Gaming machine

The gaming machine addresses the lack of engagement in conventional machines by introducing variable prize-winning states and enhanced sound and display effects, improving player experience during advantageous states.

JP2026055899APending Publication Date: 2026-04-01SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-19
Publication Date
2026-04-01

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player interest during advantageous states beyond simple notification effects, making them less engaging.

Method used

A gaming machine with variable prize-winning means that can switch between easy and difficult win states, accompanied by distinct sound and display effects, including first and second excess display effects, to emphasize wins and elevate player mood.

Benefits of technology

Enhances player engagement by providing differentiated sound and visual cues during advantageous states, making the gaming experience more exciting and immersive.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a gaming machine that is suitable as a result. 【Solution means】When the number of game media that have won in the variable winning means counted by the game control means in the second advantageous state exceeds the specified number and the first excess display effect is executed, the sound output means outputs the first excess display effect sound in a manner that emphasizes it more than the over-winning sound. When the number of game media that have won in the variable winning means counted by the game control means in the second advantageous state exceeds the specified number and the second excess display effect is executed, the sound output means outputs the second excess display effect sound in a manner that emphasizes it more than the over-winning sound.
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Description

Technical Field

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

Background Art

[0002] Some conventional gaming machines can execute a notification effect (excess display effect) that notifies a player that a specific number, such as 2500 or 5000, of gaming media given during a big win gaming state (advantageous state) has been reached (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in Patent Document 1, there is a problem that it is only possible to execute a notification effect (excess display effect) during a big win gaming state (advantageous state), and it is difficult to improve the player's interest and it is not suitable as a gaming machine.

[0005] The present invention has been made paying attention to such problems, and an object thereof is to provide a suitable gaming machine as a result.

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 an advantageous state, comprising gaming control means, performance control means, sound output means, and variable winning means that can change between a first state in which gaming media can easily win and a second state in which gaming media cannot win or has difficulty winning. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. The aforementioned performance control means can execute an over-display performance if the count value reaches a threshold during the advantageous state. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned favorable state includes a first favorable state and a second favorable state, The sound output means is In the advantageous state, the game control means can output an over-winning sound corresponding to the winning of a game medium when the number of game mediums that have entered the variable winning means, which is counted by the game control means, exceeds a predetermined number. It is possible to output a first excess display sound corresponding to the first excess display effect, It is possible to output a second excess display sound corresponding to the second excess display effect, In the first advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, and the first excess display effect is executed, the first excess display effect sound is output in a manner that is more emphasized than the over-winning sound. In the first advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, and the second excess display effect is executed, the sound of the second excess display effect is output in a manner that is more emphasized than the over-prize sound. In the second advantageous state, when the first excess display effect is executed due to the winning of a game medium in the variable winning means, which is counted by the game control means, the first excess display effect sound is output in a manner that is more emphasized than the over-winning sound. In the second advantageous state, when the second excess display effect is executed due to the winning of a game medium that exceeds the number of game mediums that have entered the variable winning means, which is counted by the game control means, the sound of the second excess display effect is output in a manner that is more emphasized than the sound of the over-winning. It is characterized by the following. This feature allows for the enhancement of the over-display sound when multiple sounds are output due to winning, thereby elevating the mood of the player during a favorable state, and ultimately providing a suitable gaming machine. Corresponding drawings: Figures 413 to 460, Figure 465

[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 is an explanatory diagram showing the memory map in a pachinko gaming machine. [Figure 4] This is an explanatory diagram showing the contents of VRAM. [Figure 5] This is an explanatory diagram of the drawing areas and brightness data storage areas in a pachinko gaming machine. [Figure 6] This diagram illustrates the control commands used to control the game's effects in a pachinko machine. [Figure 7] This diagram illustrates the control commands used to control the game's effects in a pachinko machine. [Figure 8] This is an explanatory diagram showing the various random numbers used in pachinko machines. [Figure 9] This is an explanatory diagram showing the display result determination table for a pachinko gaming machine. [Figure 10]It is an explanatory diagram showing a jackpot type determination table and a jackpot type in a pachinko gaming machine. [Figure 11] It is an explanatory diagram showing a losing effect determination table in a pachinko gaming machine. [Figure 12] It is an explanatory diagram showing a variation pattern type determination table in a pachinko gaming machine. [Figure 13] It is an explanatory diagram showing a variation pattern in a pachinko gaming machine. [Figure 14] It is an explanatory diagram showing a losing variation pattern determination table in a pachinko gaming machine. [Figure 15] It is an explanatory diagram showing a losing variation pattern determination table in a pachinko gaming machine. [Figure 16] It is an explanatory diagram showing a losing variation pattern determination table in a pachinko gaming machine. [Figure 17] It is an explanatory diagram showing a jackpot variation pattern determination table in a pachinko gaming machine. [Figure 18] It is an explanatory diagram of a special figure unit and an effect display unit in a pachinko gaming machine. [Figure 19] It is an explanatory diagram of a special figure unit and an effect display unit in a pachinko gaming machine. [Figure 20] It is an explanatory diagram of a display monitor in a pachinko gaming machine. [Figure 21] It is an explanatory diagram of a game control data holding area in a pachinko gaming machine. [Figure 22] It is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 23] It is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 24] It is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 25] It is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 26] It is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 27]This is an explanatory diagram of buffers, flags, and timers used in area processing in pachinko gaming machines. [Figure 28] This is an explanatory diagram of buffers, flags, and timers used in area processing in pachinko gaming machines. [Figure 29] This is an explanatory diagram of buffers, flags, and timers used in area processing in pachinko gaming machines. [Figure 30] This is an explanatory diagram of buffers, flags, and timers used in area processing in pachinko gaming machines. [Figure 31] This is an explanatory diagram of buffers, flags, and timers used for out-of-bounds processing in pachinko gaming machines. [Figure 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 33] This flowchart shows an example of the main game control processing in a pachinko machine. [Figure 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 35] This flowchart shows an example of the initial value setting process for the complete function in a pachinko game machine. [Figure 36] This flowchart shows an example of the process for sending a complete function status command in a pachinko game machine. [Figure 37] This flowchart shows an example of timer interrupt processing for game control in a pachinko game machine. [Figure 38] This flowchart shows an example of timer interrupt processing for game control in a pachinko game machine. [Figure 39] This flowchart shows an example of the special symbol processing in a pachinko game machine. [Figure 40] This flowchart shows an example of the process of passing through the start gate switch in a pachinko game machine. [Figure 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 42] This flowchart shows an example of the processing of winning animations in a pachinko game machine. [Figure 43] This flowchart shows an example of the normal processing of the special symbol process in a pachinko game machine. [Figure 44] This flowchart shows an example of the special symbol determination process in a pachinko game machine. [Figure 45] This flowchart shows an example of special symbol buffer shift processing in a pachinko game machine. [Figure 46] This is an explanatory diagram of the special pattern buffer shift process. [Figure 47] This is an explanatory diagram of the special pattern buffer shift process. [Figure 48] This flowchart shows an example of the process for setting the variation pattern in a pachinko game machine. [Figure 49] This flowchart shows an example of special symbol variation processing in a pachinko game machine. [Figure 50] This flowchart shows an example of the special symbol stopping process in a pachinko game machine. [Figure 51] This flowchart shows an example of the processing during the opening of the jackpot in a pachinko game machine. [Figure 52] This flowchart shows an example of the process for ending a jackpot in a pachinko game machine. [Figure 53] This flowchart shows an example of the processing of a normal symbol in a pachinko game machine. [Figure 54] This flowchart shows an example of the operation process for a standard electric mechanism in a pachinko game machine. [Figure 55] This flowchart shows an example of error handling 1 in a pachinko game machine. [Figure 56] This flowchart shows an example of error handling 2 in a pachinko game machine. [Figure 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 58] This flowchart shows an example of complete function control processing in a pachinko gaming machine. [Figure 59] This flowchart shows an example of the addition and subtraction processing for the complete function in a pachinko game machine. [Figure 60] This flowchart shows an example of the MY calculation process for the complete function in a pachinko game machine. [Figure 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 62] This flowchart shows an example of complete function management and control processing in a pachinko gaming machine. [Figure 63] This flowchart shows an example of the process for confirming the operation of the complete function in a pachinko game machine. [Figure 64] This flowchart shows an example of the process for stopping gameplay in a pachinko machine. [Figure 65] This is an explanatory diagram showing the output mode of security signals in pachinko gaming machines. [Figure 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 67] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 68] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 69] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 70] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 71] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 72] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 73] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 74] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 75] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 76] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 77] This is an explanatory diagram of the complete function in a pachinko game machine. [Figure 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 point 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 point is closed due to the activation of the complete function or the occurrence of an error. [Figure 79] This is an explanatory diagram regarding the complete function during a cold start in a pachinko gaming machine. [Figure 80] This is an explanatory diagram of the complete function during a hot start in a pachinko game machine. [Figure 81] This flowchart shows an example of the main processing for controlling the game's effects in a pachinko machine. [Figure 82] This flowchart shows an example of the process for controlling the performance in a pachinko game machine. [Figure 83] This flowchart shows an example of volume and light intensity adjustment processing in a pachinko gaming machine. [Figure 84] This is an explanatory diagram showing an example of how volume and light intensity notification images are displayed in a pachinko gaming machine. [Figure 85] This is an explanatory diagram showing an example of how volume and light intensity notification images are displayed in a pachinko gaming machine. [Figure 86] This is an explanatory diagram showing examples of the presentation patterns and execution rates of various effects in a pachinko game machine. [Figure 87]It is an explanatory diagram showing an example of the display mode of the super reach effect A in a pachinko machine. [Figure 88] It is an explanatory diagram showing an example of the display mode of the super reach effect B in a pachinko machine. [Figure 89] It is an explanatory diagram showing an example of the display mode of the super reach effect B in a pachinko machine. [Figure 90] It is an explanatory diagram showing an example of the display mode of the super reach effect C in a pachinko machine. [Figure 91] It is an explanatory diagram of each super reach effect in a pachinko machine. [Figure 92] It is a flowchart of the jackpot winning process in a pachinko machine. [Figure 93] It is an explanatory diagram showing an example of the display mode of the fanfare effect of jackpot A and jackpot B in a pachinko machine. [Figure 94] It is an explanatory diagram showing an example of the display mode of the fanfare effect of jackpot C in a pachinko machine. [Figure 95] It is an explanatory diagram of the performance during a round in a pachinko machine. [Figure 96] It is an explanatory diagram of the prize ball counter in a pachinko machine. [Figure 97] It is an explanatory diagram showing an example of the display mode of the performance during a round in a pachinko machine. [Figure 98] It is an explanatory diagram showing an example of the transition of the performance during a round in a pachinko machine. [Figure 99] It is an explanatory diagram showing an example of the display mode of the OVER notification effect A in a pachinko machine. [Figure 100] It is an explanatory diagram showing an example of the display mode of the OVER notification effect A in a pachinko machine. [Figure 101] It is an explanatory diagram showing an example of the display mode of the OVER notification effect A in a pachinko machine. [Figure 102] It is an explanatory diagram showing an example of the display mode of the OVER notification effect B in a pachinko machine. [Figure 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 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 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 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 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 108] This is an explanatory diagram showing an example of how demo effects are displayed in pachinko gaming machines. [Figure 109] This is an explanatory diagram showing an example of how demo effects are displayed in pachinko gaming machines. [Figure 110] This is an explanatory diagram showing an example of how demo effects are displayed in pachinko gaming machines. [Figure 111] This is an explanatory diagram showing an example of how dialogue is displayed in pachinko gaming machines. [Figure 112] This is an explanatory diagram showing an example of how dialogue is displayed in pachinko gaming machines. [Figure 113] This is an explanatory diagram showing an example of how dialogue is displayed in pachinko gaming machines. [Figure 114] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 115] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 116] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 117] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 118] This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 119]This is an explanatory diagram showing an example of how cut-in effects are displayed in pachinko machines. [Figure 120] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 121] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 122] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 123] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 124] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 125] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 126] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 127] This is an explanatory diagram showing an example of how fanfare effects are displayed in pachinko gaming machines. [Figure 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 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 130] A comparison chart of the lengths of each performance. [Figure 131] This flowchart shows an example of pre-notification and warning notification processing in a pachinko gaming machine. [Figure 132] This is an explanatory diagram showing the relationship between the game state and the background image in a pachinko game machine. [Figure 133] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while normal background image A is displayed in the normal state, and (B) is an explanatory diagram relating to the start of pre-notification while normal background image B is displayed in the normal state. [Figure 134] In a pachinko game machine, (A) is an explanatory diagram relating to the start of pre-notification while normal background image A is displayed in the normal state, and (B) is an explanatory diagram relating to the start of pre-notification while normal background image B is displayed in the normal state. [Figure 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 150] This flowchart shows an example of the notification process for the activation of the complete function in a pachinko game machine. [Figure 151] This flowchart shows an example of error notification processing in a pachinko game machine. [Figure 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 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 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 155] This is an explanatory diagram regarding the update period for pre-notifications in pachinko gaming machines. [Figure 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 157] This is an explanatory diagram showing the output timing and output patterns of each output when an error occurs in a pachinko gaming machine. [Figure 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 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 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 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 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 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 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 gaming machine. [Figure 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 166] This diagram shows examples of each display shown on a pachinko game machine, along with the relationship between each display's size. [Figure 167] This figure shows examples of the various displays related to the "Complete" function shown on pachinko gaming machines. [Figure 168] This figure shows examples of the various displays related to the "Complete" function shown on pachinko gaming machines. [Figure 169] This figure shows examples of the various displays related to the "Complete" function shown on pachinko gaming machines. [Figure 170] This figure shows examples of the various displays related to the "Complete" function shown on pachinko gaming machines. [Figure 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 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 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 174] This figure shows an example of the display when the complete function is activated in a pachinko game machine. [Figure 175] This is an explanatory diagram showing changes in pre-announcement in pachinko gaming machines. [Figure 176] This figure shows an example of a display that appears when a power outage occurs in a pachinko gaming machine. [Figure 177] This figure shows an example of a display that appears when a power outage occurs in a pachinko gaming machine. [Figure 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 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 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 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 182]This figure shows an example of a display that appears when a power outage occurs in a pachinko gaming machine. [Figure 183] This figure shows an example of a display that appears when a power outage occurs in a pachinko gaming machine. [Figure 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 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 186] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 187] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 188] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 189] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 190] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 191] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 192] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 193] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 194] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 195] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 196] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 197] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 198] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 199] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 200] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 201] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 202] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 203] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 204] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 205] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 206] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 207] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 208] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 209] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 210] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 211] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 212] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 213] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 214] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 215] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 216] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 217] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 218] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 219] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 220] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 221] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 222] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 223] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 224] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 225] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 226] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 227] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 228] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 229] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 230] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 231] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 232] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 233] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 234] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 235] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 236] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 237] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 238] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 239] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 240] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 241]This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 242] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 243] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 244] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 245] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 246] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 247] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 248] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 249] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 250] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 251] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 252] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 253] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 254] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 255] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 256] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 257] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 258] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 259] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 260] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 261] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 262] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 263] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 264] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 265] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 266] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 267] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 268] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 269] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 270] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 271] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 272] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 273] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 274] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 275] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 276] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 277] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 278] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 279] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 280] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 281] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 282] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 283] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 284] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 285] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 286] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 287] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 288] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 289] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 290] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 291] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 292] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 293] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 294] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 295] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 296] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 297] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 298] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 299] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 300]This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 301] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 302] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 303] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 304] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 305] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 306] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 307] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 308] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 309] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 310] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 311] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 312] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 313] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 314] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 315] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 316] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 317] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 318] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 319] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 320] This is an explanatory diagram showing the display behavior when volume and light intensity are changed in a pachinko gaming machine. [Figure 321] This is an explanatory diagram for over-winning in pachinko machines. [Figure 322] This timing chart shows the relationship between whether or not an OVER notification animation 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 323] This timing chart shows the relationship between whether or not an OVER notification animation 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 324] This timing chart shows the relationship between whether or not an OVER notification animation 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 325] This timing chart shows the relationship between whether or not an OVER notification animation 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 326]This timing chart shows the relationship between whether or not an OVER notification animation 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 327] This timing chart shows the relationship between whether or not an OVER notification animation 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 328] This timing chart shows the relationship between whether or not an OVER notification animation 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 329] This timing chart shows the relationship between whether or not an OVER notification animation 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 330] This timing chart shows the relationship between whether or not an OVER notification animation 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 331] This timing chart shows the relationship between whether or not an OVER notification animation 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 332] This timing chart shows the relationship between whether or not an OVER notification animation 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 333] This timing chart shows the relationship between whether or not an OVER notification animation 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 334]This timing chart shows the relationship between whether or not an OVER notification animation 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 335] This timing chart shows the relationship between whether or not an OVER notification animation 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 336] This timing chart shows the relationship between whether or not an OVER notification animation 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 337] This timing chart shows the relationship between whether or not an OVER notification animation 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 338] This timing chart shows the relationship between whether or not an OVER notification animation 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 339] This timing chart shows the relationship between whether or not an OVER notification animation 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 340] This timing chart shows the relationship between whether or not an OVER notification animation 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 341] This timing chart shows the relationship between whether or not an OVER notification animation 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 342]This timing chart shows the relationship between whether or not an OVER notification animation 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 343] This timing chart shows the relationship between whether or not an OVER notification animation 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 344] This timing chart shows the relationship between whether or not an OVER notification animation 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 345] This timing chart shows the relationship between whether or not an OVER notification animation 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 346] This timing chart shows the relationship between whether or not an OVER notification animation 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 347] This timing chart shows the relationship between whether or not an OVER notification animation 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 348] This timing chart shows the relationship between whether or not an OVER notification animation 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 349] This timing chart shows the relationship between whether or not an OVER notification animation 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 350]This timing chart shows the relationship between whether or not an OVER notification animation 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 351] This timing chart shows the relationship between whether or not an OVER notification animation 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 352] This timing chart shows the relationship between whether or not an OVER notification animation 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 353] This timing chart shows the relationship between whether or not an OVER notification animation 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 354] This is an explanatory diagram of the amount of change in the second part of the OVER notification effect. [Figure 355] This is an explanatory diagram of the amount of change in the second part of the OVER notification effect. [Figure 356] This is an explanatory diagram of the amount of change in the second part of the reach animation for Super Reach B. [Figure 357] This is an explanatory diagram of the amount of change in the second part of the Super Reach C reach animation. [Figure 358] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 359] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 360] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 361] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 362] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 363] This is an explanatory diagram of the amount of change in the second part of the fanfare effect. [Figure 364] This is an explanatory diagram of the amount of change in the second part of the cut-in animation. [Figure 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 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 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 368] This is an explanatory diagram of the distance traveled and the area traveled (expanded area) in the second part of each performance. [Figure 369] This is an explanatory diagram of the total area used in the second part of each production. [Figure 370] This is an explanatory diagram showing the relationships between colors. [Figure 371] This is an explanatory diagram of the in-round effects. [Figure 372] This is an explanatory diagram of the in-round effects. [Figure 373] This is an explanatory diagram of the in-round effects. [Figure 374] This is an explanatory diagram for when the OVER notification effect overlaps with the in-round effect. [Figure 375] This is an explanatory diagram for when the OVER notification effect overlaps with the in-round effect. [Figure 376] This is an explanatory diagram for when the OVER notification effect overlaps with the in-round effect. [Figure 377] This is an explanatory diagram of the display method for right-handed hitting. [Figure 378] (A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A). [Figure 379] This diagram explains the mechanism of output to the LED driver. [Figure 380] This diagram illustrates an example of lamp control using a luminance data table. [Figure 381]This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 382] This figure shows an example of a parent table that makes up a luminance data table. [Figure 383] This figure shows an example of a subtable that makes up a luminance data table. [Figure 384] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 385] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 386] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 387] Figures (A) to (C) show the brightness data tables set for each layer during a jackpot game state. [Figure 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 389] (A) is the parent table of the luminance data table corresponding to song A, and (B) is the child table. [Figure 390] (A) is the parent table of the luminance data table corresponding to song B, and (B) is the child table. [Figure 391] (A) is the parent table of the luminance data table corresponding to song C, and (B) is the child table. [Figure 392] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the intro of song A. [Figure 393] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the intro of song B. [Figure 394] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the intro of song C. [Figure 395] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the chorus of song A. [Figure 396](A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the chorus of song B. [Figure 397] (A) and (B) are diagrams showing the grandchild tables of the luminance data table corresponding to the chorus of song C. [Figure 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 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 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 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 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. [Figure 403] This is a diagram explaining the performance control commands. [Figure 404] This is an explanatory diagram of the command for designating prize winners. [Figure 405] This is a flowchart of the performance control process. [Figure 406] This is an explanatory diagram for the epilogue scene. [Figure 407] This is a flowchart for the process of setting restrictions and display permissions. [Figure 408] This is an explanatory diagram of the display permission flag. [Figure 409] This is an explanatory diagram showing the transition of the display permission flag value when the epilogue scene is executed and when it is not. [Figure 410] This is a flowchart of the processing for the animations during a big win. [Figure 411] It is a flowchart of the OVER notification performance setting process. [Figure 412] It is an explanatory diagram showing the relationship between the first acquired prize ball count value and the rank value. [Figure 413] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 414] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 415] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 416] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 417] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 418] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 419] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 420] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 421] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 422] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 423] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 424] It is a timing chart when the OVER notification performance and the prior notification are executed overlappingly during the big win game. [Figure 425] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 426] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 427] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 428] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 429] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 430] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 431] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 432] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 433] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 434] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 435] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 436] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 437] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 438]This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 439] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 440] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 441] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 442] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 443] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 444] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 445] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 446] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 447] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 448] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 449] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 450] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 451] This is a timing chart for when the OVER notification and warning notifications are executed simultaneously during a jackpot game. [Figure 452] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 453] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 454] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 455] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 456] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 457] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 458] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 459] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 460] It is a timing chart when an OVER notification effect and a warning notification are executed in duplicate during a big win game. [Figure 461] It is a timing chart when only the OVER notification effect A is executed. [Figure 462] It is a timing chart when the OVER notification effect B is started during the first part of the OVER notification effect A. [Figure 463] It is a timing chart when the OVER notification effect B is started during the second part of the OVER notification effect A. [Figure 464] It is a timing chart when the OVER notification effect B is started during the third part of the OVER notification effect A. [Figure 465] It is an explanatory diagram showing the degree of emphasis of each performance sound. [Figure 466] This is an explanatory diagram showing the case where the OVER notification and the pre-notification are executed simultaneously. [Figure 467] This is an explanatory diagram showing the case where the OVER notification and warning notification are executed simultaneously. [Figure 468] This is an explanatory diagram for the first part of the OVER notification production A. [Figure 469] This is an explanatory diagram for the second part of the OVER notification sequence A. [Figure 470] This is an explanatory diagram for the third part of the OVER notification production A. [Figure 471] This is an explanatory diagram for the first part of the OVER notification effect B. [Figure 472] This is an explanatory diagram for the second part of the OVER notification effect B. [Figure 473] This is an explanatory diagram for the third part of the OVER notification effect B. [Figure 474] This is an explanatory diagram for the first part of the OVER notification effect C. [Figure 475] This is an explanatory diagram for the second part of the OVER notification effect C. [Figure 476] This is an explanatory diagram for the third part of the OVER notification effect C. [Figure 477] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect A and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 478] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect A and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 479] This is an explanatory diagram illustrating the case where the third part of the OVER notification sequence A and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 480] This is an explanatory diagram illustrating the case where the first part of the OVER notification sequence B and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 481] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect B and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 482]This is an explanatory diagram illustrating the case where the third part of the OVER notification sequence B and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 483] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect C and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 484] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect C and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 485] This is an explanatory diagram illustrating the case where the third part of the OVER notification sequence C and the pre-notification are executed simultaneously during the gameplay of jackpot B. [Figure 486] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect A and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 487] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect A and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 488] This is an explanatory diagram illustrating the case where the third part of the OVER notification effect A and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 489] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect B and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 490] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect B and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 491] This is an explanatory diagram illustrating the case where the third part of the OVER notification effect B and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 492] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect C and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 493] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect C and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 494] This is an explanatory diagram illustrating the case where the third part of the OVER notification effect C and the pre-notification are executed simultaneously during a jackpot game of jackpot C. [Figure 495]This is an explanatory diagram illustrating the case where the first part of the OVER notification effect A and the warning notification are executed simultaneously during the gameplay of jackpot B. [Figure 496] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect A and the warning notification are executed simultaneously during the gameplay of jackpot B. [Figure 497] This is an explanatory diagram illustrating the case where the third part of the OVER notification effect A and the warning notification are executed simultaneously during the gameplay of jackpot B. [Figure 498] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect B and the warning notification are executed simultaneously during a jackpot game of jackpot B. [Figure 499] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect B and the warning notification are executed simultaneously during the gameplay of jackpot B. [Figure 500] This is an explanatory diagram illustrating the case where the third part of the OVER notification sequence B and the warning notification are executed simultaneously during a jackpot game of jackpot B. [Figure 501] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect C and the warning notification are executed simultaneously during a jackpot game of jackpot B. [Figure 502] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect C and the warning notification are executed simultaneously during a jackpot game of jackpot B. [Figure 503] This is an explanatory diagram illustrating the case where the third part of the OVER notification effect C and the warning notification are executed simultaneously during a jackpot game of jackpot B. [Figure 504] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect A and the warning notification are executed simultaneously during a jackpot game of jackpot C. [Figure 505] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect A and the warning notification are executed simultaneously during a jackpot game of jackpot C. [Figure 506] This is an explanatory diagram illustrating the case where the third part of the OVER notification effect A and the warning notification are executed simultaneously during a jackpot game (jackpot C). [Figure 507] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect B and the warning notification are executed simultaneously during a jackpot game of jackpot C. [Figure 508]This is an explanatory diagram illustrating the case where the second part of the OVER notification effect B and the warning notification are executed simultaneously during a jackpot game (jackpot C). [Figure 509] This is an explanatory diagram illustrating the case where the third part of the OVER notification effect B and the warning notification are executed simultaneously during a jackpot game (jackpot C). [Figure 510] This is an explanatory diagram illustrating the case where the first part of the OVER notification effect C and the warning notification are executed simultaneously during a jackpot game of jackpot C. [Figure 511] This is an explanatory diagram illustrating the case where the second part of the OVER notification effect C and the warning notification are executed simultaneously during a jackpot game of jackpot C. [Figure 512] This is an explanatory diagram illustrating the case where the third part of the OVER notification effect C and the warning notification are executed simultaneously during a jackpot game of jackpot C. [Figure 513] This is an explanatory diagram of the number of frames and frames used in the OVER notification effect. [Figure 514] This is an explanatory diagram for the case where OVER notification animation B starts during the first part of OVER notification animation A while playing jackpot B. [Figure 515] This is an explanatory diagram for the case where OVER notification animation B starts during the first part of OVER notification animation A while playing jackpot B. [Figure 516] This is an explanatory diagram for the case where OVER notification animation B starts during the second part of OVER notification animation A while playing jackpot B. [Figure 517] This is an explanatory diagram for the case where OVER notification animation B starts during the second part of OVER notification animation A while playing jackpot B. [Figure 518] This is an explanatory diagram for the case where, during a jackpot game of jackpot C, OVER notification animation B starts from the first part of OVER notification animation A. [Figure 519] This is an explanatory diagram for the case where, during a jackpot game of jackpot C, OVER notification animation B starts from the first part of OVER notification animation A. [Figure 520] This is an explanatory diagram showing what happens when OVER notification animation B starts during the second part of OVER notification animation A while playing jackpot C. [Figure 521] This is an explanatory diagram for the case where, during a jackpot game of jackpot C, OVER notification animation B starts from the second part of OVER notification animation A. [Figure 522] This diagram illustrates the difference between the case where OVER notification effect B is executed independently and the case where OVER notification effect B is executed concurrently within the second part of OVER notification effect A. [Figure 523] This diagram illustrates the difference between the case where OVER notification effect B is executed independently and the case where OVER notification effect B is executed concurrently within the third part of OVER notification effect A. [Figure 524] This is an explanatory diagram showing the transmission sequence of performance control commands from the main board. [Figure 525] This is an explanatory diagram showing the transmission sequence of performance control commands from the main board. [Modes for carrying out the invention]

[0009] [Feature 1] (Relationship with volume display; operation during Part 1) The gaming machine with feature 1 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the first display part, when the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the overflow display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawing: Figure 189

[0010] [Feature 2] (Relationship with volume display; operation during Part 2) The gaming machine with feature 2 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the second display part, when the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the overflow display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawing: Figure 192

[0011] [Feature 3] (Relationship with volume display; operation during Part 3) The gaming machine with feature 3 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the third display part, when the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the overflow display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawing: Figure 195

[0012] [Feature 4] (Relationship with volume display; operation before the excess display) The gaming machine with feature 4 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, When the volume adjustment indicator is displayed, if the overload indicator is displayed, the volume adjustment indicator will be given priority over the overload indicator. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawing: Figure 186

[0013] [Feature 5] (Relationship with volume display; operation just before the ending) The gaming machine with feature 5 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. 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 and the volume adjustment display are being shown, the excess display will end, and the volume adjustment display will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will disappear, but the volume adjustment display will continue to be displayed. This prevents players from becoming dissatisfied with adjusting the volume, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 198

[0014] [Feature 6] (Relationship with light intensity display; operation in Part 1) The gaming machine with feature 6 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the first display part, when the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 190

[0015] [Feature 7] (Relationship with light intensity display; operation during Part 2) The gaming machine with feature 7 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the second display part, when the light intensity adjustment operation is performed, the light intensity adjustment display is given priority over the excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 193

[0016] [Feature 8] (Relationship with light intensity display; operation in Part 3) The gaming machine with feature 8 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the third display part, when the light intensity adjustment operation is performed, the light intensity adjustment display is given priority over the excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 196

[0017] [Feature 9] (Relationship with light intensity display; operation before exceeding the limit display) The gaming machine with feature 9 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, When the light intensity adjustment indicator is displayed, if the excess indicator is displayed, the light intensity adjustment indicator will be given priority over the excess indicator. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 187

[0018] [Feature 10] (Relationship with light intensity display; operation just before the ending period) The gaming machine with feature 10 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. 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 and the light intensity adjustment display are being shown, the excess display will end, and the light intensity adjustment display will continue to be displayed. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will stop showing, but the brightness adjustment display will continue to show, thus avoiding dissatisfaction for players who adjust the brightness, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 199

[0019] [Feature 11] (Relationship between volume display and brightness display; operation during Part 1) The gaming machine with feature 11 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the first display part, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawing: Figure 191

[0020] [Feature 12] (Relationship with volume display and brightness display; operation in Part 2) The gaming machine with feature 12 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the second display part, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawing: Figure 194

[0021] [Feature 13] (Relationship with volume display and brightness display; operation in Part 3) The gaming machine with feature 13 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the third display part, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawing: Figure 197

[0022] [Feature 14] (Relationship with volume display and brightness display; operation before exceeding the limit) The gaming machine with feature 14 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, When the volume adjustment indicator and the light intensity adjustment indicator are displayed, if the overload indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be displayed with priority over the overload indicator. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will stop showing, but the brightness adjustment display will continue to show, thus avoiding dissatisfaction with the player and ultimately providing a suitable gaming machine. Corresponding drawing: Figure 188

[0023] [Feature 15] (Relationship with volume display and brightness display; operation just before the ending period) The gaming machine with feature 15 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. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will disappear, but the volume adjustment display and brightness adjustment display will continue to be displayed. This does not cause dissatisfaction to players who are adjusting the volume and brightness, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 200

[0024] [Feature 16] (Relationship with volume display, operation in Part 1) (First over-display, second over-display) The gaming machine with feature 16 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the first display part of the first excess display effect, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the first display part of the second excess display effect, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the second excess display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figure 189, Figure 204

[0025] [Feature 17] (Relationship with volume display, operation in Part 2) (First over-display, second over-display) The gaming machine with feature 17 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the second display part of the first excess display effect, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the second display part of the second overload display effect, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the second overload display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figure 192, Figure 207

[0026] [Feature 18] (Relationship with volume display, operation in Part 3) (1st over-display, 2nd over-display) The gaming machine with feature 18 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the third display part of the first excess display effect, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the third display part of the second excess display effect, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the second excess display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figure 195, Figure 210

[0027] [Feature 19] (Relationship with volume display: Operation before exceeding the limit) (First exceeding limit display, second exceeding limit display) The gaming machine with feature 19 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, When the volume adjustment indicator is displayed, if the first overload indicator is displayed, the volume adjustment indicator will be given priority over the first overload indicator. When the volume adjustment indicator is displayed, if the second overload indicator is displayed, the volume adjustment indicator will be displayed with priority over the second overload indicator. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figure 186, Figure 201

[0028] [Feature 20] (Relationship with volume display; operation just before the ending period) (1st overage display; 2nd overage display) The gaming machine with feature 20 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is an effect that displays the first excess display, The aforementioned second excess display effect is an effect that displays the second excess display, 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 first excess display and the volume adjustment display are being shown, the display of the first excess display will end, and the display of the volume adjustment display will continue. In the final round of gameplay, if the ending period begins while the second excess display and the volume adjustment display are being shown, the display of the second excess display will end, and the display of the volume adjustment display will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will disappear, but the volume adjustment display will continue to be displayed. This prevents players from becoming dissatisfied with adjusting the volume, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 198, Figure 213

[0029] [Feature 21] (Relationship with light intensity display, operation in Part 1) (First excess display, second excess display) The gaming machine with feature 21 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the first display part of the first excess display effect, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the first display part of the second excess display effect, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 190, Figure 205

[0030] [Feature 22] (Relationship with light intensity display, operation in Part 2) (First excess display, second excess display) The gaming machine with feature 22 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the second display part of the first excess display effect, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the second display part of the second excess display effect, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 193, Figure 208

[0031] [Feature 23] (Relationship with light intensity display, operation in Part 3) (First excess display, second excess display) The gaming machine with feature 23 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the third display part of the first excess display effect, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the third display part of the second excess display effect, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 211

[0032] [Feature 24] (Relationship with light intensity display: Operation before exceeding the limit) (First exceeding limit display, second exceeding limit display) The gaming machine with feature 24 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, When the light intensity adjustment indicator is displayed, if the first excess indicator is displayed, the light intensity adjustment indicator will be given priority over the first excess indicator. When the light intensity adjustment indicator is displayed, if the second excess indicator is displayed, the light intensity adjustment indicator will be given priority over the second excess indicator. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 187, Figure 202

[0033] [Feature 25] (Relationship with light intensity display; operation just before the ending period) (First excess display, second excess display) The gaming machine with feature 25 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is an effect that displays the first excess display, The aforementioned second excess display effect is an effect that displays the second excess display, 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 first excess display and the light intensity adjustment display are being shown, the display of the first excess display will end, and the display of the light intensity adjustment display will continue. In the final round of gameplay, if the ending period begins while the second excess display and the light intensity adjustment display are being shown, the display of the second excess display will end, and the display of the light intensity adjustment display will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will stop showing, but the brightness adjustment display will continue to show, thus avoiding dissatisfaction for players who adjust the brightness, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 199, Figure 214

[0034] [Feature 26] (Relationship with volume display and brightness display; operation in Part 1) (First overload display, second overload display) The gaming machine with feature 26 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the first display part of the first excess display effect, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the first excess display. In the first display part of the second excess display effect, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the second excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figure 191, Figure 206

[0035] [Feature 27] (Relationship with volume display and brightness display; operation in Part 2) (First overload display, second overload display) The gaming machine with feature 27 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the second display part of the first excess display effect, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the first excess display. In the second display part of the second excess display effect, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the second excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figure 194, Figure 209

[0036] [Feature 28] (Relationship with volume display and brightness display; operation in Part 3) (First overload display, second overload display) The gaming machine with feature 28 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the third display part of the first excess display effect, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the first excess display. In the third display part of the second excess display effect, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the second excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figure 197, Figure 212

[0037] [Feature 29] (Relationship with volume display and brightness display; operation before exceeding the limit) (First exceeding limit display, second exceeding limit display) The gaming machine with feature 29 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, When the volume adjustment indicator and the light intensity adjustment indicator are displayed, if the first excess indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be displayed in priority over the first excess indicator. When the volume adjustment indicator and the light intensity adjustment indicator are displayed, if the second excess indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be displayed with priority over the second excess indicator. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figure 188, Figure 203

[0038] [Feature 30] (Relationship with volume display and brightness display; operation just before the ending period) (1st excess display / 2nd excess display) The gaming machine with feature 30 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is an effect that displays the first excess display, The aforementioned second excess display effect is an effect that displays the second excess display, 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 first excess indicator, the volume adjustment indicator, and the light intensity adjustment indicator are displayed, the display of the first excess indicator will end, and the display of the volume adjustment indicator and the light intensity adjustment indicator will continue. In the final round of gameplay, if the ending period begins while the second excess indicator, the volume adjustment indicator, and the light intensity adjustment indicator are displayed, the display of the second excess indicator will end, and the display of the volume adjustment indicator and the light intensity adjustment indicator will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will disappear, but the volume adjustment display and brightness adjustment display will continue to be displayed. This does not cause dissatisfaction to players who are adjusting the volume and brightness, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 200, Figure 215

[0039] [Feature 31] (Relationship with volume display during operation in Part 1) (First advantageous state, Second advantageous state) The gaming machine with feature 31 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the first display part during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is given priority over the excess display. In the first display part during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the excess display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figure 189, Figure 234

[0040] [Feature 32] (Relationship with volume display, operation during Part 2) (First advantageous state, Second advantageous state) The gaming machine with feature 32 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the second display part during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is given priority over the excess display. In the second display part during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display is given priority over the excess display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figure 192, Figure 237

[0041] [Feature 33] (Relationship with volume display, operation in Part 3) (First advantageous state, Second advantageous state) The gaming machine with feature 33 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the third display part during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the excess display. In the third display part during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display is given priority over the excess display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figure 195, Figure 240

[0042] [Feature 34] (Relationship with volume display; operation before exceeding the limit) (First advantageous state / Second advantageous state) The gaming machine with feature 34 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, If, during the first advantageous state, the volume adjustment indicator is displayed and the excess indicator is displayed, the volume adjustment indicator will be given priority over the excess indicator. During the second advantageous state, if the volume adjustment indicator is displayed and the excess indicator is displayed, the volume adjustment indicator will be displayed with priority over the excess indicator. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figure 186, Figure 231

[0043] [Feature 35] (Relationship with volume display; operation just before the ending period) (1st advantageous state / 2nd advantageous state) The gaming machine with feature 35 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. In the aforementioned advantageous state, after the final round of gameplay is completed, the ending period begins. The aforementioned favorable state includes a first favorable state and a second favorable state, In the final round of the first advantageous state, if the ending period begins while the excess display and the volume adjustment display are being shown, the excess display will end, and the volume adjustment display will continue. In the final round of the second advantageous state, if the ending period begins while the excess display and the volume adjustment display are being shown, the excess display will end, and the volume adjustment display will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will disappear, but the volume adjustment display will continue to be displayed. This prevents players from becoming dissatisfied with adjusting the volume, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 198, Figure 243

[0044] [Feature 36] (Relationship with light intensity display, operation in Part 1) (First advantageous state, Second advantageous state) The gaming machine with feature 36 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the first display part during the first favorable state, if the light intensity adjustment operation is performed, the light intensity adjustment display is given priority over the excess display. In the first display part during the second favorable state, if the light intensity adjustment operation is performed, the light intensity adjustment display is given priority over the excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 190, Figure 235

[0045] [Feature 37] (Relationship with light intensity display, operation in Part 2) (First advantageous state, Second advantageous state) The gaming machine with feature 37 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the second display part during the first favorable state, if the light intensity adjustment operation is performed, the light intensity adjustment display is given priority over the excess display. In the second display part during the second favorable state, if the light intensity adjustment operation is performed, the light intensity adjustment display is given priority over the excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 193, Figure 238

[0046] [Feature 38] (Relationship with light intensity display, operation in Part 3) (First advantageous state, Second advantageous state) The gaming machine with feature 38 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the third display part during the first favorable state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the excess display. In the third display part during the second favorable state, if the light intensity adjustment operation is performed, the light intensity adjustment display is given priority over the excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 241

[0047] [Feature 39] (Relationship with light intensity display; operation before excess display) (First advantageous state / Second advantageous state) The gaming machine with feature 39 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, If, during the first favorable state, the light intensity adjustment indicator is displayed and the excess indicator is displayed, the light intensity adjustment indicator will be given priority over the excess indicator. During the second favorable state, if the light intensity adjustment indicator is displayed and the excess indicator is displayed, the light intensity adjustment indicator will be given priority over the excess indicator. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 187, Figure 232

[0048] [Feature 40] (Relationship with light intensity display; operation just before the ending period) (First advantageous state / Second advantageous state) The gaming machine with 40 features 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. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, In the final round of the first advantageous state, if the ending period begins while the excess display and the light intensity adjustment display are being shown, the display of the excess display will end, and the display of the light intensity adjustment display will continue. In the final round of the second advantageous state, if the ending period begins while the excess display and the light intensity adjustment display are being shown, the display of the excess display will end, and the display of the light intensity adjustment display will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will stop showing, but the brightness adjustment display will continue to show, thus avoiding dissatisfaction for players who adjust the brightness, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 199, Figure 244

[0049] [Feature 41] (Relationship between volume display and brightness display; operation during Part 1) (First advantageous state; Second advantageous state) The gaming machine with feature 41 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the first display part during the first favorable state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the excess display. In the first display part during the second favorable state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figure 191, Figure 236

[0050] [Feature 42] (Relationship between volume display and brightness display; operation during Part 2) (First advantageous state; Second advantageous state) The gaming machine with feature 42 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the second display part during the first favorable state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the excess display. In the second display part during the second favorable state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figure 194, Figure 239

[0051] [Feature 43] (Relationship between volume display and brightness display; operation during Part 3) (First advantageous state / Second advantageous state) The gaming machine with feature 43 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, In the third display part during the first favorable state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the excess display. In the third display part during the second favorable state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are given priority over the excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figure 197, Figure 242

[0052] [Feature 44] (Relationship with volume display and brightness display; operation before exceeding the limit) (First advantageous state / Second advantageous state) The gaming machine with feature 44 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect is, A first display part from the time the display of the excess indication begins until the excess indication is displayed in a specific manner, The second display part, in which the excess display is shown in the specified manner, The above excess display consists of a third display part from the end of the display in the specified manner until the end of the display of the excess display, During the first favorable state, if the volume adjustment indicator and the light intensity adjustment indicator are displayed, and the excess indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be given priority over the excess indicator. During the second advantageous state, if the volume adjustment indicator and the light intensity adjustment indicator are displayed, and the excess indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be given priority over the excess indicator. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figure 188, Figure 233

[0053] [Feature 45] (Relationship with volume display and brightness display; operation just before the ending period) (1st advantageous state / 2nd advantageous state) The gaming machine with feature 45 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. The aforementioned favorable state includes a first favorable state and a second favorable state, In the final round of gameplay during the first advantageous state, 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 will end, and the display of the volume adjustment display and light intensity adjustment display will continue. In the final round of gameplay during the second advantageous state, 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. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will disappear, but the volume adjustment display and brightness adjustment display will continue to be displayed. This does not cause dissatisfaction to players who are adjusting the volume and brightness, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 200, Figure 245

[0054] [Feature 46] (Relationship with volume display, operation during Part 1) (1st excess display, 2nd excess display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 46 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the first display part of the first excess display effect during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the first display part of the second excess display effect during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the second excess display. In the first display part of the first excess display effect during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the first display part of the second excess display effect during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display is given priority over the second excess display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figures 189, 204, 234, 249

[0055] [Feature 47] (Relationship with volume display, operation in Part 2) (1st excess display, 2nd excess display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 47 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the second display part of the first excess display effect during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the second display part of the second excess display effect during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the second excess display. In the second display part of the first excess display effect during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the second display part of the second excess display effect during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display will be displayed with priority over the second excess display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figures 192, 207, 237, 252

[0056] [Feature 48] (Relationship with volume display, operation in Part 3) (1st excess display, 2nd excess display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 48 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the third display part of the first excess display effect during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the third display part of the second excess display effect during the first advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the second excess display. In the third display part of the first excess display effect during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the first excess display. In the third display part of the second excess display effect during the second advantageous state, if the volume adjustment operation is performed, the volume adjustment display will be displayed with priority over the second excess display. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figures 195, 210, 240, and 255

[0057] [Feature 49] (Relationship with volume display; operation before overflow display) (1st overflow display; 2nd overflow display) (1st advantageous state; 2nd advantageous state) The gaming machine with feature 49 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, If, during the first advantageous state, the volume adjustment indicator is displayed and the first excess indicator is displayed, the volume adjustment indicator will be given priority over the first excess indicator. If the volume adjustment indicator is displayed during the first advantageous state and the second excess indicator is displayed, the volume adjustment indicator will be given priority over the second excess indicator. If the volume adjustment indicator is displayed during the second advantageous state and the first excess indicator is displayed, the volume adjustment indicator will be given priority over the first excess indicator. If the volume adjustment indicator is displayed during the second advantageous state, and the second excess indicator is displayed, the volume adjustment indicator will be displayed with priority over the second excess indicator. It is characterized by the following. This feature ensures that when a player attempts to adjust the volume at the same time as the excess volume indicator is displayed, the volume adjustment indicator takes priority. This prevents players from becoming dissatisfied with the volume adjustment, ultimately providing a more suitable gaming machine. Corresponding drawings: Figures 186, 201, 231, 246

[0058] [Feature 50] (Relationship with volume display; operation just before the ending period) (1st excess display / 2nd excess display) (1st advantageous state / 2nd advantageous state) The gaming machine with 50 features 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. When the volume is adjusted, the volume adjustment indicator can be displayed. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is an effect that displays the first excess display, The aforementioned second excess display effect is an effect that displays the second excess display, In the aforementioned advantageous state, after the final round of gameplay is completed, the ending period begins. The aforementioned favorable state includes a first favorable state and a second favorable state, In the final round of gameplay during the first advantageous state, if the ending period begins while the first excess display and the volume adjustment display are being shown, the display of the first excess display will end, and the display of the volume adjustment display will continue. In the final round of gameplay during the first advantageous state, if the ending period begins while the second excess display and the volume adjustment display are being shown, the display of the second excess display will end, and the display of the volume adjustment display will continue. In the final round of gameplay during the second advantageous state, if the ending period begins while the first excess display and the volume adjustment display are being shown, the display of the first excess display will end, and the display of the volume adjustment display will continue. In the final round of gameplay during the second advantageous state, if the second excess display and the volume adjustment display are displayed and the ending period begins, the display of the second excess display will end, and the display of the volume adjustment display will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will disappear, but the volume adjustment display will continue to be displayed. This prevents players from becoming dissatisfied with adjusting the volume, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 198, 213, 243, and 258

[0059] [Feature 51] (Relationship with light intensity display, operation in Part 1) (First excess display, second excess display) (First favorable state, second favorable state) The gaming machine with feature 51 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the first display part of the first excess display effect during the first advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the first display part of the second excess display effect during the first advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. In the first display part of the first excess display effect during the second advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the first display part of the second excess display effect during the second advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 190, 205, 235, 250

[0060] [Feature 52] (Relationship with light intensity display, operation in Part 2) (First excess display, second excess display) (First favorable state, second favorable state) The gaming machine with feature 52 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the second display part of the first excess display effect during the first advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the second display part of the second excess display effect during the first advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. In the second display part of the first excess display effect during the second advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the second display part of the second excess display effect during the second advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 193, 208, 238, 253

[0061] [Feature 53] (Relationship with light intensity display, operation in Part 3) (1st excess display, 2nd excess display) (1st favorable state, 2nd favorable state) The gaming machine with feature 53 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the third display part of the first excess display effect during the first advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the third display part of the second excess display effect during the first advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. In the third display part of the first excess display effect during the second advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the first excess display. In the third display part of the second excess display effect during the second advantageous state, if the light intensity adjustment operation is performed, the light intensity adjustment display is displayed with priority over the second excess display. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 196, 211, 241, and 256

[0062] [Feature 54] (Relationship with light intensity display; operation before overflow display) (First overflow display; Second overflow display) (First favorable state; Second favorable state) The gaming machine with feature 54 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, If, during the first favorable state, the light intensity adjustment indicator is displayed and the first excess indicator is displayed, the light intensity adjustment indicator will be given priority over the first excess indicator. If the light intensity adjustment indicator is displayed during the first favorable state, and the second excess indicator is displayed, the light intensity adjustment indicator will be given priority over the second excess indicator. If the light intensity adjustment indicator is displayed during the second favorable state, and the first excess indicator is displayed, the light intensity adjustment indicator will be given priority over the first excess indicator. If the second excess indicator is displayed while the light intensity adjustment indicator is displayed during the second favorable state, the light intensity adjustment indicator will be displayed with priority over the second excess indicator. It is characterized by the following. This feature means that when attempting to adjust the light intensity at the same time as the excess indicator is displayed, the light intensity adjustment indicator takes priority, thus avoiding dissatisfaction for the player making the adjustment. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 187, 202, 232, and 247

[0063] [Feature 55] (Relationship with light intensity display; operation just before the ending period) (1st excess display / 2nd excess display) (1st advantageous state / 2nd advantageous state) The gaming machine with feature 55 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. By performing a light intensity adjustment operation, it is possible to display the light intensity adjustment indicator. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is an effect that displays the first excess display, The aforementioned second excess display effect is an effect that displays the second excess display, In the aforementioned advantageous state, after the final round of gameplay is completed, the ending period begins. The aforementioned favorable state includes a first favorable state and a second favorable state, In the final round of gameplay during the first advantageous state, if the ending period begins while the first excess display and the light intensity adjustment display are being shown, the display of the first excess display will end, and the display of the light intensity adjustment display will continue. In the final round of gameplay during the first advantageous state, if the ending period begins while the second excess display and the light intensity adjustment display are being shown, the display of the second excess display will end, and the display of the light intensity adjustment display will continue. In the final round of gameplay during the second advantageous state, if the ending period begins while the first excess display and the light intensity adjustment display are being shown, the display of the first excess display will end, and the display of the light intensity adjustment display will continue. In the final round of gameplay during the second advantageous state, if the ending period begins while the second excess display and the light intensity adjustment display are displayed, the display of the second excess display will end, and the display of the light intensity adjustment display will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will stop showing, but the brightness adjustment display will continue to show, thus avoiding dissatisfaction for players who adjust the brightness, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 199, 214, 244, and 259

[0064] [Feature 56] (Relationship between volume display and brightness display; operation during Part 1) (First excess display / Second excess display) (First advantageous state / Second advantageous state) The gaming machine with feature 56 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the first display part of the first excess display effect during the first advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display shall be displayed with priority over the first excess display. In the first display part of the second excess display effect during the first advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the second excess display. In the first display part of the first excess display effect during the second advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the first excess display. In the first display part of the second excess display effect during the second advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the second excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figures 191, 206, 236, 251

[0065] [Feature 57] (Relationship between volume display and brightness display; operation during Part 2) (First excess display / Second excess display) (First advantageous state / Second advantageous state) The gaming machine with feature 57 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the second display part of the first excess display effect during the first advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the first excess display. In the second display part of the second excess display effect during the first advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the second excess display. In the second display part of the first excess display effect during the second advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the first excess display. In the second display part of the second excess display effect during the second advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display will be displayed with priority over the second excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figures 194, 209, 239, 254, and 257

[0066] [Feature 58] (Relationship with volume display and brightness display; operation in Part 3) (1st excess display / 2nd excess display) (1st advantageous state / 2nd advantageous state) The gaming machine with feature 58 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, In the third display part of the first excess display effect during the first advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the first excess display. In the third display part of the second excess display effect during the first advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the second excess display. In the third display part of the first excess display effect during the second advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the first excess display. In the third display part of the second excess display effect during the second advantageous state, if the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed with priority over the second excess display. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figures 197, 212, 242, and 257

[0067] [Feature 59] (Relationship with volume display and brightness display; operation before exceeding the limit) (First exceeding limit display; second exceeding limit display) (First advantageous state; second advantageous state) The gaming machine with feature 59 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned favorable state includes a first favorable state and a second favorable state, The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is, A first display part from the time the display of the first excess indication begins until the first excess indication is displayed in a first specific manner, A second display part in which the first excess indication is displayed in the first specific manner, It consists of a third display part from the time the first excess display ends to the time the display of the first excess display ends, The aforementioned second excess display effect is, The first display part is from the time the display of the second excess indication begins until the second excess indication is displayed in the second specific form, A second display part in which the second excess display is displayed in the second specific manner, It consists of a third display part from the end of the display in the second specific mode of the second excess display until the end of the display of the second excess display, During the first favorable state, if the volume adjustment indicator and the light intensity adjustment indicator are displayed, and the first excess indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be given priority over the first excess indicator. If, during the first favorable state, the volume adjustment indicator and the light intensity adjustment indicator are displayed, and the second excess indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be given priority over the second excess indicator. If, during the second advantageous state, the volume adjustment indicator and the light intensity adjustment indicator are displayed, and the first excess indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be given priority over the first excess indicator. If, during the second favorable state, the volume adjustment indicator and the light intensity adjustment indicator are displayed, and the second excess indicator is displayed, the volume adjustment indicator and the light intensity adjustment indicator will be given priority over the second excess indicator. It is characterized by the following. This feature means that when a player attempts to adjust the volume or brightness at the same time that an excess indicator is displayed, the volume adjustment indicator and brightness adjustment indicator are displayed first. As a result, players who are adjusting the volume or brightness will not be dissatisfied, and a suitable gaming machine can be provided. Corresponding drawings: Figures 188, 203, 233, and 248

[0068] [Feature 60] (Relationship with volume display and brightness display; operation just before the ending period) (1st excess display / 2nd excess display) (1st advantageous state / 2nd advantageous state) The gaming machine with 60 features 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 If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. 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. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned first excess display effect is an effect that displays the first excess display, The aforementioned second excess display effect is an effect that displays the second excess display, In the aforementioned advantageous state, after the final round of gameplay is completed, the ending period begins. The aforementioned favorable state includes a first favorable state and a second favorable state, In the final round of gameplay during the first advantageous state, if the ending period begins while the first excess display, the volume adjustment display, and the light intensity adjustment display are displayed, the display of the first excess display will end, and the display of the volume adjustment display and the light intensity adjustment display will continue. In the final round of gameplay during the first advantageous state, if the ending period begins while the second excess display and the volume adjustment display and the light intensity adjustment display are displayed, the display of the second excess display will end, and the display of the volume adjustment display and the light intensity adjustment display will continue. In the final round of gameplay during the second advantageous state, if the ending period begins while the first excess display and the volume adjustment display and the light intensity adjustment display are displayed, the display of the first excess display will end, and the display of the volume adjustment display and the light intensity adjustment display will continue. In the final round of gameplay during the second advantageous state, if the ending period begins while the second excess display and the volume adjustment display and the light intensity adjustment display are displayed, the display of the second excess display will end, and the display of the volume adjustment display and the light intensity adjustment display will continue. It is characterized by the following. According to this feature, when the game switches from the final round to the ending period, the excess display will disappear, but the volume adjustment display and brightness adjustment display will continue to be displayed. This does not cause dissatisfaction to players who are adjusting the volume and brightness, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 200, 215, 245, and 260

[0069] [Feature 61] (Attacker's illumination pattern) (Excess notification) (Normal prize win) The gaming machine with feature 61 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. The aforementioned performance control means is If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. In the advantageous state, when the game control means counts the number of game media that have entered the variable prize means and the number of game media that have entered falls below a predetermined number, the excess display effect is executed; or when the game control means counts the number of game media that have entered the variable prize means and the number of game media that have entered fall below a predetermined number and the excess display effect is not executed, in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific light-emitting manner. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed upon winning, the illumination pattern of the variable winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 322 and 323

[0070] [Feature 62] (Attacker's illumination pattern) (Excess notification) (Over-winning) The gaming machine with feature 62 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. The aforementioned performance control means is If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. In the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the excess display effect is executed; or, in the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the excess display effect is not executed; in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific light-emitting pattern. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed upon winning, the illumination pattern of the variable winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 324 and 325

[0071] [Feature 63] (Attacker's luminescence pattern) (Pre-notification) (Normal prize winning) The gaming machine with feature 63 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. In the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, falls below a predetermined number, the pre-notification is performed upon the entry of a game medium; or, in the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, falls below a predetermined number, the pre-notification is not performed upon the entry of a game medium; in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific light-emitting manner. It is characterized by the following. According to this feature, regardless of whether or not a prior notification is generated for the current prize win, the illumination pattern of the variable prize winning mechanism is the same, so it is possible to reliably notify the player of the prize win by the variable prize winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 326 and 327

[0072] [Feature 64] (Attacker's illumination pattern) (Pre-notification) (Over-prize winning) The gaming machine with feature 64 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. In the advantageous state, if the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the pre-notification is performed; or, in the advantageous state, if the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the pre-notification is not performed; in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific light-emitting pattern. It is characterized by the following. According to this feature, regardless of whether or not a prior notification is generated for the current prize win, the illumination pattern of the variable prize winning mechanism is the same, so it is possible to reliably notify the player of the prize win by the variable prize winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 328

[0073] [Feature 65] (Attacker's illumination pattern) (Operation warning notification) (Normal prize win) The gaming machine with 65 features is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. In the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, falls below a predetermined number, the operation warning notification is executed; or, in the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, falls below a predetermined number, the operation warning notification is not executed; in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific emission pattern. It is characterized by the following. According to this feature, regardless of whether or not an activation warning notification is generated upon winning, the illumination pattern of the variable prize-winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable prize-winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 330 and 331

[0074] [Feature 66] (Attacker's illumination pattern) (Operation warning notification) (Over-winning) The gaming machine with feature 66 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. In the advantageous state, if the game control means counts the number of game media that have entered the variable prize means and the number of game media that have entered exceeds a predetermined number, the operation warning notification is executed. In either case, if the game control means does not execute the operation warning notification when the number of game media that have entered the variable prize means and the number of game media that have entered exceeds a predetermined number, the light-emitting means corresponding to the variable prize means is made to emit light in a specific emission pattern. It is characterized by the following. According to this feature, regardless of whether or not an activation warning notification is generated upon winning, the illumination pattern of the variable prize-winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable prize-winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 332 and 333

[0075] [Feature 67] (Attacker's illumination pattern) (First excess notification, second excess notification) (Normal prize win) The gaming machine with feature 67 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. The aforementioned performance control means can execute an over-display performance if the count value reaches a threshold during the advantageous state. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The performance control means, in the advantageous state, executes the first excess display performance when a game medium is won by a game medium whose count of game mediums won by the variable winning means, which is counted by the game control means, falls below a predetermined number, and in the advantageous state, executes the second excess display performance when a game medium is won by a game medium whose count of game mediums won by the variable winning means, which is counted by the game control means, falls below a predetermined number, in either case, the light-emitting means corresponding to the variable winning means illuminates in a specific light-emitting manner. It is characterized by the following. According to this feature, regardless of whether the first or second excess display effect is executed upon winning, the illumination pattern of the variable winning means is the same, so it is possible to reliably notify the player of a win by the variable winning means, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 334, 335, and 336

[0076] [Feature 68] (Attacker's illumination pattern) (First excess notification, second excess notification) (Over-winning) The gaming machine with feature 68 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. The aforementioned performance control means can execute an over-display performance if the count value reaches a threshold during the advantageous state. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The performance control means, in the advantageous state, will cause the light-emitting means corresponding to the variable prize-winning means to emit light in a specific emission pattern when the first excess display performance is executed due to the winning of a game medium whose count in the variable prize-winning means, as counted by the game control means, exceeds a predetermined number, or when the second excess display performance is executed due to the winning of a game medium whose count in the variable prize-winning means, as counted by the game control means, exceeds a predetermined number, in either case. It is characterized by the following. According to this feature, regardless of whether the first or second excess display effect is executed upon winning, the illumination pattern of the variable winning means is the same, so it is possible to reliably notify the player of a win by the variable winning means, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 337, 338, and 339

[0077] [Feature 69] (Attacker's illumination pattern) (Excess display) (Pre-display) (Normal winning) The gaming machine with feature 69 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the grant count value related to the game value granted in the aforementioned advantageous state reaches a threshold, it is possible to execute an excess display effect. If the aforementioned difference count value becomes the pre-notification value, it is possible to perform pre-notification. When the game control means counts the number of game media that have entered the variable prize-winning means in the advantageous state and the number of game media that have entered falls below a predetermined number, the game control means counts the number of game media that have entered the variable prize-winning means in the advantageous state and the number of game media that have entered falls below a predetermined number, the game control means counts the number of game media that have entered the variable prize-winning means and the game control means counts the number of game media that have entered falls below a predetermined number, the game control means performs the pre-notification. In any case, the light-emitting means corresponding to the variable prize-winning means is made to emit light in a specific light-emitting manner. It is characterized by the following. According to this feature, regardless of whether an over-display effect or prior notification is performed upon winning, the illumination pattern of the variable winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 322, 326, and 340

[0078] [Feature 70] (Attacker's illumination pattern) (Excess display) (Pre-display) (Over-winning) The gaming machine with feature 70 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the grant count value related to the game value granted in the aforementioned advantageous state reaches a threshold, it is possible to execute an excess display effect. If the aforementioned difference count value becomes the pre-notification value, it is possible to perform pre-notification. In the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the excess display effect is executed; or when the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the pre-notification is executed; in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific light-emitting pattern. It is characterized by the following. According to this feature, regardless of whether an over-display effect or prior notification is performed upon winning, the illumination pattern of the variable winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 324, 328, and 341

[0079] [Feature 71] (Attacker's illumination pattern) (Excess display) (Operation warning notification) (Normal winning) The gaming machine with feature 71 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. When the grant count value related to the game value granted in the aforementioned advantageous state reaches a threshold, it is possible to execute an excess display effect. In the advantageous state, when the game control means counts the number of game media that have entered the variable prize means and the number of game media that have entered falls below a predetermined number, the excess display effect is executed; or when the game control means counts the number of game media that have entered the variable prize means and the number of game media that have entered fall below a predetermined number, the operation warning notification is executed; in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific emission pattern. It is characterized by the following. According to this feature, regardless of whether an excess display effect or an operation warning notification is executed upon winning, the illumination pattern of the variable winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 233, 330, and 342

[0080] [Feature 72] (Attacker's illumination pattern) (Excess display) (Operation warning notification) (Over-winning) The gaming machine with feature 72 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the grant count value related to the game value granted in the aforementioned advantageous state reaches a threshold, it is possible to execute an excess display effect. When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. In the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the excess display effect is executed; or when the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the operation warning notification is executed; in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific emission pattern. It is characterized by the following. According to this feature, regardless of whether an excess display effect or an operation warning notification is executed upon winning, the illumination pattern of the variable winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 324, 332, and 343

[0081] [Feature 73] (Attacker's illumination pattern) (Pre-display) (Operation warning notification) (Normal winning) The gaming machine with feature 73 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. In the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, falls below a predetermined number, the pre-notification is executed upon the entry of a game medium; or when the number of game media that have entered the variable prize means, as counted by the game control means, falls below a predetermined number, the operation warning notification is executed upon the entry of a game medium; in either case, the light-emitting means corresponding to the variable prize means is made to emit light in a specific emission pattern. It is characterized by the following. According to this feature, regardless of whether a pre-announcement or an activation warning announcement is made upon winning, the illumination pattern of the variable prize-winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable prize-winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 326 and 330

[0082] [Feature 74] (Attacker's illumination pattern) (Pre-display) (Operation warning notification) (Over-winning) The gaming machine with feature 74 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. In the advantageous state, when the number of game media that have entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the pre-notification is executed when a game media enters the variable prize means, as counted by the game control means, exceeds a predetermined number, and the operation warning notification is executed when a game media that has entered the variable prize means, as counted by the game control means, exceeds a predetermined number, the light-emitting means corresponding to the variable prize means is made to emit light in a specific emission pattern. It is characterized by the following. According to this feature, regardless of whether a pre-announcement or an activation warning announcement is made upon winning, the illumination pattern of the variable prize-winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable prize-winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 328 and 332

[0083] [Feature 75] (Attacker's illumination pattern) (Illuminates first) (First excess display, second excess display) (Normal win) The gaming machine with 75 features is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. The aforementioned performance control means can execute an over-display performance if the count value reaches a threshold during the advantageous state. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned performance control means is In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, falls below a predetermined number, the first excess display effect is executed when a game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the first excess display effect is executed. In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, falls below a predetermined number, the second excess display effect is executed upon the entry of a game media, after illuminating the light-emitting means corresponding to the variable prize-winning means. It is characterized by the following. This feature allows the light-emitting means corresponding to the variable prize-winning means to illuminate before the display corresponding to the event that occurs as a result of winning a prize is shown. This enables the player to recognize both the prize and the event resulting from the prize in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 334, 335, and 336

[0084] [Feature 76] (Attacker's illumination pattern) (Illuminates first) (First excess display, second excess display) (Over-winning) The gaming machine with feature 76 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. The aforementioned performance control means can execute an over-display performance if the count value reaches a threshold during the advantageous state. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned performance control means is In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, the first excess display effect is executed when the game media that has entered the variable prize-winning means is illuminated, and then the first excess display effect is executed. In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, the second excess display effect is executed when a game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the second excess display effect is executed. It is characterized by the following. This feature allows the light-emitting means corresponding to the variable prize-winning means to illuminate before the display corresponding to the event that occurs as a result of winning a prize is shown. This enables the player to recognize both the prize and the event resulting from the prize in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 337, 338, and 339

[0085] [Feature 77] (Attacker's illumination pattern) (Illuminates first) (Excess display) (Pre-display) (Normal win) The gaming machine with feature 77 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the grant count value related to the game value granted in the aforementioned advantageous state reaches a threshold, it is possible to execute an excess display effect. If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. The aforementioned performance control means is In the advantageous state, when the game control means counts the number of game media that have entered the variable prize-winning means, and the number of game media that have entered falls below a predetermined number, the excess display effect is executed when a game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the excess display effect is executed. In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, falls below a predetermined number, the pre-notification is performed upon the entry of a game media, after which the light-emitting means corresponding to the variable prize-winning means is illuminated, and the pre-notification is performed. It is characterized by the following. This feature allows the light-emitting means corresponding to the variable prize-winning means to illuminate before the display corresponding to the event that occurs as a result of winning a prize is shown. This enables the player to recognize both the prize and the event resulting from the prize in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 322, 326, and 340

[0086] [Feature 78] (Attacker's illumination pattern) (Illuminates first) (Excess display) (Pre-display) (Over-winning) The gaming machine with feature 78 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the grant count value related to the game value granted in the aforementioned advantageous state reaches a threshold, it is possible to execute an excess display effect. If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. The aforementioned performance control means is In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, the excess display effect is executed when the game media that has entered the variable prize-winning means is illuminated, and then the excess display effect is executed. In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, and the game media enters the variable prize-winning means, the light-emitting means corresponding to the variable prize-winning means is illuminated before the pre-notification is performed. It is characterized by the following. This feature allows the light-emitting means corresponding to the variable prize-winning means to illuminate before the display corresponding to the event that occurs as a result of winning a prize is shown. This enables the player to recognize both the prize and the event resulting from the prize in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 324, 328, and 341

[0087] [Feature 79] (Attacker's illumination pattern) (Illuminates first) (Excess display) (Operation warning notification) (Normal win) The gaming machine with feature 79 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the grant count value related to the game value granted in the aforementioned advantageous state reaches a threshold, it is possible to execute an excess display effect. When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. The aforementioned performance control means is In the advantageous state, when the game control means counts the number of game media that have entered the variable prize-winning means, and the number of game media that have entered falls below a predetermined number, the excess display effect is executed when a game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the excess display effect is executed. In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, falls below a predetermined number, the operation warning notification is executed when a game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the operation warning notification is executed. It is characterized by the following. This feature allows the light-emitting means corresponding to the variable prize-winning means to illuminate before the display corresponding to the event that occurs as a result of winning a prize is shown. This enables the player to recognize both the prize and the event resulting from the prize in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 322, 330, and 342

[0088] [Feature 80] (Attacker's illumination pattern) (Illuminates first) (Excess display) (Operation warning notification) (Over-winning) The gaming machine with 80 features is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is When the grant count value related to the game value granted in the aforementioned advantageous state reaches a threshold, it is possible to execute an excess display effect. When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. The aforementioned performance control means is In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, the excess display effect is executed when the game media that has entered the variable prize-winning means is illuminated, and then the excess display effect is executed. In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, the operation warning notification is executed when the game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the operation warning notification is executed. It is characterized by the following. This feature allows the light-emitting means corresponding to the variable prize-winning means to illuminate before the display corresponding to the event that occurs as a result of winning a prize is shown. This enables the player to recognize both the prize and the event resulting from the prize in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 324, 332, and 343

[0089] [Feature 81] (Attacker's illumination pattern) (Illuminates first) (Pre-display) (Operation warning notification) (Normal win) The gaming machine with feature 81 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. The aforementioned performance control means is In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, falls below a predetermined number, the pre-notification is performed upon the entry of a game media, after illuminating the light-emitting means corresponding to the variable prize-winning means, the pre-notification is performed. In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, falls below a predetermined number, the operation warning notification is executed when a game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the operation warning notification is executed. It is characterized by the following. This feature allows the light-emitting means corresponding to the variable prize-winning means to illuminate before the display corresponding to the event that occurs as a result of winning a prize is shown. This enables the player to recognize both the prize and the event resulting from the prize in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 326 and 330

[0090] [Feature 82] (Attacker's illumination pattern) (Illuminates first) (Pre-display) (Operation warning notification) (Over-winning) The gaming machine with feature 82 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. When the differential count value becomes the activation value while the game is controlled to the advantageous state, it is possible to execute an activation warning notification to inform the player that the game will be restricted after the advantageous state ends. The aforementioned performance control means is In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, the pre-notification is executed when a game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the pre-notification is executed. In the advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, the operation warning notification is executed when the game media enters the variable prize-winning means, after illuminating the light-emitting means corresponding to the variable prize-winning means, the operation warning notification is executed. It is characterized by the following. This feature allows the light-emitting means corresponding to the variable prize-winning means to illuminate before the display corresponding to the event that occurs as a result of winning a prize is shown. This enables the player to recognize both the prize and the event resulting from the prize in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 328 and 332

[0091] [Feature 83] (Attacker's illumination pattern) (Over-notification) (Winning within the timer count) The gaming machine with feature 83 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, if a predetermined period of time has elapsed, it is possible to change the variable prize-winning means to the second state. The aforementioned performance control means is If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. In the advantageous state, if the game medium is hit before the predetermined period is measured, the excess display effect is executed; or in the advantageous state, if the game medium is hit before the predetermined period is measured, the excess display effect is not executed; in either case, the light-emitting means corresponding to the variable winning means is made to emit light in a specific light-emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed upon winning, the illumination pattern of the variable winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 322 and 323

[0092] [Feature 84] (Attacker's illumination pattern) (Over-notification) (Winning after timer countdown) The gaming machine with feature 84 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, if a predetermined period of time has elapsed, it is possible to change the variable prize-winning means to the second state. The aforementioned performance control means is If the count value reaches a threshold during the aforementioned advantageous state, it is possible to execute an over-display animation. In the advantageous state, when the game medium is hit after the predetermined period has elapsed, the excess display effect is executed; or in the advantageous state, when the game medium is hit after the predetermined period has elapsed, the excess display effect is not executed; in either case, the light-emitting means corresponding to the variable winning means is made to emit light in a specific light-emitting manner. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed upon winning, the illumination pattern of the variable winning mechanism is the same, so it is possible to reliably notify the player of a win by the variable winning mechanism, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 344 and 345

[0093] [Feature 85] (Attacker's illumination pattern) (Pre-notification) (Winning within the timer count) The gaming machine with feature 85 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, if a predetermined period of time has elapsed, it is possible to change the variable prize-winning means to the second state. It is possible to calculate a difference count value related to the difference between the game value used in the game and the game value that is assigned. If the differential count value becomes the activation value when the game is not controlled to the advantageous state, the progress of the game is restricted. When the game is controlled to the advantageous state, if the difference count value becomes the activation value, the game's progress is restricted after the advantageous state ends. The aforementioned performance control means is If the aforementioned difference count value becomes the pre-notified value, it is possible to perform pre-notification to inform the player of the conditions under which the game's progress will be restricted. In the advantageous state, if the pre-notification is performed due to a winning game medium before the predetermined period is measured, or if the pr...

Claims

[Claim 1] A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Sound output means, The game includes a variable prize-winning mechanism that can change between a first state in which the game medium is easy to win and a second state in which the game medium is unable to win or is difficult to win. The aforementioned game control means is In the advantageous state, it is possible to change the variable prize-winning means to the first state, In the advantageous state, the game media that enter the variable prize-winning means can be counted, and when the count reaches a predetermined number, the variable prize-winning means can be changed to the second state. The aforementioned performance control means can execute an over-display performance if the count value reaches a threshold during the advantageous state. The aforementioned excess display effect includes a first excess display effect and a second excess display effect, The aforementioned favorable state includes a first favorable state and a second favorable state, The sound output means is In the advantageous state, the game control means can output an over-winning sound corresponding to the winning of a game medium when the number of game mediums that have entered the variable winning means, which is counted by the game control means, exceeds a predetermined number. It is possible to output a first excess display sound corresponding to the first excess display effect, It is possible to output a second excess display sound corresponding to the second excess display effect, In the first advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, and the first excess display effect is executed, the first excess display effect sound is output in a manner that is more emphasized than the over-prize sound. In the first advantageous state, when the number of game media that have entered the variable prize-winning means, which is counted by the game control means, exceeds a predetermined number, and the second excess display effect is executed, the sound of the second excess display effect is output in a manner that is more emphasized than the over-prize sound. In the second advantageous state, when the first excess display effect is executed due to the winning of a game medium in the variable winning means, which is counted by the game control means, the first excess display effect sound is output in a manner that is more emphasized than the over-winning sound. In the second advantageous state, when the second excess display effect is executed due to the winning of a game medium that exceeds the number of game mediums that have entered the variable winning means, which is counted by the game control means, the sound of the second excess display effect is output in a manner that is more emphasized than the sound of the over-winning. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Sorting processor for sheet paper

    JP1989007188A