-234] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-235] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-236] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-237] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-238] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-239] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-240] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-241] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-242] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-243] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-244] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-245] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-246] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-247] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-248] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-249]This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-250] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-251] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-252] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-253] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-254] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-255] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-256] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-257] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-258] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-259] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-260] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-261] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-262] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-263] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-264] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-265] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-266] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-267] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-268] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-269] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-270] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-271] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-272] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-273] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-274] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-275] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-276] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-277] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-278] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-279] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-280] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-281] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-282] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-283] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-284] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-285] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-286] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-287] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-288] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-289] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-290] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-291] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-292] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-293] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-294] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-295] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-296] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-297] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-298] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-299] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-300] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-301] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-302] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-303] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-304] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-305] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-306] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-307] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-308]This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-309] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-310] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-311] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-312] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-313] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-314] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-315] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-316] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-317] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-318] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-319] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-320] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 29-321] This is an explanatory diagram for over-winning in pachinko machines. [Figure 29-322]This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-323] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-324] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-325] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-326] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-327] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-328] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-329] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-330]This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-331] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-332] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-333] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-334] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-335] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-336] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-337] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-338]This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-339] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-340] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-341] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-342] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-343] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-344] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-345] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-346]This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-347] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-348] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-349] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-350] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-351] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-352] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-353] This timing chart shows the relationship between whether or not an OVER notification is executed when a game ball enters the big prize slot in a pachinko game machine, whether or not pre-notification images or warning notification images are displayed, and the way the attacker lamp lights up. [Figure 29-354]This is an explanatory diagram of the amount of change in the second part of the OVER notification effect. [Figure 29-355] This is an explanatory diagram of the amount of change in the second part of the OVER notification effect. [Figure 29-356] This is an explanatory diagram of the amount of change in the second part of the reach animation for Super Reach B. [Figure 29-357] This is an explanatory diagram of the amount of change in the second part of the Super Reach C reach animation. [Figure 29-358] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 29-359] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 29-360] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 29-361] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 29-362] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 29-363] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 29-364] This is an explanatory diagram of the amount of change in the second part of the cut-in animation. [Figure 29-365] This is an explanatory diagram of the amount of change in the second part of the cut-in animation during Super Reach animation A. [Figure 29-366] This is an explanatory diagram of the amount of change in the second part of the cut-in animation during Super Reach animation B. [Figure 29-367] This diagram explains the distance traveled, the area moved (expanded area), and the total area used in the second part of each performance. [Figure 29-368] This is an explanatory diagram of the distance traveled and the area traveled (expanded area) in the second part of each performance. [Figure 29-369] This is an explanatory diagram of the total area used in the second part of each production. [Figure 29-370] This is an explanatory diagram showing the relationships between colors. [Figure 29-371] This is an explanatory diagram of the in-round presentation in a modified example. [Figure 29-372] This is an explanatory diagram of the in-round presentation in a modified example. [Figure 29-373] This is an explanatory diagram of the in-round presentation in a modified example. [Figure 29-374] This diagram illustrates the case where the OVER notification effect overlaps with the in-round effect in a modified example. [Figure 29-375] This diagram illustrates the case where the OVER notification effect overlaps with the in-round effect in a modified example. [Figure 29-376] This diagram illustrates the case where the OVER notification effect overlaps with the in-round effect in a modified example. [Figure 29-377] This is an explanatory diagram illustrating the display method of the right-handed indicator in a modified example. [Figure 29-378] (A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A). [Figure 29-379] This diagram explains the mechanism of output to the LED driver. [Figure 29-380] This diagram illustrates an example of lamp control using a luminance data table. [Figure 29-381] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 29-382] This figure shows an example of a parent table that makes up a luminance data table. [Figure 29-383] This figure shows an example of a subtable that makes up a luminance data table. [Figure 29-384] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 29-385] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 29-386] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 29-387] Figures (A) to (C) show the brightness data tables set for each layer during a jackpot game state. [Figure 29-388](A) shows the illumination pattern of the game effect lamp when no win is achieved during a jackpot game state, and (B) shows the illumination pattern of the game effect lamp when a win is achieved. [Figure 29-389] (A) is the parent table of the luminance data table corresponding to song A, and (B) is the child table. [Figure 29-390] (A) is the parent table of the luminance data table corresponding to song B, and (B) is the child table. [Figure 29-391] (A) is the parent table of the luminance data table corresponding to song C, and (B) is the child table. [Figure 29-392] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the intro of song A. [Figure 29-393] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the intro of song B. [Figure 29-394] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the intro of song C. [Figure 29-395] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the chorus of song A. [Figure 29-396] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the chorus of song B. [Figure 29-397] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the chorus of song C. [Figure 29-398] (A) is a diagram showing the luminance data table corresponding to flashing A, (B) is a diagram showing the luminance data table corresponding to flashing B, and (C) is a diagram showing the luminance data table corresponding to off. [Figure 29-399] This is a front view showing the flow of game balls when the special variable prize ball device of the prize winning unit, as a modified example of the present invention, is in the second state. [Figure 29-400] This is a front view showing the flow of game balls when the special variable prize ball device of the prize winning unit is in the first state. [Figure 29-401](A) is a perspective view showing the first and second large prize-winning devices, which constitute the special variable prize-winning ball device, in the second state, and (B) is a perspective view showing the first state. [Figure 29-402] (A) is a schematic diagram showing the position of the guide section when the first and second large prize-winning devices constituting the special variable prize-winning ball device are in the first state, and (B) is a schematic diagram showing the position of the guide section when the first and second large prize-winning devices constituting the special variable prize-winning ball device are in the second state. [Modes for carrying out the invention]
[0009] The features of this gaming machine are described below.
[0010] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).
[0011] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0012] A first special symbol display device 4A and a second special symbol display device 4B are provided at a predetermined position on the game board 2 (to the right of the game area in the example shown in Figure 1) to perform variable display (also called special symbol game) of multiple types of special identification information, special symbols (also called special symbols). These each consist of 7-segment LEDs or the like. Special symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Special symbols may also include patterns in which all LEDs are turned off.
[0013] The "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Variations also include the display of a symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derivation or derivation display, etc.) (the same applies to the variable display of other symbols described later). Variable display may also be expressed as variable display or simply variable.
[0014] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0015] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.
[0016] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the special symbol game and the variable display of decorative symbols that are executed in synchronization are collectively referred to simply as variable display.
[0017] The screen of the image display device 5 may be provided with display areas for displaying pending displays corresponding to variable displays whose execution is currently suspended, and active displays corresponding to variable displays that are currently running. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays.
[0018] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.
[0019] Furthermore, a first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at predetermined positions on the game board 2. The first reserve indicator 25A displays the first reserve memory count based on the number of lit LEDs, and the second reserve indicator 25B displays the second reserve memory count based on the number of lit LEDs.
[0020] Below the image display device 5, a prize ball device 6A and a variable prize ball device 6B are provided.
[0021] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.
[0022] The variable prize ball device 6B (a standard electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, so the tips of the movable wings are close to the prize ball device 6A, resulting in a closed state where game balls cannot enter the second starting prize opening (also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable prize ball device 6B are in a tilted position, resulting in an open state where game balls can enter the second starting prize opening (also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B does not need to be one that changes between a closed state and an open state, and is not limited to one equipped with an electric tulip-shaped mechanism.
[0023] General prize slots 10 are provided at predetermined locations on the game board 2 (four locations on the left, right, and lower sides of the game area in the example shown in Figure 1), which are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0024] Below the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 is provided, which has a large prize opening. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.
[0025] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0026] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0027] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a starting prize.
[0028] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (on the left side of the game area in the example shown in Figure 1). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0029] To the left of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0030] Above the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0031] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.
[0032] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3, and a game effect lamp 9 for game effects is provided around the gaming area. The game effect lamp 9 is composed of LEDs.
[0033] A movable body 32 that operates in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in Figure 1).
[0034] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0035] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the gaming area, which holds (stores) the game balls dispensed as prize balls and the game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0036] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).
[0037] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).
[0038] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0039] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be immediately executed), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0040] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0041] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0042] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0043] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game, or during the period when the game is controlled to be in a jackpot game state or a minor jackpot game state as described later (i.e., a starting entry occurs, but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined upper limit (for example, 4) is reached.
[0044] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of win described later) stops and is displayed as a confirmed special symbol, it is a "jackpot." If a predetermined special symbol different from the jackpot symbol (a minor win symbol, for example, "2") stops and is displayed, it is a "minor win." Also, if a special symbol different from the jackpot or minor win symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."
[0045] After the display result in the special game is "Big Win," the game is controlled to a Big Win state, which is advantageous for the player. After the display result in the special game is "Minor Win," the game is controlled to a minor win state.
[0046] In a jackpot state, the large prize slot formed by the special variable prize ball device 7 opens in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 9 balls). The predetermined period is the maximum period for which the large prize slot can be opened in one round, and is hereinafter also referred to as the maximum opening period. One cycle in which the large prize slot is open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined maximum number of times (15 times or 2 times).
[0047] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0048] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (such as normal state, time-saving state, and probability-changing state, as described later), and the jackpot type may be set according to these. There may also be jackpot types that award a large number of prize balls, and jackpot types that award few or almost no prize balls.
[0049] In the minor win state, the large prize slot formed by the special variable prize ball entry device 7 opens in a predetermined opening pattern. For example, in the minor win state, the large prize slot opens in the same opening pattern as in the jackpot state for some jackpot types (the number of times the large prize slot opens is the same as the number of rounds mentioned above, and the closing timing of the large prize slot is also the same, etc.). In addition, similar to the jackpot types, there may also be minor win types.
[0050] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0051] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).
[0052] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because it is a state in which the efficiency of special symbol variations is improved and "jackpot" is more likely to occur.
[0053] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0054] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial setting state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0055] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.
[0056] After the minor win game state ends, the game state is not changed, and the game continues to be controlled to the state before the special symbol game display result became "minor win" (however, if the special symbol game at the time of the "minor win" is the special symbol game of the predetermined number in the above count cut, the game state will naturally be changed). Note that the special symbol game display result does not have to be "minor win".
[0057] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.
[0058] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of this display, they may also be performed by sound output from speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, the operation of the movable body 32, etc.
[0059] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0060] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0061] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.
[0062] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0063] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.
[0064] When the display result of the special feature game is a "minor win," a predetermined combination of confirmed decorative symbols (for example, "1 3 5") is derived as the display result of the variable display of decorative symbols on the screen of the image display device 5 (the display result of the variable display of decorative symbols is a "minor win"). As an example, decorative symbols that constitute a chance combination are stopped and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. In addition, a common confirmed decorative symbol may be derived and displayed when the display result of the special feature game is a "jackpot" of a certain type of jackpot (a type of jackpot game state that is similar in nature to a minor win game state) and when it is a "minor win."
[0065] If the display result of the special game is "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called "non-reach miss") (the display result of the variable display of the decorative symbols will be "non-reach miss"). In addition, if the display result is "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a jackpot combination (also called "reach miss") (the display result of the variable display of the decorative symbols will be "reach miss").
[0066] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement prediction effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0067] Furthermore, in the image display device 5, a pseudo-consecutive display effect may be performed by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0068] Even during a big win, a special animation is performed to inform the player of the big win state. This animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the big win state. Similarly, during a minor win, a special animation is performed to inform the player of the minor win state. It is also possible to perform the same animation during a minor win and during certain types of big wins (types of big wins that have a similar nature to the minor win state, for example, a type of big win that makes the subsequent game state a high probability state) so that the player does not know whether they are currently in a minor win state or a big win state. In such cases, it is also possible to perform the same animation at the end of both the minor win state and the big win state so that the player cannot distinguish between a high probability state and a low probability state.
[0069] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0070] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 2. In addition, various other boards are located on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a launch control board, and a power supply board.
[0071] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), big win game state, small win game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0072] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0073] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0074] The random number circuit 104 keeps an updatable count of numerical data representing various random values (game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0075] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).
[0076] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0077] The solenoid circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoid 81 and solenoid 82) to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.
[0078] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0079] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0080] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0081] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0082] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0083] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0084] The display control unit 123 displays the performance image on the image display device 5 by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on the performance control CPU 120's instruction to execute the performance. Furthermore, the display control unit 123 supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. In addition, the display control unit 123 supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.
[0085] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.
[0086] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.
[0087] Furthermore, the control of audio output, the on / off status of lamps (supply of sound specification signals and lamp signals, etc.), and the control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.
[0088] The random number circuit 124 keeps an updatable count of numerical data representing various random values (random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0089] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).
[0090] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.
[0091] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0092] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 3 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.
[0093] In the main game control process shown in Figure 3, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.
[0094] Next, it is determined whether the output signal from the clear switch is ON or OFF (step S3). The clear switch is mounted, for example, on the power supply board. When the power is turned on with the clear switch ON, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is ON (step S3; Yes), the initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process to clear the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.
[0095] Furthermore, the CPU 103 sends a performance control command to the performance control board 12 to instruct initialization (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen, for example on the image display device 5, to inform the user that the game machine's control has been initialized.
[0096] If the output signal from the clear switch is not on (step S3; No), it is determined whether or not backup data is stored in RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage, etc., the CPU 103 executes power supply stoppage processing immediately before it becomes inoperable due to the power supply stoppage. In this power supply stoppage processing, a backup flag indicating that data should be backed up in RAM 102 is turned on, and data protection processing for RAM 102 is performed. Data protection processing includes adding error detection codes (checksum, parity bit, etc.) and backing up various data. The data to be backed up includes various data for advancing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and error detection codes. In step S4, it is determined whether or not the backup flag is on. If the backup flag is off and no backup data is stored in RAM 102 (step S4; No), initialization processing (step S8) is executed.
[0097] If backup data is stored in RAM102 (Step S4; Yes), CPU103 performs a data check on the backed-up data (using an error detection code) and determines whether the data is normal or not (Step S5). In Step S5, for example, parity bits or checksums are used to determine whether the data in RAM102 matches the data at the time of power supply interruption. If these are determined to match, it is determined that the data in RAM102 is normal.
[0098] If the data in RAM102 is determined to be abnormal (step S5; No), the internal state cannot be restored to the state at the time of power supply interruption, so the initialization process (step S8) is executed.
[0099] If the data in RAM102 is determined to be normal (step S5; Yes), the CPU103 performs a recovery process (step S6) to restore the internal state of the main board 11 to the state it was in when the power supply was cut off. In the recovery process, the CPU103 sets the working area based on the contents of RAM102 (the contents of the backed-up data). This restores the game state to what it was in when the power supply was cut off, and if the special symbols were changing, the special symbols will resume changing from the state before the recovery by executing the game control timer interrupt process described later.
[0100] Then, the CPU 103 sends a performance control command to the performance control board 12 instructing it to restore power from the power outage (step S7). In conjunction with this, it may also send a performance control command that specifies the game state before the power outage, which is backed up, or, if a special symbol game was in progress, a performance control command that specifies the display result of the special symbol game being played. These commands can be the same as the commands that are set to be sent in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command that specifies when power has been restored from the power outage, it displays a screen, for example, on the image display device 5, to indicate that power has been restored or that power restoration is in progress. The performance control CPU 120 may also display an appropriate screen based on the performance control command.
[0101] After completing the recovery or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is triggered periodically at predetermined intervals (e.g., 2ms) (step S11), and enables the interrupt (step S12). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute the timer interrupt process.
[0102] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 4. When the game control timer interrupt processing shown in Figure 4 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning according to the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start entries, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0103] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the game random numbers used by the game via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of jackpot game states and minor jackpot game states, and control of the game state are realized (details will be described later).
[0104] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.
[0105] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to...
Claims
[Claim 1] A gaming machine that can be controlled to be in a favorable state, Game control means, Equipped with a means for controlling the performance, The aforementioned performance control means is When the count value reaches the threshold, it is possible to execute an overage display effect that shows an overage indication. When the volume is adjusted, the volume adjustment indicator can be displayed. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. In the aforementioned advantageous state, after the final round of gameplay is completed, the ending period begins. In the final round of gameplay, if the ending period begins while the excess display, volume adjustment display, and light intensity adjustment display are being shown, the display of the excess display ends, and the display of the volume adjustment display and light intensity adjustment display continues.
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