Gaming machine

The gaming machine addresses visibility issues by incorporating a game-disabled state control mechanism that adjusts display and light-emitting means to maintain clarity during special conditions, enhancing player experience.

JP2026067146APending Publication Date: 2026-04-20NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-10-08
Publication Date
2026-04-20

AI Technical Summary

Technical Problem

The visibility of the display on a gaming machine's display device is compromised when the light-emitting means emits light.

Method used

A gaming machine with a game-disabled state control mechanism that adjusts the display and light-emitting means to indicate a special condition, using distinct colors for notifications during this state.

Benefits of technology

This solution effectively suppresses the decrease in display visibility caused by light emission, ensuring clear visual cues for the player.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 2026067146000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine that can suppress the decline in the visibility of the display in the display means. [Solution] The color of the text in the complete function activation notification is different from the color of the frame lamp that is illuminated when the complete function activation notification is being made. This prevents the text information in the complete function activation notification from becoming difficult to see and makes the display related to the complete function activation notification easier to recognize.
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Description

Technical Field

[0001] This invention relates to a gaming machine.

Background Art

[0002] Conventionally, a gaming machine includes a light-emitting device as a light-emitting means and a display device as a display means. For example, the gaming machine described in Patent Document 1 includes a decorative lamp corresponding to the light-emitting means and a liquid crystal display corresponding to the display means. In the gaming machine described in Patent Document 1, the decorative lamp is provided on the player side with respect to the liquid crystal display. And in the gaming machine described in Patent Document 1, the player can be entertained by the emission of light from the decorative lamp and by performing various displays on the liquid crystal display.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, when the light-emitting means emits light, there is a risk that the visibility of the display on the display means will decrease.

Means for Solving the Problems

[0005] The gaming machine that solves the above problems is a gaming machine that can be controlled to a game-disabled state in which it is impossible to play the game, and comprises a game-disabled state control means that can control the game-disabled state when a special condition is met, a predetermined display means, a display control means that can control the predetermined display means, a predetermined light-emitting means, and a light-emitting control means that can control the predetermined light-emitting means, wherein the predetermined display means is capable of displaying a special notification that the game-disabled state is being controlled when the special condition is met, and the color of the characters in the display of the special notification is different from the color of the light-emitting means when the display of the special notification is being emitted. [Effects of the Invention]

[0006] According to the present invention, it is possible to suppress a decrease in the visibility of the display in the display means. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a perspective view of a pachinko game machine. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figures 3(a) to 3(c) show examples of changes in the background image. [Figure 4] Figure 4 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 5] Figure 5(a) shows an example of the display content of the display device when a complete function activation warning is issued, Figure 5(b) shows an example of the display content of the display device when a complete function activation notification is issued, and Figure 5(c) shows an example of the display content of the display device when a complete function activation notification is issued. [Figure 6] Figure 6 is a flowchart showing the process for handling uncontrollable processes. [Figure 7] Figures 7(a) and 7(b) show examples of special viewing ranges. [Figure 8]Figure 8 shows the relationship between the configuration of the performance display device and the configurations of various light-emitting means when the performance related to the operation of the complete function is being executed. [Figure 9] Figures 9(a) to 9(c) show examples of the configuration of the performance display device and the configurations of various light-emitting means when the performance related to the operation of the complete function is being executed. [Modes for carrying out the invention]

[0008] The following describes the embodiments of the gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the game machine installation equipment (so-called island equipment) of a game hall or the like. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including the game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20. Protective glass 15 that protects the game board 20 is supported on the front frame 14. In Figure 1, the protective glass 15 is omitted from the illustration except for a part of it, but in reality it covers the entire opening 14a of the front frame 14.

[0009] The gaming machine 10 is equipped with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is positioned so that it can be operated by the player. In the gaming machine 10, game balls, which are the game medium, are launched with a strength corresponding to the amount of operation (rotation) of the launch handle 16. The gaming machine 10 can adjust the launch strength of the game balls by operating the launch handle 16.

[0010] The gaming machine 10 is equipped with a frame lamp 17 that can emit light on the front side of the front frame 14. The frame lamp 17, as a predetermined light-emitting means, performs a lighting effect (hereinafter referred to as a lighting effect) by turning on and off a built-in light-emitting element. The frame lamp 17 can emit light in multiple colors. For example, the frame lamp 17 may be able to emit light in multiple colors by having one built-in light-emitting element emit light in multiple colors, or it may be able to emit light in multiple colors by having multiple built-in light-emitting elements emit light to create multiple colors. For example, the brightness of the frame lamp 17 may be adjustable by operating a predetermined operating means. That is, the gaming machine 10 may be able to adjust the brightness of the frame lamp 17. The brightness of the frame lamp 17 corresponds to the effect intensity of the frame lamp 17 and is also called the light quantity of the frame lamp 17.

[0011] The gaming machine 10 is equipped with a speaker 18 capable of outputting sound on the front side of the front frame 14. The speaker 18, as a predetermined sound output means, performs sound effects (hereinafter referred to as sound effects) that output sounds such as voices, sound effects, and music. For example, the volume of at least some of the sounds output from the speaker 18 may be adjustable by operating a predetermined operating means. In other words, the gaming machine 10 may allow adjustment of the volume of at least some of the sounds output from the speaker 18. The volume of the sounds output from the speaker 18 corresponds to the intensity of the sound effects of the speaker 18.

[0012] The gaming machine 10 is equipped with an action button EB on the front side of the front frame 14 as an operable operating means. The action button EB can be operated by the player. Inside the action button EB is a button lamp BL (shown in Figure 4). Therefore, it can be said that the button lamp BL is built into the action button EB. The button lamp BL, as a special light-emitting means, performs an effect (hereinafter referred to as a light-emitting effect) by turning the built-in light-emitting element on and off. The button lamp BL can emit light in multiple colors. For example, the button lamp BL may be able to emit light in multiple colors by having one built-in light-emitting element emit light in multiple colors, or it may be able to emit light in multiple colors by having multiple built-in light-emitting elements emit light to create multiple colors. For example, the brightness of the button lamp BL may be adjustable by operating a predetermined operating means. That is, the gaming machine 10 may be able to adjust the brightness of the button lamp BL. The brightness of the button lamp BL corresponds to the effect intensity of the button lamp BL and is also called the light quantity of the button lamp BL.

[0013] As shown in Figure 2, a roughly circular game area 21 is defined on the front side of the game board 20 when viewed from the front. The game board 20 is equipped with a guide path 21a that guides the launched game ball to the game area 21. The game board 20 is equipped with a prevention valve 21b that prevents the game ball launched into the game area 21 from returning to the guide path 21a. The launched game ball is guided in the guide path 21a, passes through the prevention valve 21b located at the downstream end of the guide path 21a, and reaches the game area 21. Once the game ball reaches the game area 21, it flows down through the game area 21.

[0014] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 is equipped with a first special symbol display unit 22a. The first special symbol display unit 22a displays the first special symbol variation game (hereinafter referred to as the first special game), which displays predetermined symbols in a variable manner and ultimately displays the first special symbol in a confirmed stop. The information display panel 22 is equipped with a second special symbol display unit 22b. The second special symbol display unit 22b displays the second special symbol variation game (hereinafter referred to as the second special game), which displays predetermined symbols in a variable manner and ultimately displays the second special symbol in a confirmed stop. In the following description, the first special game and the second special game may be collectively referred to as the "special game" or "special symbol variation game". Thus, the special game as a variation game includes the first special game as the first variation game and the second special game as the second variation game. The special symbols are symbols that notify the results of the jackpot lottery, which will be described later. Thus, the gaming machine 10 is capable of running special games.

[0015] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "confirmed stop display" means a state in which a symbol is definitively stopped and the type of displayed symbol does not change. Special symbols that can be displayed as confirmed stop in the special symbol display units 22a and 22b include jackpot symbols and losing symbols. When a jackpot symbol is displayed as confirmed stop in a special game, the player can recognize that they have won a jackpot. When a losing symbol is displayed as confirmed stop in a special game, the player can recognize that they have lost. In the gaming machine 10, the first special game and the second special game are not executed simultaneously. In the gaming machine 10, the second special game is executed with priority over the first special game.

[0016] In the gaming machine 10, a jackpot lottery may be conducted when executing a special game. In the gaming machine 10, when winning the jackpot in the jackpot lottery, the jackpot symbol is stopped and displayed deterministically in the special game subject to the winning, and then the jackpot game is granted (occurs). Thus, when winning the jackpot in the jackpot lottery conducted when executing the special game, the gaming machine 10 can grant the jackpot game after the special game ends. That is, in the gaming machine 10, the jackpot game is granted when winning the jackpot lottery. In the gaming machine 10, when winning the jackpot, the jackpot game is granted after the end of the special game based on winning the jackpot. Thus, the gaming machine 10 can grant the jackpot game. Winning the jackpot in the jackpot lottery corresponds to winning the jackpot lottery and corresponds to winning the jackpot in the winning lottery.

[0017] The information display panel 22 includes a first special hold display section 22c. The first special hold display section 22c visibly displays the number of times of the first special game (hereinafter referred to as the first special hold number) whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. The information display panel 22 includes a second special hold display section 22d. The second special hold display section 22d visibly displays the number of times of the second special game (hereinafter referred to as the second special hold number) whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. For example, the upper limit numbers of the first special hold number and the second special hold number are each 4. In the following description, the special game whose execution is on hold may be simply referred to as "the special game on hold" or "the special game being held". As described above, the gaming machine 10 can hold the execution of a plurality of special games. That is, the gaming machine 10 can hold the execution of the variable game.

[0018] The information display panel 22 includes a normal symbol display unit 22e. The normal symbol display unit 22e displays a normal symbol variation game (hereinafter referred to as a normal game) in which a predetermined symbol is variably displayed and finally the normal symbol is fixedly stopped and displayed. The normal symbols that can be fixedly stopped and displayed on the normal symbol display unit 22e include at least a normal winning symbol and a normal losing symbol. A player can recognize a normal win when a normal winning symbol is fixedly stopped and displayed in the normal game, and can recognize a normal loss when a normal losing symbol is fixedly stopped and displayed in the normal game. In the gaming machine 10, when winning in the normal winning lottery, after the end of the normal game targeted by the winning, a normal winning game is granted. That is, in the gaming machine 10, a normal winning game is granted when winning in the normal winning lottery. The information display panel 22 includes a normal hold display unit 22f. The normal hold display unit 22f visibly displays the number of normal games (hereinafter referred to as the normal hold number) whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. For example, the upper limit number of the normal hold number is 4.

[0019] The gaming machine 10 includes a center frame 23 with various decorations at approximately the center of the game area 21 on the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center role or a center role item.

[0020] The gaming machine 10 is equipped with a game board 20 that has a light-emitting board lamp 24. The board lamp 24 is different from the frame lamp 17. The board lamp 24, as a specific light-emitting means, performs a lighting effect (hereinafter referred to as a lighting effect) by turning on and off a built-in light-emitting element. The board lamp 24 can emit light in multiple colors. For example, the board lamp 24 may be able to emit light in multiple colors by having one built-in light-emitting element emit light in multiple colors, or it may be able to emit light in multiple colors by having multiple built-in light-emitting elements emit light to create multiple colors. For example, the brightness of the board lamp 24 may be adjustable by operating a predetermined operating means. That is, the gaming machine 10 may be able to adjust the brightness of the board lamp 24. The brightness of the board lamp 24 corresponds to the effect intensity of the board lamp 24 and is also called the light quantity of the board lamp 24.

[0021] The gaming machine 10 is equipped with an image display device 25. For example, the image display device 25 as a predetermined display means may be a display device such as a liquid crystal display or an organic EL display. The image display device 25 is equipped with a display area 25r on which an image is displayed. The image display device 25 is capable of displaying an image. The image display device 25 is assembled to the gaming board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The image display device 25 performs an effect that displays a predetermined image (hereinafter referred to as a display effect) as one of the effects.

[0022] In this embodiment, the function of an effect execution means capable of executing an effect is realized by at least one of the following effect devices: a frame lamp 17, a panel lamp 24, and a button lamp BL as light-emitting means; a speaker 18 as sound output means; and an effect display device 25 as display means. The effect execution means includes at least one of the light-emitting means, sound output means, and display means. In the gaming machine 10, the panel lamp 24 is located closer to the effect display device 25 than the frame lamp 17. Similarly, in the gaming machine 10, the panel lamp 24 is located closer to the effect display device 25 than the button lamp BL.

[0023] The gaming machine 10 is equipped with a first start opening 26 as a start opening. The first start opening 26 is located below the center frame 23 in the game area 21. The first start opening 26 is open at all times so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 4) that detects game balls that have entered the first start opening 26. For example, the first start opening 26 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first start sensor SE1 is installed in this ball passage. When a game ball is detected by the first start sensor SE1, the start conditions for the first special game may be met, and the payout conditions for prize balls may also be met. In other words, the gaming machine 10 can postpone the execution of the first special game when a game ball enters the first start opening 26. In the gaming machine 10, when a game ball enters the first starting port 26 and the conditions for prize ball payout are met, three game balls are awarded as prize balls.

[0024] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 has a first start port 26 and a second start port 27 as start ports. The second start port 27 is located in the lower right of the center frame 23 in the game area 21. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 4) that detects game balls that enter the second start port 27. For example, the second start port 27 is connected to a ball passage that guides the entered game ball to the back of the game board 20, and the second start sensor SE2 is installed in that ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the start conditions for the second special game may be met, and the payout conditions for prize balls may also be met. That is, the gaming machine 10 can postpone the execution of the second special game when a game ball enters the second start port 27. In the gaming machine 10, when a game ball enters the second starting port 27 and the conditions for prize ball payout are met, one game ball is awarded as a prize. The second starting port 27 also has a first variable member 28 as a variable member. The first variable member 28 can operate between an open state, which makes it easy or possible to enter a game ball into the second starting port 27, and a closed state, which makes it difficult or impossible to enter a game ball into the second starting port 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 4). The first variable member 28 is operated to the open state when a normal winning lottery is won.

[0025] The gaming machine 10 is equipped with a large prize opening 29. The large prize opening 29 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 4) that detects game balls that enter the large prize opening 29. For example, the large prize opening 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the count sensor SE3 is installed in this ball passage. When a game ball is detected by the count sensor SE3, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the large prize opening 29 and the conditions for paying out prize balls are met, 10 game balls are awarded as prizes. The large prize opening 29 has a second variable member 30. The second variable member 30 is operable to an open state, which allows game balls to enter the large prize opening 29, and a closed state, which prevents game balls from entering the large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 3). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."

[0026] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the game area 21. The gate 31 has an opening that is kept open at all times to allow game balls to enter. A gate sensor SE4 (shown in Figure 4) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met. However, it is not necessary to configure the machine so that game balls that enter the gate 31 pass through the gate 31. For example, game balls that enter the gate 31 may pass through a ball passage that leads to the back of the game board 20 and be discharged from the game board 20 to the outside.

[0027] The gaming machine 10 is equipped with a general prize entry opening 32. In the gaming machine 10, the general prize entry opening 32 has a first general prize entry opening 32a and a second general prize entry opening 32b. The first general prize entry opening 32a is located in the lower left of the center frame 23 in the game area 21. The first general prize entry opening 32a is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a first general sensor SE5 (shown in Figure 4) that detects game balls that have entered the first general prize entry opening 32a. For example, the first general prize entry opening 32a is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first general sensor SE5 is installed in that ball passage. When a game ball is detected by the first general sensor SE5, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the first general prize entry opening 32a and the conditions for prize ball payout are met, seven game balls are awarded as prizes. The second general prize entry opening 32b is located in the lower right of the center frame 23 in the game area 21. The second general prize entry opening 32b is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a second general sensor SE6 (shown in Figure 4) that detects game balls that have entered the second general prize entry opening 32b. For example, a ball passage is connected to the second general prize entry opening 32b to guide the entered game ball to the back of the game board 20, and the second general sensor SE6 is installed in that ball passage. When a game ball is detected by the second general sensor SE6, the conditions for prize ball payout are met. In the gaming machine 10, when a game ball enters the second general prize entry opening 32b and the conditions for prize ball payout are met, 7 game balls are awarded as prize balls.

[0028] The gaming machine 10 is equipped with an out port 34. In this embodiment, game balls that do not enter the starting ports 26, 27, the big prize port 29, and the general prize port 32 are discharged out of the machine through the out port 34. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills to change the behavior of the game balls as they flow down the game area 21.

[0029] The gaming machine 10 is equipped with an out sensor SE7 (shown in Figure 4) that detects game balls (out balls) discharged from the game board 20 to the outside. The out sensor SE7 is positioned on a passage through which game balls launched into the game area 21 of the game board 20 and game balls discharged to the outside of the game board 20 are collected and pass. Game balls discharged to the outside of the game board 20 include game balls that enter the out opening 34. Game balls discharged to the outside of the game board 20 include game balls that enter the start openings 26, 27, the big prize opening 29, and the general prize opening 32. The out sensor SE7 functions as a discharged ball detection means that detects game balls discharged from the game board 20. The discharged ball detection means can also be called an out ball detection means that detects out balls.

[0030] Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery. The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is a so-called "probability fluctuation state (probability change state)," and the low-probability state is a "non-probability fluctuation state (non-probability change state)." In the following explanation, the high-probability state will be referred to as the "probability change state," and the low-probability state as the "non-probability change state."

[0031] The gaming machine 10 has two game states, a low-base state and a high-base state, which differ in the ratio of the number of prize balls to the number of game balls launched. The high-base state is a game state in which the probability of game balls entering the second start opening 27 is higher than that of the low-base state. The high-base state is a so-called "electric support state," and the low-base state is a "non-electric support state." The high-base state offers a greater advantage in terms of balls entering the second start opening 27 compared to the low-base state.

[0032] A high base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than in the low base state. As for the opening time extension control, it is preferable to perform at least one of the following controls: a control that increases the number of times the first variable member 28 opens in one normal win game compared to the low base state, and a control that makes the single opening time of the first variable member 28 in a normal win game longer than in the low base state. Furthermore, a high base state may be achieved by combining the fourth control described below. The fourth control is a special symbol variation time reduction control, which makes the variation time of special games (for example, the average variation time) easier to shorten than in the low base state. When the special symbol variation time reduction control is performed, the high base state becomes what is called a "variation time reduction state (shortened variation state)".

[0033] In this embodiment, the first variable member 28 may be in the open state even in the low base state, so there is a possibility that a game ball may enter the second start opening 27 even in the low base state. However, in the low base state, the first variable member 28 may not be in the open state and a game ball may not enter the second start opening 27, for example, by configuring the system so that a normal win is not achieved in the normal win lottery. Alternatively, in the low base state, the system may be configured so that the first variable member 28 does not open even if a normal win is achieved in the normal win lottery, so that a game ball does not enter the second start opening 27. In these cases, the low base state can be described as a state in which a game ball cannot enter the second start opening 27, and the high base state can be described as a state in which a game ball can enter the second start opening 27.

[0034] Furthermore, among the controllable game states in the gaming machine 10, there is a "low probability low base state," which is a low base state and a non-probability state. The low probability low base state is what is commonly known as the "normal state (normal game state)." Among the controllable game states in the gaming machine 10, there is a "low probability high base state," which is a high base state and a non-probability state. Among the controllable game states in the gaming machine 10, there is a "high probability high base state," which is a high base state and a probability state. Thus, there are multiple types of controllable game states in the gaming machine 10. And among the controllable game states in the gaming machine 10, the normal state is included.

[0035] Next, we will explain the concept of a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. The multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a defined type of jackpot. The jackpot symbols may also have a defined game state after the jackpot game ends. In a jackpot game, a jackpot performance is held. The jackpot performance includes, for example, an opening performance, a round performance, and an ending performance, at least part of which. In a jackpot game, an opening performance is held for a predetermined opening time to announce the start of the jackpot game. In a jackpot game, after the opening performance ends, a round game is held in which the large prize winning slot 29 is opened. The round game is held up to a predetermined maximum number of times. During a round of play, the large prize slot 29 remains open until the end of the first round (when a predetermined maximum number of game balls enter) or the end of the second round (when a predetermined maximum time has elapsed) is met. Round-based gameplay includes round-based animations. In a jackpot game, once the final round of play is complete, an ending animation is played for a predetermined duration to announce the end of the jackpot game. The jackpot game ends when the ending animation concludes.

[0036] Jackpot symbols classified as "First Jackpot Symbols" are designated as "First Jackpot" as the type of jackpot. Jackpot symbols classified as "First Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a probability variation state after the jackpot play ends. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a high base state after the jackpot play ends. Jackpot symbols classified as "Second Jackpot Symbols" are designated as "Second Jackpot" as the type of jackpot. Jackpot symbols classified as "Second Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "Second Jackpot Symbols" are designated as being in a non-probability variation state after the jackpot play ends. Furthermore, for jackpot symbols classified as second jackpot symbols, it is stipulated that the game state after the jackpot game ends will be a high base state until 100 special games are completed, or until a jackpot game is awarded before 100 special games are completed. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as a first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as a second jackpot symbol will be referred to as a "second jackpot game."

[0037] The display effects that the display device 25 can execute include a display effect game (hereinafter referred to as a display effect game) in which display effect symbols (hereinafter referred to as display effect symbols) are displayed in multiple columns in a variable manner, and finally a combination of display effect symbols is determined and stopped. The display effect game is executed by the variable display of display effect symbols in multiple columns. Display effect symbols are also called "decorative symbols" or "ornamental symbols". The display effect game is performed by displaying (scrolling) the first, second, and third columns of symbols in a vertical variable manner. In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" as the "right symbol". In each column, in principle, display effect symbols that resemble the numbers "1" to "8" are displayed in a predetermined order in a variable manner.

[0038] The performance game is performed in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. The gaming machine 10 is configured to be able to run the performance game while the special game is running. In the performance game, combinations of performance symbols corresponding to the special symbols that were displayed as confirmed stops in the special game are displayed as confirmed stops. If a jackpot symbol is displayed as confirmed stops in the special game, the jackpot symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a jackpot symbol combination is a combination where all the performance symbols in all rows are the same, such as "777". If a losing symbol is displayed as confirmed stops in the special game, the losing symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a losing symbol combination is a combination where at least some of the performance symbols in some rows are different from the performance symbols in other rows, such as "426", "115", or "323". In this way, the performance display device 25 runs the performance game in conjunction with the running of the special game. In the special effects game, the special effects symbols will temporarily stop before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates the symbols may change again, such as a "shaking fluctuation state," or a state that is different from a confirmed stop display.

[0039] In the performance game, the display pattern of the performance symbols may become a reach pattern (a reach is formed), and a reach performance may be performed. The reach pattern is a state in which performance symbols resembling the same number are temporarily stopped and displayed in a specific column (for example, the left column and the right column) among multiple columns, and performance symbols in a different column (for example, the middle column) continue to change and display. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are performed during the execution of a special game. Reach performances include normal reach performances and super reach performances that are performed after the start of a normal reach performance. In this embodiment, when a super reach performance is performed during the execution of a special game, the expectation of a big win is higher than when only a normal reach performance is performed.

[0040] The gaming machine 10 is configured to execute various performance modes. There are multiple types of performance modes. The gaming machine 10 is controlled to one of these multiple performance modes. Performance modes are also called performance states. The controllable performance modes in the gaming machine 10 include normal mode, chance mode, and probability variation mode. Normal mode is the performance mode controlled when the game is in the normal state. Chance mode is the performance mode controlled when the game is in a low probability high base state or a high probability high base state. Probability variation mode is the performance mode controlled when the game is in a high probability high base state. Thus, in the gaming machine 10, the performance mode that can be controlled differs depending on the game state.

[0041] In the gaming machine 10, after a jackpot game ends, it is controlled to either chance mode or probability variation mode. For example, in the gaming machine 10, after the first jackpot game ends, it is controlled to either chance mode or probability variation mode. Also, in the gaming machine 10, after the second jackpot game ends, it is controlled to chance mode. In the gaming machine 10, if 100 special games are played after the jackpot game ends in chance mode and it is not in a probability variation state, when the high base state ends, it is controlled to normal mode. On the other hand, in the gaming machine 10, if 100 special games are played after the jackpot game ends in chance mode and it is in a probability variation state, it is controlled to probability variation mode. Therefore, in the gaming machine 10, if it is controlled to chance mode after the first jackpot game ends, after 100 special games are played in that chance mode, chance mode ends and it is controlled to probability variation mode. On the other hand, in the gaming machine 10, if the machine is controlled to chance mode after the second jackpot game has finished, 100 special games will be played in that chance mode, after which the chance mode will end and the machine will be controlled to normal mode.

[0042] In each performance mode, mode identification information is displayed that allows the player to identify the current performance mode (the controlled performance mode). For example, in the gaming machine 10, a different background image may be displayed on the performance display device 25 for each type of performance mode to indicate mode identification information. For example, in the gaming machine 10, the frame lamp 17 and the board lamp 24 may be illuminated with different light colors for each type of performance mode to indicate mode identification information. For example, in the gaming machine 10, a different background sound may be output from the speaker 18 for each type of performance mode to indicate mode identification information.

[0043] In the gaming machine 10, the performance display device 25 displays a background image corresponding to the performance mode. Thus, the performance display device 25 is capable of displaying background images. That is, in this embodiment, the predetermined display means is capable of displaying background images. The background image displayed in the performance display device 25 does not necessarily have to be a background image corresponding to the performance mode. Furthermore, the background image displayed in the performance display device 25 may be different even in the same performance mode. The background image displayed in the performance display device 25 may change over time. For example, the background image displayed in the performance display device 25 changes so that the angle changes over time.

[0044] For example, as shown in Figure 3(a), let's assume that the background image of the angle displayed in the center of the display area 25r of the display device 25 (hereinafter referred to as the reference viewpoint background image) is used as the reference, with a parasol set up on the beach as the reference.

[0045] As shown in Figure 3(b), when the angle of the reference viewpoint background image changes to the left over time, the background image displayed on the performance display device 25 changes to a background image (hereinafter referred to as the left viewpoint background image) where the parasol, which was displayed in the center of the display area 25r of the performance display device 25, is displayed to the right of the display area 25r. In this embodiment, the left viewpoint background image includes a crab and a sun, which were not displayed in the reference viewpoint background image. Furthermore, when the angle of the left viewpoint background image changes to the right over time, it changes back to the reference viewpoint background image.

[0046] As shown in Figure 3(c), as time progresses and the angle of the reference viewpoint background image changes to the right, the background image displayed on the display device 25 changes to a background image (hereinafter referred to as the right viewpoint background image) where the parasol, which was displayed in the center of the display area 25r of the display device 25, is displayed to the left of the display area 25r. The right viewpoint background image includes a character resembling a hermit crab, which was not displayed in the reference viewpoint background image, and an island, which was not displayed in the reference viewpoint background image. Furthermore, as time progresses and the angle of the right viewpoint background image changes to the left, it changes back to the reference viewpoint background image.

[0047] As described above, in the gaming machine 10, the background image displayed on the display device 25 can change over time. In other words, the background image displayed on the display device 25 can change over time. That is, in this embodiment, the background image displayed on the predetermined display means can change over time.

[0048] Background images corresponding to the performance mode can be displayed on the performance display device 25 while the performance game is running, that is, while the special game is running. In addition, background images corresponding to the performance mode can be displayed on the performance display device 25 when the system is in standby mode.

[0049] During the execution of a special game, the frame lamp 17 illuminates in a lighting pattern corresponding to the performance game. When the frame lamp 17 illuminates in a lighting pattern corresponding to the performance game, the lighting pattern of the frame lamp 17 can change over time. In other words, when the frame lamp 17 illuminates in a lighting pattern corresponding to the performance game, the lighting pattern of the frame lamp 17 may change over time. Thus, the lighting pattern of a predetermined light-emitting means can change over time. In addition, during the execution of a special game, the board lamp 24 illuminates in a lighting pattern corresponding to the performance game. When the board lamp 24 illuminates in a lighting pattern corresponding to the performance game, the lighting pattern of the board lamp 24 can change over time. In other words, when the board lamp 24 illuminates in a lighting pattern corresponding to the performance game, the lighting pattern of the board lamp 24 may change over time. Thus, the lighting pattern of a specific light-emitting means can change over time.

[0050] The lighting patterns corresponding to the performance game may differ, for example, depending on the type of performance mode. For example, if the lighting patterns corresponding to the performance game differ depending on the type of performance mode, the performance mode can be identified from the lighting patterns. In addition, the lighting patterns corresponding to the performance game may differ, for example, depending on the type of variation pattern described later. In addition, the lighting patterns corresponding to the performance game may differ, for example, depending on the result of the internal lottery. Note that the lighting patterns of the frame lamp 17 corresponding to the performance game may be the same as the lighting patterns of the board lamp 24 corresponding to the performance game. Also, the lighting patterns of the frame lamp 17 corresponding to the performance game may be different from the lighting patterns of the board lamp 24 corresponding to the performance game.

[0051] In the gaming machine 10, a jackpot animation is performed during a jackpot game. During the jackpot animation, for example, a background image is displayed on the animation display device 25. The background image in the jackpot animation can change over time, just like the background image corresponding to the animation mode. In other words, the background image in the jackpot animation may change over time.

[0052] Furthermore, during a jackpot animation, the frame lamp 17 lights up in a pattern corresponding to the jackpot animation. When the frame lamp 17 lights up in a pattern corresponding to the jackpot animation, the pattern of the frame lamp 17 can change over time. In other words, when the frame lamp 17 lights up in a pattern corresponding to the jackpot animation, the pattern of the frame lamp 17 may change over time. Thus, the pattern of a predetermined light-emitting means can change over time. In addition, during a jackpot animation, the panel lamp 24 lights up in a pattern corresponding to the jackpot animation. When the panel lamp 24 lights up in a pattern corresponding to the jackpot animation, the pattern of the panel lamp 24 can change over time. In other words, when the panel lamp 24 lights up in a pattern corresponding to the jackpot animation, the pattern of the panel lamp 24 may change over time. Thus, the pattern of a specific light-emitting means can change over time. Furthermore, during a jackpot animation, the button lamp BL lights up in a pattern corresponding to the jackpot animation. When the button lamp BL illuminates in a manner corresponding to a jackpot animation, the illumination pattern of the button lamp BL can change over time. In other words, when the button lamp BL illuminates in a manner corresponding to a jackpot animation, the illumination pattern of the button lamp BL may change over time. Thus, the illumination pattern of the special illumination means can change over time.

[0053] Furthermore, the lighting patterns of the frame lamp 17 in response to the jackpot animation, the lighting patterns of the panel lamp 24 in response to the jackpot animation, and the lighting patterns of the button lamp BL in response to the jackpot animation may be the same. Alternatively, the lighting patterns of the frame lamp 17 in response to the jackpot animation, the lighting patterns of the panel lamp 24 in response to the jackpot animation, and the lighting patterns of the button lamp BL in response to the jackpot animation may all be different. In addition, some of the lighting patterns of the frame lamp 17 in response to the jackpot animation, the lighting patterns of the panel lamp 24 in response to the jackpot animation, and the lighting patterns of the button lamp BL in response to the jackpot animation may be different from the lighting patterns of the others.

[0054] Next, we will explain the electrical configuration of the gaming machine 10. As shown in Figure 4, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of these processes. The gaming machine 10 also includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute lighting effects by the frame lamps 17, sound effects by the speakers 18, and display effects by the display device 25. The main board 40 and the sub-board 50 are located on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50.

[0055] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a control program (main control program) for the main CPU 41.

[0056] The main ROM 42 stores the main control program and the lottery table used for predetermined lotteries. The main ROM 42 also stores the jackpot determination values ​​used in the jackpot lottery. The jackpot determination values ​​include high probability values ​​and common values. In the jackpot lottery when the machine is not in a probability-increasing state, only the common values ​​are used. On the other hand, in the jackpot lottery when the machine is in a probability-increasing state, both the common values ​​and high probability values ​​are used. The main ROM 42 also stores the performance determination values ​​used in the performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is unsuccessful, and is equivalent to a reach lottery.

[0057] The main ROM 42 stores multiple types of variation patterns. Each of these variation patterns is associated with a variation time from the start of the special game until the end of the special game. In other words, the variation pattern is associated with the variation time of the special game. The variation pattern can be said to be information that can identify the variation time of the special game. In the gaming machine 10, the variation time of the special game is determined by the determination of the variation pattern. The variation pattern may also be information that can identify some or all of the performance content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that, after a reach performance, ultimately displays a confirmed combination of symbols for a jackpot. The losing variation pattern includes a losing variation pattern without a reach and a losing variation pattern with a reach. In the losing spin pattern without a reach, the corresponding gameplay involves displaying a losing combination of symbols without going through a reach animation. In the losing spin pattern with a reach, the corresponding gameplay involves displaying a losing combination of symbols after going through a reach animation.

[0058] There are two types of variation patterns: those that can be determined when the base state is high, and those that can be determined when the base state is low. The variation patterns that can be determined when the base state is high and those that can be determined when the base state is low differ in some or all ways. The variation time set for the variation patterns that can be determined when the base state is high is shorter (or is often shorter) than the variation time set for the variation patterns that can be determined when the base state is low. There are two types of variation patterns: those for the first special game that can be determined when the first special game is played, and those for the second special game that can be determined when the second special game is played. The variation patterns for the first special game and those for the second special game differ in some or all ways.

[0059] The main ROM 42 stores multiple types of variation patterns for normal games. Each of these multiple types of variation patterns for normal games is associated with a variation time from the start to the end of a normal game. In other words, each variation pattern for a normal game is associated with a variation time for a normal game. For example, there are variation patterns for normal games that can be determined when the base state is low, and variation patterns for normal games that can be determined when the base state is high.

[0060] The main RWM43 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the main RWM43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0061] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, a first general sensor SE5, a second general sensor SE6, and an out sensor SE7. The main CPU 41 is configured to receive detection signals output by the various sensors SE1 to SE7 via ports (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 can control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1 and the second actuator A2 via a drive circuit (not shown).

[0062] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance on the performance display device 25. The sub-ROM 52 also stores light emission performance data that can identify the manner (content) of the light emission performance on the frame lamp 17. The sub-ROM 52 also stores sound performance data that can identify the manner (content) of the sound performance on the speaker 18. The sub-RWM 53 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers could be hardware random numbers or software random numbers.

[0063] The sub-board 50 is connected to a frame lamp 17, a speaker 18, a panel lamp 24, a button lamp BL, and a performance display device 25. The sub-CPU 51 can control the frame lamp 17, speaker 18, panel lamp 24, button lamp BL, and performance display device 25 via a drive circuit (not shown). The performance button EB is connected to the sub-board 50. The sub-CPU 51 is configured to receive an operation signal to be output when the performance button EB is operated, via a port (not shown).

[0064] In this embodiment, the sub-CPU 51 capable of controlling the frame lamp 17 functions as a light emission control means capable of controlling a predetermined light emission means. Since the sub-CPU 51 can also control the panel lamp 24, it can be said that the light emission control means is capable of controlling a specific light emission means. In this embodiment, the sub-CPU 51 capable of controlling the panel lamp 24 functions as a specific light emission control means capable of controlling a specific light emission means. Furthermore, since the sub-CPU 51 can also control the button lamp BL, it can be said that the light emission control means is capable of controlling a special light emission means. In this embodiment, the sub-CPU 51 capable of controlling the button lamp BL functions as a special light emission control means capable of controlling a special light emission means. In this embodiment, the sub-CPU 51 capable of controlling the speaker 18 functions as a sound output control means capable of controlling a sound output means. In this embodiment, the sub-CPU 51 capable of controlling the performance display device 25 functions as a display control means capable of controlling a predetermined display means. Furthermore, in this embodiment, the sub-CPU 51 controls the performance device, which is a performance execution means among the frame lamp 17, speaker 18, panel lamp 24, button lamp BL, and performance display device 25, thereby realizing the function of a performance control means capable of controlling the performance execution means.

[0065] Next, we will explain the various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes special symbol input processing and special symbol start processing as interrupt processing performed at predetermined intervals (for example, 4ms).

[0066] First, let's explain the special symbol input processing performed by the main CPU 41. In the special symbol input process, the main CPU 41 performs the first special symbol input process. After completing the first special symbol input process, the main CPU 41 performs the second special symbol input process. After completing the second special symbol input process, the main CPU 41 terminates the special symbol input process.

[0067] In the first special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 26 based on whether it has received a detection signal from the first start sensor SE1 (hereinafter referred to as the first input determination). If the result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the result of the first input determination is positive, the main CPU 41 determines whether the number of first special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as the first reserved ball determination). If the result of the first reserved ball determination is negative, the main CPU 41 terminates the first special symbol input process. If the result of the first reserved ball determination is positive, the main CPU 41 adds 1 to the number of first special reserved balls and updates it. The main CPU 41 controls the information display panel 22 to display the updated number of first special reserved balls. The main CPU 41 stores control information that can identify the updated number of first special reserved balls (hereinafter referred to as the first reserved ball command) in the output buffer.

[0068] Furthermore, if the result of the first hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40 and stores the random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the information in a way that makes it possible to identify that it is random number information for the first special game and the order in which the random number information is stored. In this embodiment, the execution of the first special game is held in a hold by storing the random number information for the first special game in the main RWM 43. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. For example, the random numbers may be random numbers used for the jackpot lottery, random numbers used for determining special symbols, random numbers used for determining the variation pattern, random numbers used for the performance lottery, etc. After that, the main CPU 41 terminates the first special symbol input process.

[0069] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start opening 27 based on whether it has received a detection signal from the second start sensor SE2 (hereinafter referred to as the second input determination). If the result of the second input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the second input determination is positive, the main CPU 41 determines whether the number of second special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as the second reserved ball determination). If the result of the second reserved ball determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the second reserved ball determination is positive, the main CPU 41 adds 1 to the number of second special reserved balls and updates it. The main CPU 41 controls the information display panel 22 to display the updated number of second special reserved balls. The main CPU 41 also stores control information that can identify the updated number of second special reserved balls (hereinafter referred to as the second reserved ball command) in the output buffer. Furthermore, if the result of the second hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40, stores the random number information based on the acquired random numbers in the main RWM 43, and terminates the special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is for the second special game and the storage order of the random number information. In this embodiment, the execution of the second special game is suspended by storing the random number information for the second special game in the main RWM 43. After that, the main CPU 41 terminates the second special symbol input process.

[0070] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether the game is not in a jackpot state and is not currently running a special game. If the game is in a jackpot state or a special game is currently running, the main CPU 41 terminates the special symbol start process. On the other hand, if the game is not in a jackpot state and is not currently running a special game, the main CPU 41 performs a second reserve determination to determine if the second special reserve count is 1 or greater. If the second reserve determination determines that the second special reserve count is 1 or greater, the main CPU 41 performs the second special symbol start process related to the execution of the second special game. After performing the second special symbol start process, the main CPU 41 terminates the special symbol start process. If the second reserve determination determines that the second special reserve count is not 1 or greater, the main CPU 41 performs a first reserve determination to determine if the first special reserve count is 1 or greater. If the first reserve determination determines that the first special reserve count is not 1 or greater, the main CPU 41 terminates the special symbol start process. If the first special reserve count is determined to be 1 or more in the first reserve determination, the main CPU 41 performs the first special symbol start processing related to the execution of the first special game. After performing the first special symbol start processing, the main CPU 41 terminates the special symbol start processing.

[0071] Incidentally, if the second reserve determination determines that the second special reserve count is not 1 or greater, and the first reserve determination determines that the first special reserve count is not 1 or greater, the main CPU 41 stores control information that can identify the standby state (hereinafter referred to as a standby command) in the output buffer. However, the main CPU 41 does not store the standby command in the output buffer again, even if the first reserve determination determines that the first special reserve count is not 1 or greater, and the second reserve determination determines that the second special reserve count is not 1 or greater, until the special game is executed after the standby command is stored in the output buffer. In this embodiment, the standby state can be said to be a situation in which the special game is not being executed, that is, a situation in which the special game is not being executed. Also, the standby state can be said to be a situation in which a jackpot game has not been awarded, that is, a situation in which a jackpot game is not being played.

[0072] Now, let's explain the process for starting the first special symbol. In the process of starting the first special symbol, the main CPU 41 decrements the first special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 among the random number information for the first special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.

[0073] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of the winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, if the main CPU 41 is in a probability variation state, it performs the jackpot lottery using the common value and the high probability value. On the other hand, if the main CPU 41 is not in a probability variation state, it performs the jackpot lottery using the common value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs the jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has been won, and if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has not been won. If the jackpot lottery is won, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is unsuccessful, the main CPU 41 terminates the jackpot lottery process and performs the losing game process.

[0074] In the jackpot game processing during the first special symbol start processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be identified from the read random number information. In this embodiment, the main CPU 41 determines either the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. The main CPU 41 determines the first jackpot symbol if the value of the symbol random number matches the value that determines the first jackpot symbol, and determines the second jackpot symbol if the value of the symbol random number matches the value that determines the second jackpot symbol. In the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. For example, the main CPU 41 refers to information that can identify whether the game state is a low base state or a high base state (hereinafter referred to as the base state flag) among the information that can identify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot variation pattern according to whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the jackpot game processing and stores control information that can identify the determined special symbols (hereinafter referred to as symbol commands) and control information that can identify the determined variation patterns (hereinafter referred to as variation pattern commands) in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing.

[0075] In the losing game processing during the first special symbol start processing, the main CPU 41 determines the losing symbol. In the losing game processing, the main CPU 41 determines the losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. In the losing game processing, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number and the performance judgment value match, and that the performance lottery has not been won (did not win) if the value of the performance lottery random number and the performance judgment value do not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines the losing variation pattern with a reach if the performance lottery has been won, and determines the losing variation pattern without a reach if the performance lottery has not been won. For example, the main CPU 41 refers to the base state flag and determines the losing variation pattern depending on whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the losing game processing and stores the symbol commands and variation pattern commands in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing.

[0076] Next, we will explain the process for starting the second special symbol. In the process of starting the second special symbol, the main CPU 41 decrements the second special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 also stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 for the second special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.

[0077] In the jackpot lottery process during the second special symbol start process, the main CPU 41 performs the same control as in the jackpot lottery process during the first special symbol start process. If the jackpot lottery is won during the jackpot lottery process during the second special symbol start process, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is not won during the jackpot lottery process during the second special symbol start process, the main CPU 41 terminates the jackpot lottery process and performs the losing game process.

[0078] In the jackpot game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the jackpot game processing during the first special symbol start processing described above. After determining the special symbols and variation patterns in the jackpot game processing during the second special symbol start processing, the main CPU 41 terminates the jackpot game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing.

[0079] In the losing game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the losing game processing during the first special symbol start processing described above. After determining the special symbol and variation pattern during the losing game processing during the second special symbol start processing, the main CPU 41 terminates the losing game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing. In the following explanation, the variation pattern command stored in the output buffer during the first special symbol start processing may be referred to as the first variation pattern command, and the variation pattern command stored in the output buffer during the second special symbol start processing may be referred to as the second variation pattern command.

[0080] As described above, in the gaming machine 10, a jackpot lottery may be held when executing a special game. In this embodiment, the main CPU 41 performs the jackpot lottery process, thereby realizing the function of a jackpot lottery means that performs the jackpot lottery. Thus, in this embodiment, the main CPU 41 realizes the function of a jackpot lottery means that performs the jackpot lottery. In addition, in the gaming machine 10, the main CPU 41 determines the variation pattern, thereby determining the variation time of the special game. In this embodiment, the main CPU 41 realizes the function of a game time determination means that determines the variation time of the variation game.

[0081] When the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game is started. The main CPU 41 also measures the variation time associated with the variation pattern determined in the special symbol start process. Then, when the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed in a confirmed stop state. When the variation time associated with the variation pattern has elapsed, the main CPU 41 stores a game end command in the output buffer. After displaying the confirmed stop state of the special symbol, the main CPU 41 sets an interval between variations (for example, 1 second). During the interval between variations, the special symbol that was displayed in a confirmed stop state upon the end of the special game continues to be displayed in a confirmed stop state. In this embodiment, the main CPU 41 controls the execution of the special game, thereby realizing the function of a variable game control means for executing a variable game. Furthermore, when the main CPU 41 executes the first special game, it controls the first special symbol display unit 22a. When the main CPU 41 executes the second special game, it controls the second special symbol display unit 22b.

[0082] Next, the jackpot processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs the jackpot processing, thereby realizing the function of a jackpot game awarding means capable of awarding jackpot games.

[0083] The main CPU 41 identifies the type of jackpot game based on the jackpot symbols determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 performs the jackpot process and assigns the identified jackpot game. Specifically, the main CPU 41 performs the jackpot process after the jackpot special game has ended and the interval between spins has elapsed. By performing the jackpot process, the main CPU 41 assigns the jackpot game. In this way, if the game machine 10 wins a jackpot in the jackpot lottery, it is possible to assign the jackpot game after the special game in which the jackpot was won has ended. In other words, if the game machine 10 wins a jackpot, the jackpot game is assigned after the special game has ended.

[0084] In the jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 measures the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. The main CPU 41 also controls the second actuator A2 to open the large prize slot 29 and start the round game. After starting the round game, when the first or second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the large prize slot 29 and end the round game. The main CPU 41 repeatedly performs the processing to execute the round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the main CPU 41 stores a round command in the output buffer. The round command contains information that allows identification of which round game in the jackpot game it was output for. When the final round of gameplay ends, the main CPU 41 stores the ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 starts timing the ending. Once the ending time has elapsed, the main CPU 41 terminates the jackpot processing.

[0085] In addition, when the main CPU 41 receives a detection signal from the count sensor SE3, it stores control information (hereinafter referred to as the "big prize ball entry command") that identifies the count sensor SE3 as having detected a game ball in the output buffer. Furthermore, even if detection signals are received from some or all of the various sensors SE1 to SE7, not just the count sensor SE3, control information that identifies the detection of a game ball by any of the various sensors SE1 to SE7 may be stored in the output buffer.

[0086] Next, the game state processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs game state processing, thereby realizing the function of a game state control means capable of controlling the game state.

[0087] When the main CPU 41 controls the game to a non-probability state, it sets a value that identifies the control to a non-probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a non-probability state (hereinafter referred to as a low probability state command) in the output buffer. Similarly, when the main CPU 41 controls the game to a probability state, it sets a value that identifies the control to a probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a probability state (hereinafter referred to as a high probability state command) in the output buffer. For example, after the first jackpot game ends, the main CPU 41 sets a value that identifies the control to a probability state in the probability state flag. On the other hand, after the second jackpot game ends, the main CPU 41 sets a value that identifies the control to a non-probability state in the probability state flag.

[0088] When the main CPU 41 controls the game to a low base state, it sets a value that identifies the game to be controlled to a low base state in the base state flag stored in the main RWM 43. The main CPU 41 also stores control information that identifies the game to be in a low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, when a jackpot is awarded, the main CPU 41 sets a value that identifies the game to be controlled to a low base state in the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.

[0089] When the main CPU 41 controls the game to a high base state after a jackpot game ends, it sets a value that identifies the control to a high base state after the jackpot game ends as the base state flag. The main CPU 41 stores control information (hereinafter referred to as the high base state command) that identifies the high base state controlled after the jackpot game ends in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as the count information) that identifies the remaining number of special games to control the game to a high base state after the jackpot game ends. At this time, after the first jackpot game ends, the main CPU 41 updates the count information to identify the control to a high base state until the next jackpot game is awarded. On the other hand, after the second jackpot game ends, the main CPU 41 updates the count information to identify 100 times. After the second jackpot game ends, the main CPU 41 subtracts 1 from the count information each time a special game ends and updates the count information. Then, if the number of counts that can be identified from the count information after subtracting 1 reaches 0, the main CPU 41 controls the system to a low base state. Incidentally, if a jackpot is awarded, the main CPU 41 updates the number of counts that can be identified from the count information to 0 and initializes the system. Also, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as the count command) that can identify the number of counts that can be identified from the updated count information in the output buffer.

[0090] Next, we will explain the normal symbol input processing performed by the main CPU 41. In the normal symbol input process, the main CPU 41 determines whether a game ball has passed through gate 31 based on whether it has received a detection signal from gate sensor SE4. If the game ball has not passed through gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores control information that can identify the updated normal reserve number (hereinafter referred to as the normal reserve number command) in the output buffer. Next, the main CPU 41 obtains a normal winning lottery random number and stores random number information based on the obtained random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.

[0091] Next, we will explain the normal symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 decrements the normal reserve number stored in the main RWM 43 by 1 and updates it, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command that can specify the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information from the normal game random number information from the main RWM 43. When the main CPU 41 reads the most recent random number information, it erases the most recently stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. The main CPU 41 determines the variation time of the normal game by determining the variation pattern for the normal game. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 stores control information that can identify the determined normal symbols and control information that can identify the variation pattern for the normal game in the output buffer, and terminates the normal symbol start process. After that, the main CPU 41 terminates the normal symbol start process.

[0092] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. The main CPU 41 then controls the information display panel 22 so that when the variation time of the normal game determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed in a confirmed stop state. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command that can identify the end of the normal game in the output buffer. After the normal symbols are displayed in a confirmed stop state, that is, after the normal game has ended, the main CPU 41 sets the interval between variations of the normal game (for example, 1 second). During the interval between variations of the normal game, the normal symbols that were displayed in a confirmed stop state upon the end of the normal game continue to be displayed in a confirmed stop state.

[0093] Next, we will explain the normal processing performed by the main CPU 41. After a normal game with a normal win ends, the main CPU 41 performs a normal win process. In the normal win process, the main CPU 41 starts control to generate a normal win game depending on whether it is in a low base state or a high base state. Therefore, by performing the normal win process, the main CPU 41 grants a normal win. For example, in the normal win process, if the main CPU 41 is in a high base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the high base state. If the main CPU 41 is in a low base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the low base state. The opening mode for the high base state results in the second start opening 27 being opened more times in a single normal win game, and the total time the second start opening 27 is open is longer, compared to the opening mode for the low base state. Therefore, when the second start opening 27 is opened in the opening mode when the base is high, it is easier to get the game balls into the second start opening 27 compared to when the second start opening 27 is opened in the opening mode when the base is low. In other words, when the base is high, there is a greater advantage in terms of getting the game balls into the second start opening 27 compared to when the base is low.

[0094] Next, we will explain the prize ball processing performed by the main CPU 41. When a detection signal is received from the first start sensor SE1, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first start opening 26. When a detection signal is received from the second start sensor SE2, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second start opening 27. When a detection signal is received from the count sensor SE3, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the large prize opening 29. When a detection signal is received from the first general sensor SE5, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first general prize opening 32a. When a detection signal is received from the second general sensor SE6, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second general prize opening 32b. In this way, the main CPU 41 controls the system so that a number of game balls corresponding to the prize opening into which the game ball entered are dispensed as prize balls. In this embodiment, the main CPU 41 performs the prize ball processing and controls the system so that game balls are dispensed as prize balls, thereby awarding prize balls. In this embodiment, the main CPU 41 performs the prize ball processing, thereby realizing the function of a prize ball awarding means capable of awarding prize balls.

[0095] Next, we will explain the various processes that the sub-CPU 51 executes based on the control program. When the sub-CPU 51 receives a low probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a non-probability state. When the sub-CPU 51 receives a high probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a probability state. Also, when the sub-CPU 51 receives a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that identifies it as a low base state. When the sub-CPU 51 receives a high base state command, it sets the sub-base state flag to a value that identifies it as a high base state. In addition, when the sub-CPU 51 receives a count command, it updates the information stored in the sub-RWM 53 (hereinafter referred to as sub-count information) so that it can identify the remaining number of special games that control the game to a high base state after the end of a jackpot game, which can be identified from the command.

[0096] The sub-CPU 51 controls the performance mode. Specifically, the sub-CPU 51 controls to normal mode when the sub-base state flag is set to a value that identifies a low base state. After the first jackpot game ends, the sub-CPU 51 controls to either chance mode or probability variation mode. The control regarding whether to control to chance mode or probability variation mode after the first jackpot game ends will be explained later. Also, if the control is set to chance mode after the first jackpot game ends, the sub-CPU 51 controls to probability variation mode after 100 special games have been completed in chance mode. After the second jackpot game ends, the sub-CPU 51 controls to chance mode. Note that if the control is set to chance mode after the second jackpot game ends, and 100 special games have been completed in that chance mode, the sub-base state flag will be set to a value that identifies a low base state, and therefore the sub-CPU 51 will control to normal mode.

[0097] Furthermore, the sub-CPU 51 controls the performance display device 25 so that when a background image is displayed, the angle changes over time, and the background image changes over time. For example, during the execution of a performance game, the sub-CPU 51 controls the performance display device 25 so that the background image displayed on the performance display device 25 changes over time.

[0098] The sub-CPU 51 controls the performance display device 25 so that the performance game is played. Specifically, when the sub-CPU 51 receives a symbol command and a variation pattern command, it controls the execution of the performance game. Based on the variation pattern command and the symbol command, the sub-CPU 51 determines the symbol combination of performance symbols that will be displayed as the final confirmed stop in the performance game. If the sub-CPU 51 identifies a winning symbol from the input symbol command, it determines the winning symbol combination of performance symbols. If the sub-CPU 51 identifies a losing symbol from the input symbol command, it determines the losing symbol combination of performance symbols. For example, if the sub-CPU 51 identifies a variation pattern with a losing reach from the input variation pattern command, it determines the losing symbol combination that includes the reach. On the other hand, if the sub-CPU 51 identifies a variation pattern without a losing reach from the input variation pattern command, it determines the losing symbol combination that does not include the reach.

[0099] Furthermore, when a variation pattern command is input, the sub-CPU 51 controls the performance display device 25 to display the performance symbols in a variation manner. In other words, the sub-CPU 51 starts the performance game. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the symbol combination determined by the performance symbols. After that, triggered by the input of an end command, the sub-CPU 51 confirms and stops displaying the symbol combination determined by the performance symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the end command, and confirm and stops displaying the symbol combination when that variation time has elapsed. In this case, the end command may be omitted. In addition, if the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach performance, the sub-CPU 51 controls the performance display device 25 so that the reach performance is executed.

[0100] The sub-CPU 51 controls at least one of the frame lamps 17, panel lamps 24, speaker 18, and display device 25 so that the jackpot animation is performed during a jackpot game. Specifically, when the sub-CPU 51 receives an opening command, it controls at least one of the frame lamps 17, panel lamps 24, speaker 18, and display device 25 so that the opening animation is performed. When the sub-CPU 51 receives a round command, it controls at least one of the frame lamps 17, panel lamps 24, speaker 18, and display device 25 so that the round animation is performed. When the sub-CPU 51 receives an ending command, it controls at least one of the frame lamps 17, panel lamps 24, speaker 18, and display device 25 so that the ending animation is performed.

[0101] The sub-CPU 51 controls the button lamp BL to light up blue during the operation validity period when the performance button EB is activated. The sub-CPU 51 also does not illuminate the button lamp BL when it is not the operation validity period for the performance button EB. Not illuminating the button lamp BL is equivalent to turning off the button lamp BL, and it can also be considered that the color of the button lamp BL is black. Thus, the color of the button lamp BL when it is the operation validity period for the performance button EB is different from the color of the button lamp BL when it is not the operation validity period for the performance button EB. However, the button lamp BL may be illuminated when it is the operation validity period for the performance button EB. In this case, the color of the button lamp BL when it is the operation validity period for the performance button EB and the color of the button lamp BL when it is not the operation validity period for the performance button EB may be the same or may be different.

[0102] In the gaming machine 10, there are cases where it is controlled to a state of being unable to proceed, which is a state of being unable to play the game. That is, the gaming machine 10 of this embodiment can be controlled to a state of being unable to play the game, which is a state of being unable to proceed with the game.

[0103] The gaming machine 10 can be controlled into a state where it cannot proceed by activating the complete function. That is, the gaming machine 10 can be controlled into a state where it is impossible to play the game by activating the complete function. The complete function can be activated when the maximum difference counted in the gaming machine 10 reaches a predetermined value. The maximum difference is also called MY (or MY value). In pachinko gaming machines, the maximum difference is also called the "maximum difference in balls (or maximum difference in balls)". In reel-type gaming machines, the maximum difference is also called the "maximum difference in tokens". In the gaming machine 10, if the maximum difference reaches a predetermined value, it can be controlled into a state where it cannot proceed. In the gaming machine 10, the predetermined value is set to "95000". In this embodiment, a special condition is met when the maximum difference reaches a predetermined value.

[0104] The complete function can be activated while a special game is in progress. Therefore, if the maximum difference reaches a predetermined value while a special game is in progress, the complete function will be activated. In this case, the game will be controlled to a state where further progress cannot be made while the special game is in progress, and the special game that was in progress will be forcibly terminated. The complete function can also be activated while the game is in standby mode. Therefore, if the maximum difference reaches a predetermined value while the game is in standby mode, the complete function will be activated. However, the complete function cannot be activated while a jackpot game is in progress. Therefore, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the complete function will not be activated. However, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the complete function will be activated after the jackpot game ends. Therefore, in the game machine 10, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the game will not be controlled to a state where further progress cannot be made while the jackpot game is in progress.

[0105] The gaming machine 10 is capable of executing a complete function activation notification (disabled state notification effect) that allows the player to identify that the machine will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification is executed when the maximum difference reaches a predetermined value while a jackpot game is awarded. The complete function activation notification is an effect that suggests or informs that the machine will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification can also be said to be an effect that allows the player to identify that the machine will be controlled to a disabled state after the end of a winning game. Therefore, when the complete function activation notification is executed, the player can identify that a special game will not be played after the end of a jackpot game, that is, that the next special game will not be played. The complete function activation notification also ends when the jackpot game ends.

[0106] As shown in Figure 5(a), the gaming machine 10 performs a complete function activation notification by displaying an activation notification image SY containing the text information "The complete function will be activated after the win ends" on the performance display device 25. The activation notification image SY is an image surrounded by a double black border. The activation notification image SY is an image containing the text information "The complete function is about to be activated" in black. The activation notification image SY is an image with a white background. The activation notification image SY is displayed in a part of the display area 25r of the performance display device 25. Note that the complete function activation notification is not limited to being performed only on the performance display device 25, but may also be performed on some or all of the performance devices, such as the performance display device 25, frame lamp 17, panel lamp 24, button lamp BL, and speaker 18.

[0107] In this embodiment, displaying the operation notification image SY on the performance display device 25 to perform the complete function operation notification corresponds to displaying a special notification that, when special conditions are met during a winning game, the game will be controlled to a non-playable state after the winning game ends. Thus, in this embodiment, the performance display device 25, which corresponds to a predetermined display means, is capable of displaying a special notification that will be controlled to a non-playable state after the winning game ends. Furthermore, as mentioned above, the color of the text information included in the operation notification image SY is black. That is, in this embodiment, the color of the text in the display related to the special notification is "black". Thus, the text information in the complete function operation notification is black and achromatic.

[0108] In the gaming machine 10, when the complete function activation notification is being displayed, the activation notification image SY does not change over time. Therefore, in the gaming machine 10, the activation notification image SY does not change even if time has passed. In other words, in this embodiment, the display related to the special notification in the predetermined display means does not change even if time has passed.

[0109] The gaming machine 10 is capable of executing a complete function activation warning (reaching warning effect) that allows the player to identify when the maximum difference is approaching a predetermined value. The complete function activation warning corresponds to an effect that warns when the maximum difference reaches a predetermined value. The complete function activation warning is executed on the effect display device 25 when the maximum difference reaches a predetermined starting number that is less than the predetermined value. In other words, the complete function activation warning is executed on the effect display device 25 when the maximum difference reaches the starting number. When the complete function activation warning is executed, it continues to be executed until the maximum difference reaches the predetermined value. After the execution of the complete function activation warning starts when the maximum difference reaches the starting number, the complete function activation warning may be terminated if the maximum difference falls below the starting number. Alternatively, even if the execution of the complete function activation warning starts when the maximum difference reaches the starting number, the complete function activation warning may be terminated if it subsequently falls below an even smaller ending number that is less than the starting number.

[0110] As shown in Figure 5(b), the gaming machine 10 executes a complete function activation warning by displaying an activation warning image SK containing the text information "The complete function is about to be activated" on the performance display device 25. The activation warning image SK is an image surrounded by a black border. The activation warning image SK is an image containing the text information "The complete function is about to be activated" in black. The activation warning image SK is an image with a white background. The activation warning image SK is displayed in a part of the display area 25r of the performance display device 25. Note that the complete function activation warning is not limited to being executed only on the performance display device 25, but may also be executed on some or all of the performance devices, such as the performance display device 25, frame lamp 17, panel lamp 24, button lamp BL, and speaker 18.

[0111] In this embodiment, displaying the operation warning image SK on the performance display device 25 to execute the complete function operation warning is equivalent to displaying a special warning that warns of the fulfillment of a special condition before the special condition is actually met. Thus, in this embodiment, the performance display device 25, which corresponds to a predetermined display means, is capable of displaying a special warning that warns of the fulfillment of a special condition before the special condition is actually met. Furthermore, as mentioned above, the color of the text information included in the operation warning image SK is black. That is, in this embodiment, the color of the text in the display related to the special warning is "black". Thus, the text information in the complete function operation warning is black and achromatic.

[0112] In the gaming machine 10, when the complete function activation warning is issued, the activation warning image SK does not change over time. Therefore, in the gaming machine 10, the activation warning image SK does not change even if time has passed. In other words, in this embodiment, the display related to the special warning in the predetermined display means does not change even if time has passed.

[0113] The gaming machine 10 is capable of executing a complete function activation notification (incapacitation notification effect) that allows the player to identify that the machine has been controlled to an incapacitation state. The complete function activation notification corresponds to an effect that notifies the player that the machine has been controlled to an incapacitation state. The complete function activation notification is executed on the effect display device 25 when the machine is controlled to an incapacitation state.

[0114] As shown in Figure 5(c), the gaming machine 10 performs a complete function activation notification by displaying an activation notification image SH on the performance display device 25, which includes the text information "Complete function activated" and the text information "Gameplay has ended for today." The activation notification image SH also includes text information that identifies the model name of the gaming machine 10 (simply shown as "Model Name" in Figure 5(c)). Thus, when the complete function activation notification is performed by the gaming machine 10, information that identifies the model name is suggested or notified on the performance display device 25. The activation notification image SH is an image containing white text information. The activation notification image SH is an image with a black background. The activation notification image SH is displayed across the entire display area 25r of the performance display device 25. Therefore, the background image when the complete function activation notification is performed can be perceived as a black image. In this case, the background image when the complete function activation notification is performed does not change over time. Furthermore, the notification of the completion function activation is not limited to being performed only on the performance display device 25, but may also be performed on some or all of the performance devices, such as the performance display device 25, frame lamp 17, panel lamp 24, button lamp BL, and speaker 18.

[0115] In this embodiment, displaying the operation notification image SH on the performance display device 25 to perform the complete function operation notification corresponds to displaying a special notification that the game is controlled to be in a game-disabled state when a special condition has been met and the game is controlled to be in a game-disabled state. Thus, in this embodiment, the performance display device 25, which corresponds to a predetermined display means, is capable of displaying a special notification that the game is controlled to be in a game-disabled state when a special condition has been met and the game is controlled to be in a game-disabled state. Furthermore, as mentioned above, the color of the characters in the character information included in the operation notification image SH is white. That is, in this embodiment, the color of the characters in the display related to the special notification is "white". Thus, the character information in the complete function operation notification is white and achromatic.

[0116] In the gaming machine 10, when the complete function activation notification is being executed, the activation notification image SH does not change over time. Therefore, in the gaming machine 10, the activation notification image SH does not change even if time has passed. In other words, in this embodiment, the display related to the special notification in the predetermined display means does not change even if time has passed.

[0117] As described above, the gaming machine 10 can perform the following effects related to the activation of the complete function: a complete function activation warning, a complete function activation announcement, and a complete function activation notification. The effects that can be performed as effects related to the activation of the complete function may be some of the complete function activation warning, complete function activation announcement, and complete function activation notification, or other effects may be performed. For example, among the complete function activation warning, complete function activation announcement, and complete function activation notification, the complete function activation announcement may not be performed, and only the complete function activation warning and complete function activation notification may be performed. In the gaming machine 10, the complete function activation warning, complete function activation announcement, and complete function activation notification are performed on the effect display device 25.

[0118] Here, we will explain the maximum difference information processing performed by the main CPU 41. The maximum difference information processing corresponds to the process of counting the maximum difference. Information that can identify the maximum difference (hereinafter referred to as maximum difference information) is stored in the main RWM43. The maximum difference information is a value that can identify the maximum difference, and is the maximum difference itself. In the maximum difference information processing, the main CPU41 updates the maximum difference information and counts the maximum difference. The maximum difference corresponds to a value that can change as game media are provided.

[0119] In maximum difference information processing, when the main CPU 41 controls the system to dispense game balls as prize balls, it adds the number of dispensed game balls to a value identifiable from the maximum difference information and updates the maximum difference information. That is, when the main CPU 41 awards prize balls, it updates the maximum difference information in conjunction with the awarding of prize balls. When the main CPU 41 receives a detection signal from the out sensor SE7, it subtracts 1 from the value identifiable from the maximum difference information and updates the maximum difference information. However, if the value identifiable from the maximum difference information before subtraction is 0, the main CPU 41 does not update the maximum difference information. When the main CPU 41 updates the maximum difference information, it stores control information that identifies the updated maximum difference (hereinafter referred to as the maximum difference command) in the output buffer. As described above, the maximum difference is counted based on the number of prize balls awarded and the number of out balls (effective balls). Thus, the maximum difference is a value that can change as the game progresses.

[0120] Next, we will explain the process that the main CPU 41 performs to prevent further progress, based on Figure 6. In the process of determining that the process cannot proceed, the main CPU 41 determines whether information indicating that the process cannot proceed is stored in the main RWM 43 (step S101). Information indicating that the process cannot proceed corresponds to information stored in the main RWM 43 when the process is controlled to be in a state of being unable to proceed. If information indicating that the process cannot proceed is stored (step S101; YES), the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S102). After that, the main CPU 41 performs loop processing. As a result, the main CPU 41 will continue loop processing until the power supply is cut off.

[0121] When loop processing is in progress, the game cannot proceed. For example, when loop processing is in progress, the special symbol input processing is not performed, so even if a game ball enters the starting slots 26 and 27, the execution of the special game is not suspended. For example, when loop processing is in progress, the special symbol start processing is not performed, so the special game is not executed. For example, when loop processing is in progress, the prize ball processing is not performed, so no prize balls are awarded regardless of whether a game ball enters the starting slots 26 and 27, the big prize slot 29, or the general prize slot 32. For example, when loop processing is in progress, the jackpot processing is not performed, so the awarding of a jackpot game is not started. For example, when loop processing is in progress, processing related to the normal game is not performed. Therefore, for example, when loop processing is in progress, the execution of the normal game is not suspended. For example, when loop processing is in progress, the normal game is not executed. For example, when loop processing is in progress, the normal jackpot game is not awarded. Incidentally, in the gaming machine 10, if the power supply is interrupted while the machine is controlled to a non-progressing state, and then the power supply is restored without an initialization process being performed to initialize at least a portion of the memory contents of the main RWM 43, the result of the judgment in step S101 will be affirmative, and the machine will be controlled to a non-progressing state again.

[0122] On the other hand, if information indicating that the game has become unplayable is not stored (step S101; NO), the main CPU 41 determines whether information indicating that the game is scheduled to become unplayable is stored in the main RWM 43 (step S103). Information indicating that the game is scheduled to become unplayable corresponds to information stored in the main RWM 43 when it has been decided that the game will become unplayable, but the game is not controlled to become unplayable because it is in the middle of a jackpot game.

[0123] If information indicating that the game is not going to progress is stored (step S103; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S104). If a jackpot game has been awarded (step S104; YES), the main CPU 41 terminates the game not going to progress process. On the other hand, if a jackpot game has not been awarded (step S104; NO), the main CPU 41 stores the information that the game is not going to progress in the main RWM 43 (step S105). Subsequently, the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S106). After that, the main CPU 41 performs loop processing. As a result, similar to after the processing in step S102, the main CPU 41 will continue loop processing until the power supply is cut off. The state in which loop processing is performed is a game not going to progress state in which the game cannot be played.

[0124] On the other hand, if no information indicating that the process is impossible to complete is stored (step S103; NO), the main CPU 41 determines whether the maximum difference has reached a specified value (step S107). In the gaming machine 10, the specified value is set to "95000". Therefore, in step S107, the main CPU 41 determines whether the maximum difference that can be determined from the maximum difference information of the main RWM 43 has reached 95000. If the maximum difference has not reached the specified value (step S107; NO), the main CPU 41 terminates the process indicating that the process is impossible to complete.

[0125] If the maximum difference reaches a predetermined value (step S107; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S108). If a jackpot game has been awarded (step S108; YES), the main CPU 41 stores the information indicating that the game is likely to become unplayable in the main RWM 43 (step S109). Subsequently, the main CPU 41 stores the specific planned command in the output buffer and outputs it to the sub-board 50 (step S110). After that, the main CPU 41 terminates the process indicating that the game is likely to become unplayable.

[0126] On the other hand, if a jackpot game is not awarded (step S108; NO), the main CPU 41 stores the information that the game is no longer playable in the main RWM 43 (step S111). Next, the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S112). After that, the main CPU 41 performs loop processing. As a result, similar to after the processing in step S102 and after the processing in step S106, the main CPU 41 will continue loop processing until the power supply is cut off. The state in which loop processing is performed is a state in which the game cannot be played.

[0127] As described above, in the gaming machine 10, the main CPU 41 controls the machine to a state where it cannot proceed by performing loop processing. In this embodiment, the main CPU 41 performs loop processing, thereby realizing a function as a game-stopping control means capable of controlling the machine to a game-stopping state where it is impossible to continue playing. The main CPU 41 can control the machine to a game-stopping state when the maximum difference reaches a predetermined value. In particular, if the maximum difference reaches a predetermined value while a jackpot game is awarded, the main CPU 41 can control the machine to a game-stopping state after the jackpot game ends. Thus, in this embodiment, the game-stopping control means can control the machine to a game-stopping state when a special condition is met.

[0128] Next, we will explain the process of updating the maximum difference information performed by the sub-CPU 51. In the maximum difference information update process, the sub-CPU 51 updates the sub-maximum difference information when a maximum difference command is input. Specifically, when a maximum difference command is input, the sub-CPU 51 identifies the maximum difference from that command. Then, the sub-CPU 51 updates the identified maximum difference to the sub-maximum difference information that can be identified. The sub-maximum difference information is stored in the sub-RWM 53.

[0129] Next, we will explain the completion function activation notification process performed by the sub-CPU 51. In the complete function activation notification process, the sub-CPU 51 determines whether a specific planned command has been entered. If no specific planned command has been entered, the sub-CPU 51 terminates the complete function activation notification process. On the other hand, if a specific planned command has been entered, the sub-CPU 51 controls the display device 25 so that the execution of the complete function activation notification begins. In the gaming machine 10, if the power supply is interrupted after the execution of the complete function activation notification has begun, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation notification will be executed again. However, even if the power supply is interrupted after the execution of the complete function activation notification has begun, and then the system is restored without initialization processing being performed upon restoration of power, the execution of the complete function activation notification may be prevented from being resumed.

[0130] Next, we will explain the complete function activation warning process performed by the sub-CPU 51. In the complete function activation warning process, it is determined whether the sub-CPU 51 has updated the maximum difference information for sub-units. If the maximum difference information for sub-units has not been updated, the sub-CPU 51 terminates the complete function activation warning process. If the maximum difference information for sub-units has been updated, the sub-CPU 51 determines whether the maximum difference that can be determined from the updated maximum difference information for sub-units exceeds the starting number when the complete function activation warning is not being executed (hereinafter, this determination will be referred to as the "starting number determination"). If the starting number determination determines that the maximum difference that can be determined from the updated maximum difference information for sub-units exceeds the starting number, the sub-CPU 51 controls the display device 25 so that the execution of the complete function activation warning is started. On the other hand, if the starting number determination determines that the maximum difference that can be determined from the updated maximum difference information for sub-units does not exceed the starting number, the sub-CPU 51 does not start the execution of the complete function activation warning. Incidentally, if the sub-CPU 51 receives an unspecified command, it terminates the execution of the complete function activation warning. In the gaming machine 10, the maximum difference is reset when the power supply is interrupted. Therefore, in the gaming machine 10, even if the power supply is interrupted after the execution of the complete function activation warning has started, and then the machine is restored without the initialization process being executed upon power supply restoration, the execution of the complete function activation warning will not be resumed. However, if the power supply is interrupted after the execution of the complete function activation warning has started, and then the machine is restored without the initialization process being executed upon power supply restoration, the complete function activation warning may be executed again.

[0131] Next, we will explain the completion function activation notification process performed by the sub-CPU 51. In the complete function activation notification process, the sub-CPU 51 determines whether an unspecified command has been entered. If no unspecified command has been entered, the sub-CPU 51 terminates the complete function activation notification process. If an unspecified command has been entered, the sub-CPU 51 controls the display device 25 to start the execution of the complete function activation notification. In the gaming machine 10, if the power supply is interrupted after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation notification will be executed again. Alternatively, the execution of the complete function activation notification may be prevented from being resumed even if the power supply is interrupted after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power.

[0132] In gaming machines such as pachinko machines and reel-type gaming machines, not limited to the gaming machine 10 of this embodiment, light-emitting devices such as the frame lamp 17, panel lamp 24, and button lamp BL in this embodiment are provided on the player's side rather than on the display device such as the performance display device 25 in this embodiment. Therefore, when checking the display content of the display device, depending on the direction from which the display content of the display device is viewed, the light-emitting device or the light from the light-emitting device may be reflected on the display surface of the display device or on the surface of a transparent material such as the protective glass 15, making it difficult to check the display content of the display device. In the following description, the reflection of light-emitting devices such as the frame lamp 17, panel lamp 24, and button lamp BL, or their light, on the display surface of the performance display device 25 or the protective glass 15 may be simply referred to as "reflection of light-emitting device".

[0133] As shown in Figure 7(a), for example, let's assume that the vertical centerline of the performance display device 25 when viewed from the front is centerline CA, and the horizontal centerline of the performance display device 25 when viewed from the front is centerline CB. Also, as shown in Figure 7(b), let's assume that the centerline that is perpendicular to both centerline CA and centerline CB is centerline CC. Centerline CA, centerline CB, and centerline CC are virtual lines, so-called imaginary lines. Let's assume that the viewpoint SC is the viewpoint when viewing the performance display device 25 from the front from centerline CC. Figure 7(b) is a schematic diagram showing the relationship between viewpoint SC and the performance display device 25 when viewing the performance display device 25 from above.

[0134] In the above configuration, the gaming machine 10 ensures that, at least within the special viewing range (indicated by dots in Figure 7(b)), there is no reflection of the light-emitting device even when the performance display device 25 is viewed. The special viewing range in the gaming machine 10 is defined as a range of 0.7m from the display surface of the performance display device 25 toward the player, and a range of 15° to the left and right of the intersection of the display surface of the performance display device 25 and the center line CC.

[0135] Not only with gaming machine 10, but with gaming machines in general, each has a special viewing range, but outside of this range, reflections of the light-emitting device can occur. For example, today, some players film and stream their gameplay on gaming machine 10. If such players film outside the special viewing range, reflections of the light-emitting device may occur in the filmed footage. For example, the complete function activation warning can be seen as one of the effects that allows players to boast about having been awarded a large number of jackpots and acquiring many game balls. However, if such a complete function activation warning becomes difficult to see due to reflections of the light-emitting device, it may diminish the enjoyment of the game. In addition, in amusement halls, some players check the display content of the gaming machine 10's display device 25 from the aisle. For example, if the display content of the display device 25 becomes difficult to see due to reflections of the light-emitting device, it is conceivable that a player might attempt to play on gaming machine 10, which is controlled to be in a disabled state, without realizing that a complete function activation notification is being issued. In this case, a player who attempts to play the game on the gaming machine 10, which is controlled to be in a state where it cannot proceed, may feel embarrassed and lose their motivation to play.

[0136] Here, based on Figure 8, we will explain the configuration of the display device 25 and the configurations of various light-emitting means when the effects related to the activation of the complete function are being performed in the gaming machine 10.

[0137] When the Complete Function activation notification is executed, the activation notification image SY (shown in Figure 5(a)) is displayed on the display device 25. For this reason, the text color in the Complete Function activation notification is black.

[0138] When the Complete Function activation notification is being displayed, the background image for the jackpot animation is displayed on the animation display device 25. As mentioned above, the background image for the jackpot animation may change over time (indicated as "changed" in Figure 8). Thus, when the Complete Function activation notification is being displayed on the animation display device 25, the background image displayed on the animation display device 25 may change over time. That is, when a special notification is being displayed on a predetermined display means, the background image displayed on the predetermined display means may change over time.

[0139] When the completion function activation notification is displayed, the panel lamp 24 lights up in a pattern corresponding to the jackpot animation. Therefore, when the completion function activation notification is displayed, the pattern of illumination of the panel lamp 24 may change over time. The pattern of illumination of a specific light-emitting means can change over time. Thus, when the completion function activation warning is displayed, the panel lamp 24 lights up.

[0140] When the Complete Function Activation Notice is being displayed, the frame lamp 17 illuminates in the notice illumination pattern. The notice illumination pattern changes in the order of "red → yellow → red → yellow →...". Therefore, when the Complete Function Activation Notice is being displayed, the illumination color of the frame lamp 17 may change over time. In other words, when the Complete Function Activation Notice is being displayed, the illumination pattern of the frame lamp 17 may change over time. Thus, the illumination pattern of the frame lamp 17 when the Complete Function Activation Notice is being displayed in the performance display device 25 may change over time. That is, the illumination pattern of a predetermined light-emitting means when a special notice is being displayed in a predetermined display means may change over time. Thus, the illumination pattern of a predetermined light-emitting means can change over time.

[0141] When the Complete Function activation notification is being displayed, the button lamp BL illuminates in the notification light pattern. Therefore, when the Complete Function activation notification is being displayed, the light color of the button lamp BL may change over time. In other words, when the Complete Function activation notification is being displayed, the light emission pattern of the button lamp BL may change over time. Thus, when the Complete Function activation notification is being displayed in the performance display device 25, the light emission pattern of the button lamp BL may change over time. The light emission pattern of the special light emission means can change over time.

[0142] As mentioned above, the warning light pattern is a light pattern in which the light color changes in the order of "red → yellow → red → yellow →...". In other words, the light color when the warning light pattern is activated includes chromatic colors. For this reason, for example, when the frame lamp 17 is activated in the warning light pattern, it is easy for administrators and others to recognize that the warning light pattern is being activated, that is, that the completion function activation warning is being given.

[0143] When the complete function activation warning is issued, the activation warning image SK (shown in Figure 5(b)) is displayed on the display device 25. For this reason, the text color in the complete function activation warning is black.

[0144] When the complete function activation warning is issued, a background image corresponding to the performance mode or a background image in the jackpot performance is displayed on the performance display device 25. As mentioned above, the background image corresponding to the performance mode and the background image in the jackpot performance may change over time. Thus, when the complete function activation warning is issued on the performance display device 25, the background image displayed on the performance display device 25 may change over time. That is, when a special warning is displayed on the predetermined display means, the background image displayed on the predetermined display means may change over time.

[0145] When the complete function activation warning is activated, if a jackpot game is in progress, the panel lamp 24 will illuminate in a lighting pattern corresponding to the jackpot animation. Also, when the complete function activation warning is activated, if a special game is in progress, the panel lamp 24 will illuminate in a lighting pattern corresponding to the animation game. Therefore, when the complete function activation warning is activated, the lighting pattern of the panel lamp 24 may change over time. The lighting pattern of a specific lighting means can change over time. Thus, when the complete function activation warning is activated, the panel lamp 24 illuminates.

[0146] When the complete function activation warning is issued, the frame lamp 17 illuminates in a warning light pattern. The warning light pattern changes color in the order of "yellow → orange → red → yellow → orange →...". Therefore, when the complete function activation warning is issued, the color of the frame lamp 17 may change over time. In other words, when the complete function activation warning is issued, the illumination pattern of the frame lamp 17 may change over time. Thus, the illumination pattern of the frame lamp 17 when the complete function activation warning is issued in the performance display device 25 may change over time. That is, the illumination pattern of a predetermined light-emitting means when a special warning is displayed in a predetermined display means may change over time. Thus, the illumination pattern of a predetermined light-emitting means can change over time.

[0147] When the complete function activation warning is activated, the button lamp BL illuminates in a warning light pattern. Therefore, when the complete function activation warning is activated, the light color of the button lamp BL may change over time. In other words, when the complete function activation warning is activated, the light emission pattern of the button lamp BL may change over time. Thus, when the complete function activation warning is activated in the performance display device 25, the light emission pattern of the button lamp BL may change over time. The light emission pattern of the special light emission means can change over time.

[0148] As mentioned above, the warning illumination pattern is a pattern in which the illumination color changes in the order of "yellow → orange → red → yellow → orange →...". In other words, the illumination color when the warning illumination pattern is activated includes chromatic colors. For this reason, for example, when the frame lamp 17 illuminates in the warning illumination pattern, it is easy for administrators and others to recognize that the warning illumination pattern is being activated, that is, that a complete function activation warning is being issued.

[0149] When the complete function activation notification is executed, the activation notification image SH (shown in Figure 5(c)) is displayed on the display device 25. Therefore, the text color in the complete function activation notification is white.

[0150] When the complete function activation notification is being executed, the activation notification image SH is displayed across the entire display area 25r of the performance display device 25, the background color becomes black, and the background image becomes a black image. As mentioned above, the activation notification image SH does not change even if time has passed. Therefore, the background image when the complete function activation notification is being executed does not change with the passage of time (indicated as "no change" in Figure 8). Thus, when the complete function activation notification is being executed on the performance display device 25, the background image displayed on the performance display device 25 does not change with the passage of time. In other words, when a display related to a special notification is being made on a predetermined display means, the background image displayed on the predetermined display means does not change with the passage of time.

[0151] When the complete function activation notification is being issued, the panel lamp 24 is turned off. When the complete function activation notification is being issued, the panel lamp 24 remains off even after time has passed. Therefore, when the complete function activation notification is being issued, the illumination pattern of the panel lamp 24 does not change over time. Thus, when the complete function activation notification is being issued, the panel lamp 24 does not emit light. In other words, when a special notification is being displayed, the specific light-emitting means does not emit light.

[0152] When the complete function activation notification is being executed, the frame lamp 17 lights up red. When the complete function activation notification is being executed, the frame lamp 17 continues to light up red even as time passes. Therefore, when the complete function activation notification is being executed, the lighting pattern of the frame lamp 17 does not change over time. In this way, the lighting pattern of the frame lamp 17 when the complete function activation notification is being executed in the performance display device 25 does not change even as time passes. That is, when a display related to a special notification is being made in the predetermined display means, the lighting pattern of the predetermined light-emitting means does not change even as time passes.

[0153] When the complete function activation notification is activated, the button lamp BL lights up red. When the complete function activation notification is activated, the button lamp BL continues to light up red even as time passes. Therefore, when the complete function activation notification is activated, the illumination pattern of the button lamp BL does not change over time. Thus, in the performance display device 25, when the complete function activation notification is activated, the illumination pattern of the button lamp BL does not change even as time passes.

[0154] In the gaming machine 10, the frame lamp 17 emits red light when the complete function activation notification is being displayed. In other words, the frame lamp 17 emits a chromatic color when the complete function activation notification is being displayed. In contrast, the text color in the complete function activation notification is white. As described above, in the gaming machine 10, the text color in the complete function activation notification is different from the light color of the frame lamp 17 when the complete function activation notification is being displayed. That is, in this embodiment, the text color in the display related to the special notification is different from the light color of the predetermined light-emitting means when the display related to the special notification is being displayed.

[0155] In the gaming machine 10, when the complete function activation notification is being executed, the frame lamp 17 lights up in a notification light pattern, changing its light color as follows: "red → yellow → red → yellow →...". Thus, the light color of the frame lamp 17 when the complete function activation notification is being executed includes the light color of the frame lamp 17 when the complete function activation notification is being executed. In other words, the light color of the predetermined light-emitting means when a special notification is being displayed on the predetermined display means includes the light color of the predetermined light-emitting means when a special notification is being displayed on the predetermined display means.

[0156] Furthermore, in the gaming machine 10, when the complete function activation warning is issued, the frame lamp 17 lights up in a warning light pattern, changing its light color from "yellow → orange → red → yellow → orange →...". Thus, the light color of the frame lamp 17 when the complete function activation warning is issued includes the light color of the frame lamp 17 when the complete function activation notification is issued. In other words, the light color of the predetermined light-emitting means when a special warning is displayed on the predetermined display means includes the light color of the predetermined light-emitting means when a special notification is displayed on the predetermined display means.

[0157] Next, we will explain the control of various light-emitting means. When the complete function activation notification is executed, the sub-CPU 51 controls the panel lamp 24 to light up in a lighting pattern corresponding to the jackpot animation. Incidentally, when the complete function activation notification is executed, the sub-CPU 51 controls the animation display device 25 to display the background image for the jackpot animation. For example, the sub-CPU 51 controls the animation display device 25 so that the background image displayed on the animation display device 25 changes over time according to the jackpot animation. Also, when the complete function activation notification is executed, the sub-CPU 51 controls the frame lamp 17 to light up in the notification lighting pattern. Similarly, when the complete function activation notification is executed, the sub-CPU 51 controls the button lamp BL to light up in the notification lighting pattern.

[0158] When the complete function activation warning is issued, the sub-CPU 51 controls the panel lamps 24 to light up in a manner corresponding to the jackpot animation if a jackpot game is in progress. Incidentally, during a jackpot game, the sub-CPU 51 controls the animation display device 25 to display the background image of the jackpot animation. For example, the sub-CPU 51 controls the animation display device 25 so that the background image displayed on the animation display device 25 changes over time. Also, when the complete function activation warning is issued, the sub-CPU 51 controls the panel lamps 24 to light up in a manner corresponding to the animation game if a special game is in progress. Incidentally, during the execution of a special game, the sub-CPU 51 controls the animation display device 25 to display the background image. For example, the sub-CPU 51 controls the animation display device 25 so that the background image displayed on the animation display device 25 changes over time. Furthermore, when the complete function activation notice is issued in the complete function activation warning, the sub-CPU 51 controls the frame lamps 17 to light up in a warning light pattern. Similarly, when triggering a complete function activation warning, the sub-CPU 51 controls the button lamp BL to illuminate in a warning light pattern.

[0159] When the complete function activation notification is activated, the sub-CPU 51 turns off the panel lamp 24. Incidentally, when the sub-CPU 51 is activating the complete function activation notification, the panel lamp 24 remains off. Also, when the complete function activation notification is activated, the sub-CPU 51 illuminates the frame lamp 17 in red. Incidentally, when the sub-CPU 51 is activating the complete function activation notification, the frame lamp 17 remains illuminated in red. Also, when the complete function activation notification is activated, the sub-CPU 51 illuminates the button lamp BL in red. Incidentally, when the sub-CPU 51 is activating the complete function activation notification, the button lamp BL remains illuminated in red.

[0160] Here, based on Figures 9(a) to 9(c), an example of the configuration of the performance display device 25 and the configurations of various light-emitting means when the performance related to the operation of the complete function is being executed will be described.

[0161] Figure 9(a) shows the display content of the performance display device 25 and the configurations of various light-emitting means at a first timing when a special game is being played and the left-view background image is displayed on the performance display device 25.

[0162] At the first timing, when the complete function activation warning is issued, the activation warning image SK is displayed on the performance display device 25. At the first timing, the panel lamp 24 lights up in a lighting pattern corresponding to the performance game (in Figure 9(a), the lighting pattern of the panel lamp 24 at the first timing is shown by a downward sloping diagonal line). At the first timing, the frame lamp 17 lights up in a warning lighting pattern (in Figure 9(a), the lighting pattern of the frame lamp 17 at the first timing is shown by vertical stripes). Furthermore, at the first timing, the button lamp BL lights up in a warning lighting pattern (in Figure 9(a), the lighting pattern of the button lamp BL at the first timing is shown by vertical stripes).

[0163] Figure 9(b) shows the display content of the performance display device 25 and the various forms of light-emitting means at a second timing that occurs after the first timing when the reference viewpoint background image is displayed on the performance display device 25 during the execution of a special game.

[0164] When the complete function activation warning is issued at the second timing, the activation warning image SK is displayed on the performance display device 25. At this time, the activation warning image SK displayed on the performance display device 25 does not change even if time has passed from the first timing to the second timing. In other words, the display related to the complete function activation warning does not change even if time has passed. In addition, although the left viewpoint background image was displayed on the performance display device 25 at the first timing, the reference viewpoint background image is displayed at the second timing after time has passed. Thus, when the complete function activation warning is issued on the performance display device 25, the background image displayed on the performance display device 25 may change as time passes from the first timing to the second timing.

[0165] At the second timing, the panel lamp 24 illuminates in a lighting pattern corresponding to the performance game. Similar to the first timing, the panel lamp 24 illuminates in a lighting pattern corresponding to the performance game at the second timing, but as time passes, it illuminates in a different lighting pattern than at the first timing (in Figure 9(b), the lighting pattern of the panel lamp 24 at the second timing is shown by an upward-sloping diagonal line). Thus, when the performance display device 25 is executing a complete function activation warning, the lighting pattern of the panel lamp 24 may change as time passes from the first timing to the second timing.

[0166] At the second timing, the frame lamp 17 illuminates in a warning light pattern. Similar to the first timing, the frame lamp 17 illuminates in a warning light pattern at the second timing, but as time passes, it illuminates in a different light pattern than at the first timing (in Figure 9(b), the light pattern of the frame lamp 17 at the second timing is shown by horizontal stripes). Thus, when the complete function activation warning is executed in the performance display device 25, the light pattern of the frame lamp 17 may change as time passes from the first timing to the second timing.

[0167] Furthermore, at the second timing, the button lamp BL illuminates in a warning light pattern. Similar to the first timing, the button lamp BL illuminates in a warning light pattern at the second timing, but as time passes, it illuminates in a different light pattern than at the first timing (in Figure 9(b), the light pattern of the button lamp BL at the second timing is shown by horizontal stripes). Thus, when the complete function activation warning is executed in the performance display device 25, the light pattern of the button lamp BL may change as time passes from the first timing to the second timing.

[0168] Figure 9(c) shows the display content of the performance display device 25 and the various forms of light-emitting means when the complete function activation notification is being executed. When the complete function activation notification is being executed, the activation notification image SH is displayed on the performance display device 25. The activation notification image SH displayed on the performance display device 25 does not change even if time elapses while the complete function activation notification is being executed. In other words, the display related to the complete function activation notification does not change even if time has passed.

[0169] When the complete function activation notification is being issued, the panel lamp 24 turns off. Even if time elapses while the complete function activation notification is being issued, the panel lamp 24 remains off. Thus, when the complete function activation notification is being issued in the performance display device 25, the illumination pattern of the panel lamp 24 does not change even as time passes.

[0170] Furthermore, when the complete function activation notification is being executed, the frame lamp 17 illuminates in red. Even if time elapses while the complete function activation notification is being executed, the frame lamp 17 continues to illuminate in red. Thus, when the complete function activation notification is being executed in the performance display device 25, the illumination pattern of the frame lamp 17 does not change even as time passes. Also, the color of the text in the complete function activation notification (white in this embodiment) is different from the illumination color of the frame lamp 17 when the complete function activation notification is being executed (red in this embodiment).

[0171] When the complete function activation notification is being executed, the button lamp BL illuminates in red. Even if time elapses while the complete function activation notification is being executed, the button lamp BL continues to illuminate in red. Thus, when the complete function activation notification is being executed on the performance display device 25, the illumination pattern of the button lamp BL does not change even as time passes. Furthermore, the color of the text in the complete function activation notification (white in this embodiment) is different from the illumination color of the button lamp BL when the complete function activation notification is being executed (red in this embodiment).

[0172] The effects of this embodiment will be described below. (1) When the performance display device 25 is issuing a complete function activation warning, the illumination pattern of the frame lamp 17 may change over time. However, the display related to the complete function activation warning on the performance display device 25 does not change as a result of the passage of time. Therefore, even if the illumination pattern of the frame lamp 17 changes over time when the complete function activation warning is issued, the display related to the complete function activation warning on the performance display device 25 does not change as a result of the passage of time, making it easier to recognize the display related to the complete function activation warning. Furthermore, even if the illumination pattern of the frame lamp 17 changes over time when the complete function activation warning is issued, causing the light from the frame lamp 17 to reflect onto the performance display device 25, etc., the decrease in visibility of the display related to the complete function activation warning is suppressed and the display related to the complete function activation warning is made easier to recognize compared to the case where the display related to the complete function activation warning changes over time. As described above, if the decrease in visibility of the display related to the complete function activation warning can be suppressed, then, for example, when photographing the display contents of the performance display device 25, the decrease in interest caused by the complete function activation warning becoming difficult to see due to reflections from the light-emitting device can be suppressed.

[0173] (2) When the performance display device 25 is announcing the activation of the complete function, the illumination pattern of the frame lamp 17 does not change even as time passes. Furthermore, the display on the performance display device 25 regarding the activation of the complete function does not change even as time passes. Therefore, when the activation of the complete function is being announced, the illumination pattern of the frame lamp 17 does not change with the passage of time, and the display regarding the activation of the complete function also does not change with the passage of time, making it easier to recognize the display regarding the activation of the complete function. For this reason, even if the light from the frame lamp 17 is reflected on the performance display device 25 when the activation of the complete function is being announced, the decrease in the visibility of the display regarding the activation of the complete function is suppressed and it is easier to recognize the display regarding the activation of the complete function compared to when the display regarding the activation of the complete function and the illumination pattern of the frame lamp 17 change with the passage of time. As described above, if the decrease in visibility of the display related to the activation notification of the complete function can be suppressed, for example, it can be suppressed from attempting to play a game machine that is controlled to be in a state where it cannot proceed, and it can be suppressed from causing a decrease in the desire to play due to embarrassment or other reasons.

[0174] (3) The background image displayed on the performance display device 25 may change over time. Furthermore, the illumination pattern of the frame lamp 17 may also change over time. As a result, the background image displayed on the performance display device 25 changes over time, and the illumination pattern of the frame lamp 17 also changes over time, thereby entertaining the player and enhancing their enjoyment as time passes.

[0175] (4) When the performance display device 25 is issuing a complete function activation warning, the background image displayed on the performance display device 25 changes over time. In other words, when the performance display device 25 is issuing a complete function activation warning, the display related to the complete function activation warning does not change over time, but the background image changes over time. In this way, the background image changes over time to enhance the entertainment value, while the display related to the complete function activation warning does not change over time, thereby suppressing a decrease in the visibility of the display related to the complete function activation warning and making it easier to recognize the display related to the complete function activation warning.

[0176] (5) If the color of the text in the complete function activation notification and the color of the light emitted by the frame lamp 17 when the complete function activation notification is being performed are the same, there is a risk that the color of the text in the complete function activation notification may be difficult to recognize. In particular, if the light of the frame lamp 17, which emits the same color as the text in the complete function activation notification, is reflected on the performance display device 25, there is a risk that the light of the frame lamp 17 may make it even more difficult to recognize the text information in the complete function activation notification. However, the color of the text in the complete function activation notification is made different from the color of the light emitted by the frame lamp 17 when the complete function activation notification is being performed. This makes it possible to suppress the difficulty in seeing the text information in the complete function activation notification. For example, even if the light of the frame lamp 17 is reflected on the performance display device 25 when the complete function activation notification is being performed, it is possible to suppress the difficulty in recognizing the text information in the complete function activation notification and make it easier to recognize the display related to the complete function activation notification.

[0177] (6) When the complete function activation notification is being issued, the panel lamp 24 does not light up. This prevents the display related to the complete function activation notification from becoming difficult to see due to the light emitted by the panel lamp 24. For example, when the complete function activation notification is being issued, the light from the panel lamp 24 does not reflect onto the display device 25, etc., so it is possible to prevent the text information in the complete function activation notification from becoming difficult to recognize and to make the display related to the complete function activation notification easier to recognize.

[0178] In particular, the panel lamp 24 is located closer to the performance display device 25 than the frame lamp 17 and button lamp BL. Therefore, if the panel lamp 24 does not light up, the visibility of the display content of the performance display device 25 can be more effectively improved, and as a result, the display related to the completion function activation notification can be made easier to recognize.

[0179] (7) When the display device 25 shows a notification regarding the activation of the complete function, the illumination pattern of the frame lamp 17 does not change even after time has passed. In this way, when the notification of the activation of the complete function is displayed, the illumination pattern of the frame lamp 17 does not change with the passage of time, making it easier to recognize the textual information in the notification of the activation of the complete function.

[0180] (8) The text color in the complete function activation notification is achromatic. In contrast, the frame lamp 17 emits a chromatic light when the complete function activation notification is being issued. This makes the text information in the complete function activation notification, which is achromatic, stand out more. Furthermore, by emitting a chromatic light from the frame lamp 17, it becomes easier for people other than the player (for example, the manager of the gaming machine) to recognize that the complete function activation notification is being issued.

[0181] (9) The illumination color of the frame lamp 17 when the complete function activation notification is being performed includes the illumination color of the frame lamp 17 when the complete function activation notification is being performed. This makes it possible to associate the complete function activation notification and the complete function activation notification with the illumination color of the frame lamp 17, making it easier to recognize the complete function activation notification and the complete function activation notification more effectively.

[0182] (10) The illumination color of the frame lamp 17 when the complete function activation warning is being executed includes the illumination color of the frame lamp 17 when the complete function activation notification is being executed. This makes it possible to associate the complete function activation notification and the complete function activation warning by the illumination color of the frame lamp 17, making it easier to recognize the complete function activation notification and the complete function activation warning more effectively.

[0183] (11) When the Complete Function Activation Notice is being displayed, the illuminated color of the frame lamp 17 does not include the color of the text in the Complete Function Activation Notice. This helps to prevent the text information in the Complete Function Activation Notice from becoming difficult to see. For example, even if the light from the frame lamp 17 is reflected in the display device 25 or the like when the Complete Function Activation Notice is being displayed, it helps to prevent the text information in the Complete Function Activation Notice from becoming difficult to recognize and makes it easier to recognize the display related to the Complete Function Activation Notice.

[0184] (12) When the complete function activation warning is being issued, the illuminated color of the frame lamp 17 does not include the color of the text in the complete function activation warning. This prevents the text information in the complete function activation warning from becoming difficult to see. For example, even if the light from the frame lamp 17 is reflected in the display device 25 or the like when the complete function activation warning is being issued, it prevents the text information in the complete function activation warning from becoming difficult to recognize, and makes it easier to recognize the display related to the complete function activation warning.

[0185] (13) When the performance display device 25 is issuing a complete function activation warning, the illumination pattern of the button lamp BL may change over time. However, the display related to the complete function activation warning on the performance display device 25 does not change as a result of the passage of time. Therefore, even if the illumination pattern of the button lamp BL changes over time when the complete function activation warning is issued, the display related to the complete function activation warning on the performance display device 25 does not change as a result of the passage of time, making it easier to recognize the display related to the complete function activation warning. Furthermore, even if the illumination pattern of the button lamp BL changes over time when the complete function activation warning is issued, causing the light from the button lamp BL to reflect onto the performance display device 25, etc., the decrease in visibility of the display related to the complete function activation warning is suppressed and the display related to the complete function activation warning is made easier to recognize compared to the case where the display related to the complete function activation warning changes over time. As described above, if the decrease in visibility of the display related to the complete function activation warning can be suppressed, then, for example, when photographing the display contents of the performance display device 25, it will be possible to suppress the decrease in interest caused by the complete function activation warning becoming difficult to see due to reflections from the light-emitting device.

[0186] (14) When the performance display device 25 is notifying the activation of the complete function, the illumination pattern of the button lamp BL does not change even as time passes. Furthermore, the display on the performance display device 25 regarding the activation of the complete function does not change even as time passes. Therefore, when the activation of the complete function is being notified, the illumination pattern of the button lamp BL does not change with the passage of time, and the display regarding the activation of the complete function also does not change with the passage of time, making it easier to recognize the display regarding the activation of the complete function. For this reason, even if the light from the button lamp BL is reflected on the performance display device 25 when the activation of the complete function is being notified, the decrease in visibility of the display regarding the activation of the complete function is suppressed and it is easier to recognize the display regarding the activation of the complete function compared to when the display regarding the activation of the complete function and the illumination pattern of the button lamp BL change with the passage of time. As described above, if the decrease in visibility of the display related to the activation notification of the complete function can be suppressed, for example, it can be suppressed from attempting to play a game machine that is controlled to be in a state where it cannot proceed, and it can be suppressed from causing a decrease in the desire to play due to embarrassment or other reasons.

[0187] (15) The background image displayed on the performance display device 25 may change over time. Furthermore, the illumination pattern of the button lamp BL may change over time. As a result, the background image displayed on the performance display device 25 changes over time, and the illumination pattern of the button lamp BL also changes over time, thereby entertaining the player and enhancing their enjoyment as time passes.

[0188] (16) If the color of the text in the complete function activation notification and the color of the light emitted by the button lamp BL when the complete function activation notification is being performed are the same, there is a risk that the color of the text in the complete function activation notification may be difficult to recognize. In particular, if the light of the button lamp BL, which emits the same color as the text in the complete function activation notification, is reflected on the display device 25, there is a risk that the light of the button lamp BL may make it even more difficult to recognize the text information in the complete function activation notification. However, the color of the text in the complete function activation notification is made different from the color of the light emitted by the button lamp BL when the complete function activation notification is being performed. This makes it possible to suppress the difficulty in seeing the text information in the complete function activation notification. For example, even if the light of the button lamp BL is reflected on the display device 25 when the complete function activation notification is being performed, it is possible to suppress the difficulty in recognizing the text information in the complete function activation notification and make it easier to recognize the display related to the complete function activation notification.

[0189] (17) When the display device 25 shows a notification regarding the activation of the complete function, the illumination pattern of the button lamp BL does not change even after time has passed. In this way, when the notification of the activation of the complete function is displayed, the illumination pattern of the button lamp BL does not change with the passage of time, making it easier to recognize the text information in the notification of the activation of the complete function.

[0190] (18) The text color in the Complete Function activation notification is achromatic. In contrast, the button lamp BL emits a chromatic light when the Complete Function activation notification is being issued. This makes the text information in the Complete Function activation notification, which is achromatic, stand out more. Furthermore, by emitting a chromatic light from the button lamp BL, it becomes easier for people other than the player (for example, the manager of the gaming machine) to recognize that the Complete Function activation notification is being issued.

[0191] (19) The illumination color of the button lamp BL when the complete function activation notification is being performed includes the illumination color of the button lamp BL when the complete function activation notification is being performed. This makes it possible to associate the complete function activation notification and the complete function activation notification with the illumination color of the button lamp BL, making it easier to recognize the complete function activation notification and the complete function activation notification more effectively.

[0192] (20) The illumination color of the button lamp BL when the complete function activation warning is being executed includes the illumination color of the button lamp BL when the complete function activation notification is being executed. This makes it possible to associate the complete function activation notification and the complete function activation warning by the illumination color of the button lamp BL, making it easier to recognize the complete function activation notification and the complete function activation warning more effectively.

[0193] (21) When the Complete Function Activation Notice is being displayed, the light color of the button lamp BL does not include the color of the text in the Complete Function Activation Notice. This helps to prevent the text information in the Complete Function Activation Notice from becoming difficult to see. For example, even if the light from the button lamp BL is reflected in the display device 25 or the like when the Complete Function Activation Notice is being displayed, it helps to prevent the text information in the Complete Function Activation Notice from becoming difficult to recognize and makes it easier to recognize the display related to the Complete Function Activation Notice.

[0194] (22) When the complete function activation warning is being issued, the light emitted by the button lamp BL does not include the color of the text in the complete function activation warning. This prevents the text information in the complete function activation warning from becoming difficult to see. For example, even if the light from the button lamp BL is reflected on the display device 25 or the like when the complete function activation warning is being issued, it prevents the text information in the complete function activation warning from becoming difficult to recognize, and makes it easier to recognize the display related to the complete function activation warning.

[0195] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. The background color of the operation notification image SY may be changed. The background color of the operation notification image SY does not have to be a single color; it may be multiple colors or an image containing some kind of character. Similarly, the background color of the operation warning image SK may be changed. The background color of the operation warning image SK does not have to be a single color; it may be multiple colors or an image containing some kind of character. The background color of the operation notification image SH may also be changed. The background color of the operation notification image SH does not have to be a single color; it may be multiple colors or an image containing some kind of character.

[0196] The operation notification image SY may be displayed in a portion of the display area 25r of the performance display device 25, or it may be displayed across the entire display area 25r of the performance display device 25. Similarly, the operation warning image SK may be displayed in a portion of the display area 25r of the performance display device 25, or it may be displayed across the entire display area 25r of the performance display device 25. In addition, the operation notification image SH may be displayed in a portion of the display area 25r of the performance display device 25, or it may be displayed across the entire display area 25r of the performance display device 25.

[0197] The frame lamp 17 may be composed of multiple light-emitting devices or of a single light-emitting device. Similarly, the panel lamp 24 may be composed of multiple light-emitting devices or of a single light-emitting device. Furthermore, the button lamp BL may be composed of multiple light-emitting devices or of a single light-emitting device.

[0198] When a notification of the completion function activation is issued, information that can identify the model name may be suggested or notified on the display device 25. When a warning of the completion function activation is issued, information that can identify the model name may be suggested or notified on the display device 25. Alternatively, when a notification of the completion function activation is issued, information that can identify the model name may not be suggested or notified on the display device 25. For example, when a notification of the completion function activation is issued, information that can identify the model name may be displayed on the display device 25, while when a notification of the completion function activation is issued, information that can identify the model name may not be displayed on the display device 25. For example, when a warning of the completion function activation is issued, information that can identify the model name may be displayed on the display device 25, while when a notification of the completion function activation is issued, information that can identify the model name may not be displayed on the display device 25. For example, regardless of whether a notification of the completion function activation, a warning of the completion function activation, or a notification of the completion function activation is issued, information that can identify the model name may be displayed (or not displayed) on the display device 25. Furthermore, the information that can identify the model name does not have to be the model name of the gaming machine itself, but may also be information that can identify the content (for example, a character) that is the motif of the gaming machine. Incidentally, in the above embodiment and modified examples, information that can identify the model name was given as an example, but for example, some or all of the following may be used: information that can identify the model name, information that can identify the manufacturer of the gaming machine, information that can identify the distributor of the gaming machine, information that can identify a character unique to the model, and information that can identify a character unique to the manufacturer (or distributor).

[0199] The background image displayed on the performance display device 25 does not have to change over time. For example, the background image displayed on the performance display device 25 may change over time, or it may not change over time. For example, one of the background images, such as the background image for the jackpot performance and the background image corresponding to the performance mode, may change over time, while the other background image may not change over time. For example, the background image corresponding to some of the performance modes among several types of performance modes may change over time, while the background image corresponding to a performance mode other than the aforementioned some performance modes may not change over time.

[0200] The text color in the completion function activation notification may be changed. For example, the text color in the completion function activation notification may be chromatic. The text color in the completion function activation warning may be changed. For example, the text color in the completion function activation warning may be chromatic. The text color in the completion function activation notification may be changed. For example, the text color in the completion function activation notification may be chromatic.

[0201] The text color in the "Complete Function Activation Notice" and the illuminated color of the frame lamp 17 when the "Complete Function Activation Notice" is issued may be the same. For example, the text color in the "Complete Function Activation Notice" may be included in the illuminated color of the frame lamp 17 when the "Complete Function Activation Notice" is issued. The text color in the "Complete Function Activation Warning" and the illuminated color of the frame lamp 17 when the "Complete Function Activation Warning" is issued may be the same. For example, the text color in the "Complete Function Activation Warning" may be included in the illuminated color of the frame lamp 17 when the "Complete Function Activation Warning" is issued. The text color in the "Complete Function Activation Notification" and the illuminated color of the frame lamp 17 when the "Complete Function Activation Notification" is issued may be the same. The illuminated color of the frame lamp 17 when the "Complete Function Activation Notification" is issued may include the text color in the "Complete Function Activation Notification".

[0202] When the complete function activation notification is issued, the panel lamp 24 may illuminate. For example, when the complete function activation notification is issued, the panel lamp 24 may illuminate with the same light color as the frame lamp 17 (red in the above embodiment). For example, when the complete function activation notification is issued, the panel lamp 24 may illuminate with a different light color than the frame lamp 17 (for example, yellow). Note that the panel lamp 24 does not need to be located as close to the performance display device 25 as the frame lamp 17 or the button lamp BL. In addition, the frame lamp 17 may be located closer to the performance display device 25 than the button lamp BL, or vice versa.

[0203] The illumination pattern of the frame lamp 17 when the complete function activation notification is being displayed on the performance display device 25 may not change over time. For example, the illumination pattern of the frame lamp 17 when the complete function activation notification is being displayed on the performance display device 25 may change over time or not change over time. Also, the illumination pattern of the button lamp BL when the complete function activation notification is being displayed on the performance display device 25 may not change over time. For example, the illumination pattern of the button lamp BL when the complete function activation notification is being displayed on the performance display device 25 may change over time or not change over time. Also, when the complete function activation notification is being displayed, the frame lamp 17 does not have to illuminate in the notification illumination pattern. For example, when the complete function activation notification is being displayed, the frame lamp 17 may illuminate in an illumination pattern corresponding to the jackpot performance during jackpot gameplay. Similarly, when the complete function activation notification is being displayed, the button lamp BL does not have to illuminate in the notification illumination pattern. For example, when the performance display device 25 is giving a warning that the complete function will be activated, the frame lamp 17 may be turned off. In other words, when the performance display device 25 is giving a warning that the complete function will be activated, the illuminated color of the frame lamp 17 may be black. Similarly, for example, when the performance display device 25 is giving a warning that the complete function will be activated, the button lamp BL may be turned off.

[0204] The illumination pattern of the frame lamp 17 when the performance display device 25 is issuing a complete function activation warning may be set to not change over time. For example, the illumination pattern of the frame lamp 17 when the performance display device 25 is issuing a complete function activation warning may change over time or may not change over time. Also, the illumination pattern of the button lamp BL when the performance display device 25 is issuing a complete function activation warning may be set to not change over time. For example, the illumination pattern of the button lamp BL when the performance display device 25 is issuing a complete function activation warning may change over time or may not change over time. Also, when the complete function activation warning is issued, the frame lamp 17 does not have to illuminate in a warning illumination pattern. For example, when the complete function activation warning is issued and a special game is being played, the frame lamp 17 may illuminate in an illumination pattern corresponding to the performance game. For example, when the complete function activation warning is issued and a jackpot game is being played, the frame lamp 17 may illuminate in an illumination pattern corresponding to the jackpot performance. Similarly, when a complete function activation warning is issued, the button lamp BL does not need to illuminate in the warning illumination pattern. For example, when a complete function activation warning is issued in the performance display device 25, the frame lamp 17 may be turned off. In other words, when a complete function activation warning is issued in the performance display device 25, the illumination color of the frame lamp 17 may be black. Similarly, for example, when a complete function activation warning is issued in the performance display device 25, the button lamp BL may be turned off.

[0205] The frame lamp 17 does not have to be red when the performance display device 25 is announcing the activation of the complete function. For example, the frame lamp 17 may be achromatic white when the performance display device 25 is announcing the activation of the complete function. For example, the frame lamp 17 may be black when the performance display device 25 is announcing the activation of the complete function. In other words, the frame lamp 17 may be turned off when the performance display device 25 is announcing the activation of the complete function. Also, the illumination pattern of the frame lamp 17 when the performance display device 25 is announcing the activation of the complete function may change over time. For example, when the performance display device 25 is announcing the activation of the complete function, the frame lamp 17 may change over time by emitting light in an announcement illumination pattern. The announcement illumination pattern may be an illumination pattern in which the illumination color changes in the order of "white → yellow → red → white → yellow → red →...". The light color when illuminating in the warning light pattern and the light color when illuminating in the notification light pattern may be partially the same or may be completely different. Also, the warning light pattern and the notification light pattern may be the same. The light color when illuminating in the warning light pattern and the light color when illuminating in the notification light pattern may be partially the same or may be completely different. Also, the warning light pattern and the notification light pattern may be the same.

[0206] • Either the pre-notification flashing pattern or the warning flashing pattern, or both, may be changed. The flashing colors when the pre-notification flashing pattern is activated and the flashing colors when the warning flashing pattern is activated may be partially the same or completely different. Also, the pre-notification flashing pattern and the warning flashing pattern may be the same.

[0207] - The illumination color of the frame lamp 17 when the completion function activation notification is being performed does not have to include the illumination color of the frame lamp 17 when the completion function activation notification is being performed. The illumination color of the frame lamp 17 when the completion function activation warning is being performed does not have to include the illumination color of the frame lamp 17 when the completion function activation notification is being performed.

[0208] - The illumination pattern of the frame lamp 17 when the performance display device 25 is announcing the activation of the complete function does not change as time passes, but it may be changeable when conditions other than the passage of time are met. For example, the illumination pattern of the frame lamp 17 when the performance display device 25 is announcing the activation of the complete function may be changeable when a specific error is detected. In this case, for example, a sensor (error detection means) capable of detecting a specific error may be provided, and the illumination pattern of the frame lamp 17 when the performance display device 25 is announcing the activation of the complete function may change when a specific error is detected by the sensor. For example, the illumination pattern of the frame lamp 17 when the performance display device 25 is announcing the activation of the complete function may be changeable when at least one of the middle frame 13 and the front frame 14 is opened, that is, when the door member is opened.

[0209] The display on the performance display device 25 regarding the announcement of the completion function activation may change as time progresses. For example, the display on the performance display device 25 regarding the announcement of the completion function activation may change as time progresses, or it may not change as time progresses. The display on the performance display device 25 regarding the warning of the completion function activation may change as time progresses. For example, the display on the performance display device 25 regarding the warning of the completion function activation may change as time progresses, or it may not change as time progresses. The display on the performance display device 25 regarding the notification of the completion function activation may change as time progresses. For example, the display on the performance display device 25 regarding the notification of the completion function activation may change as time progresses, or it may not change as time progresses.

[0210] The complete function activation warning may be updated when the maximum difference information is updated, thereby updating the remaining value until the maximum difference reaches a specified value. In this case, the content of the complete function activation warning (for example, the text information in the complete function activation warning) may be updated each time the remaining value until the maximum difference reaches a specified value is updated by a predetermined unit. Alternatively, the content of the complete function activation warning (for example, the text information in the complete function activation warning) may be updated each time the remaining value until the maximum difference reaches a specified value is updated by 1. Thus, the display related to the complete function activation warning on the performance display device 25 may change due to events other than the passage of time. Note that here, the display related to the complete function activation warning on the performance display device 25 has been given as an example, but the display related to the complete function activation notice on the performance display device 25 may also change due to events other than the passage of time. Similarly, the display related to the complete function activation notification on the performance display device 25 may also change due to events other than the passage of time.

[0211] The complete function activation warning may also function as a complete function activation notice. For example, during a jackpot game, when the complete function activation warning is being executed, the complete function activation warning may continue to be executed even if the maximum difference reaches a predetermined value. After the jackpot game ends, the complete function activation warning may end, the game may be controlled to a state where further progress is impossible, and a complete function activation notification may be issued. In this way, when the complete function activation warning continues to be executed even if the maximum difference reaches a predetermined value during a jackpot game, the complete function activation warning can be interpreted as a performance that suggests the game will be controlled to a state where further progress is impossible after the jackpot game ends. Furthermore, when the complete function activation warning continues to be executed even if the maximum difference reaches a predetermined value, the complete function activation notice may be executed when the maximum difference reaches a predetermined value, or it may not be executed. As described above, the complete function activation warning may have both the function of a complete function activation warning and the function of a complete function activation notice. In other words, the complete function activation warning may also be used in conjunction with the complete function activation announcement. For example, as in the above modification example, if the content of the complete function activation warning is updated when the maximum difference information is updated, the complete function activation warning for the final part of the complete function activation warning (the content just before the maximum difference reaches a predetermined value) may continue to be executed even after the maximum difference reaches a predetermined value during a jackpot game. Then, after the jackpot game ends, the complete function activation warning for the final part may end, the game may be controlled to a state where further progress cannot be made, and the complete function activation notification may be executed. In this case, the complete function activation warning for the final part can be interpreted as an effect that suggests the game will be controlled to a state where further progress cannot be made after the jackpot game ends. The complete function activation warning for the final part may be executed by displaying an image containing text information such as "The complete function will be activated when 500 units remain," or by displaying an image containing text information such as "Complete counter 95000 / 95000."

[0212] For example, a character may be a character modeled after a human. Alternatively, a character may be a symbol, letter, typeface, or pattern, and does not necessarily have to be a character modeled after a hermit crab. The English word "character" has meanings such as nature, personality, individuality, temperament, features, characteristics, traits, form, character, disposition, status, position, character, role, role, unique person, eccentric person, interesting person, letter, typeface, font, symbol, and wealthy person. And a character may be any of these, or it may be something that can identify them.

[0213] - It is not necessary to provide some or all of the light-emitting devices among the frame lamp 17, panel lamp 24, and button lamp BL. Furthermore, the light-emitting devices that function as various types of light-emitting means, such as predetermined light-emitting means, specific light-emitting means, and special light-emitting means, may be changed. For example, the button lamp BL may be configured to function as a predetermined light-emitting means, or the panel lamp 24 may be configured to function as a predetermined light-emitting means. Furthermore, a light-emitting device different from any of the frame lamp 17, panel lamp 24, and button lamp BL may be configured to function as a predetermined light-emitting means. Similarly, a light-emitting device different from any of the frame lamp 17, panel lamp 24, and button lamp BL may be configured to function as a specific light-emitting means. Furthermore, a light-emitting device different from any of the frame lamp 17, panel lamp 24, and button lamp BL may be configured to function as a special light-emitting means.

[0214] The special viewing range may be changed as appropriate. For example, the special viewing range does not have to be within 0.7m from the display surface of the performance display device 25 toward the player. For example, the special viewing range does not have to be within 15° to the left and right from the intersection of the display surface of the performance display device 25 and the center line CC. For example, within the special viewing range, the angle to the left from the intersection of the display surface of the performance display device 25 and the center line CC (15° in the above embodiment) and the angle to the right from the intersection of the display surface of the performance display device 25 and the center line CC (15° in the above embodiment) do not have to be the same.

[0215] The number of game balls awarded as prizes when the conditions for prize ball payout are met due to a game ball entering one of the various entry points (prize entry points) may be changed. For example, the number of game balls awarded as prizes when a game ball enters the general prize entry point 32 may be the same as the number of game balls awarded as prizes when a game ball enters the large prize entry point 29. For example, the number of game balls awarded as prizes when a game ball enters the first start entry point 26 may be the same as the number of game balls awarded as prizes when a game ball enters the second start entry point 27. For example, the number of game balls awarded as prizes when a game ball enters the second start entry point 27 may be 1.

[0216] In the above embodiment, the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the second starting port 27 may be made different from the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26. For example, the proportion for determining the type of jackpot, or the types of jackpots that can be determined, may be made different for cases where a jackpot is won in a jackpot lottery triggered by a ball entering the second starting port 27 and cases where a jackpot is won in a jackpot lottery triggered by a ball entering the first starting port 26.

[0217] Even if a jackpot is not won, the game may be controlled to a high base state based on the number of times a special game has been played. For example, the above embodiment may be applied to a gaming machine that is controlled to a low probability high base state when the number of special games played while in a non-probability state reaches a predetermined number.

[0218] - The special symbols that can be displayed as confirmed stop symbols when the jackpot lottery is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a time-saving symbol). Furthermore, if a time-saving symbol is displayed as confirmed stop symbols in a special game while the machine is in a low base state, the machine may be controlled to a high base state as a result of the time-saving symbol being displayed as confirmed stop symbols.

[0219] As gaming machines that can be controlled to be in a probability variation state, there are specifications that control the machine to be in a probability variation state until the next big win is awarded, specifications that control the machine to be in a probability variation state until the player wins a draw to drop out of the probability variation state (drop-out machine), or specifications that control the machine to be in a probability variation state until a predetermined number of special games are completed (ST machine). Among gaming machines that adopt the specification that controls the machine to be in a probability variation state until a predetermined number of special games are completed, some machines set a predetermined number of times in which the machine is effectively controlled to be in a probability variation state until the next big win is awarded. In this case, the number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded may be, for example, 10,000 times. Incidentally, in this case, the period in which the machine is controlled to be in a probability variation state may be controlled to be in a high base state. When a number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded is set, it can be said that the situation in which the next big win is effectively awarded can be identified. A gaming machine that can be controlled to enter a probability variation state has a specification (V probability variation machine) that controls the machine to enter a probability variation state when the game ball passes through a specific area. The gaming machine of the above embodiment may be embodied in any of these specifications. The gaming machine may also be a gaming machine with a specification that combines the above-mentioned fall-out machine and V probability variation machine. Furthermore, a V probability variation machine may have a specification that generates a specific round game by having a single large prize slot. A V probability variation machine may have a specification that generates a specific round game by having multiple large prize slots consisting of a large prize slot (V prize slot) that is opened in a specific round game and large prize slots that are opened in round games other than the specific round game. The gaming machine of the above embodiment may be embodied in any of these specifications of a V probability variation machine.

[0220] In the above embodiment, the second special game is configured to be executed with priority over the first special game, but the first and second special games may be executed in the order in which their execution is suspended, regardless of the type of special game. Alternatively, the first special game may be executed with priority over the second special game. Furthermore, the first and second special games may be executed simultaneously. For example, in a low base state, the performance game corresponding to the first special game may be executed, while in a high base state, the performance game corresponding to the second special game may be executed. Also, there are not limited to two types of special games. For example, the special game that can be executed when a ball enters the first start gate 26 may be the same as the special game that can be executed when a ball enters the second start gate 27.

[0221] The above embodiment may be applied to a gaming machine that performs both a big win lottery and a small win lottery. Generally, if a small win is won in the small win lottery, the small win symbol is displayed as a confirmed stop in a special game, and a small win game is granted after the special game ends. The small win lottery may be performed only when a ball enters either the first start port 26 or the second start port 27, or the small win lottery may be performed regardless of whether the ball enters the first start port 26 or the second start port 27. The small win symbol is one of the results derived in the special game when a big win is not won. The gaming machine of the above embodiment may be embodied in a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is granted per unit time, is increased compared to the normal state. In gaming machines that can conduct both big win and small win draws, both the big win draw and the small win draw can be considered as winning draws, and both the big win game and the small win game can be considered as winning games. In addition, in gaming machines that can conduct both big win and small win draws, only the big win draw can be considered as a winning draw, and only the big win game can be considered as a winning game. In other words, in gaming machines that can conduct both big win and small win draws, either the big win draw or the small win draw can be considered as a winning draw, and either the big win game or the small win game can be considered as a winning game.

[0222] The gaming machine of the above embodiment may be embodied in a gaming machine that awards a jackpot game when a game ball passes through a special area. For example, the gaming machine of the above embodiment may be embodied in a gaming machine (a so-called Type 1 and Type 2 mixed machine) that awards a jackpot game based on winning a jackpot in a jackpot lottery and a jackpot game based on a game ball passing through a special area. This special area is provided, for example, in a large prize slot that is opened based on winning a minor prize in a minor prize lottery conducted when a ball enters the second starting slot 27 in the above embodiment. This large prize slot may be the same as the large prize slot 29 that is opened in a jackpot game, or it may be a large prize slot different from the large prize slot 29. Incidentally, even if a game ball enters a large prize slot that has been opened based on winning a minor prize, a jackpot game will not be awarded if the game ball does not pass through the special area. For example, if a minor win occurs and the game ball does not pass through a special area, and the minor win ends without a major win being awarded, the game may be controlled to return to a normal game state.

[0223] Even after being controlled to a state where further progress cannot be made, the main CPU 41 may perform control to dispense game media that was decided to be dispensed before being controlled to a state where further progress cannot be made (control to dispense game balls). For example, it may be possible to detect errors related to the dispensing of game balls in a situation where control to dispense game balls is performed after being controlled to a state where further progress cannot be made, that is, in a situation where the dispensing of game balls continues even after being controlled to a state where further progress cannot be made. Errors related to the dispensing of game balls may include, for example, an error that makes it impossible to dispense game balls because the game balls to be dispensed have not been supplied to the game machine (e.g., ball out error). Errors related to the dispensing of game balls may include, for example, an error that occurs because there are game balls that have been decided to be dispensed but have not yet been dispensed (e.g., undispensed error). Errors related to the dispensing of game balls may include, for example, an error that occurs because the upper tray capable of storing game balls is full (e.g., full error).

[0224] The gaming machine of the above embodiment may be embodied in a smart pachinko gaming machine (so-called "SmaPachi"). A smart pachinko gaming machine is sometimes called a managed gaming machine. In a smart pachinko gaming machine, like gaming machine 10, it is possible to launch game balls into the game area 21. On the other hand, in a smart pachinko gaming machine, the number of game balls held by the player is managed as electronic data. Then, by consuming the game balls (game value) managed as electronic data, it is possible to launch physical game balls into the game area 21. In such a smart pachinko gaming machine, when game balls are awarded as prize balls, the game balls are awarded as electronic data. That is, the game balls as a game medium may be physical, of course, but may also be managed as electronic data. Similarly, the game value may be physical, or it may be managed as electronic data.

[0225] The above embodiment may also be applied to a revolving-type gaming machine (so-called slot machine). In a revolving-type gaming machine, the bet amount (also called the number of tokens) can be set by operating MAXBET or by inserting tokens. In a revolving-type gaming machine, after setting the bet amount, when the start lever, which is the start operation unit, is operated, multiple reels rotate. In a revolving-type gaming machine, after the multiple reels have rotated, when the stop button, which is the stop operation unit, is operated, the rotation of the corresponding reel stops. Then, in a revolving-type gaming machine, when the rotation of all reels stops, a prize may be awarded according to the combination of symbols that stopped. Some revolving-type gaming machines can perform navigation effects (so-called navigation effects) that guide the player in operating the stop buttons that the player can operate. Navigation effects can also be said to be effects that encourage the player to operate the stop buttons that the player can operate. In a revolving-type gaming machine, by setting the bet amount (so-called number of tokens) and running a variable game, the amount of gaming media corresponding to the bet amount is consumed. On the other hand, in a slot machine, when a prize is awarded according to the combination of symbols that stop, a game medium may be provided. In such a slot machine, the maximum difference can be changed by the consumption of the game medium, and the maximum difference can also be changed by the provision of game medium. Furthermore, in a slot machine, a complete function may be activated when the maximum difference reaches a predetermined value. Light-emitting devices in a slot machine include, for example, light-emitting devices provided around display means such as the performance display device 25, light-emitting devices on the lower panel, light-emitting devices built into stop buttons, light-emitting devices built into BET buttons such as MAXBET, and light-emitting devices built into performance buttons. Some or all of the light-emitting devices in a slot machine may function as any of the predetermined light-emitting means, specific light-emitting means, and special light-emitting means.

[0226] Some slot machines grant a bonus game (enter a bonus state) when a combination of symbols corresponding to a bonus role stops. In slot machines, a bonus game can be considered a winning game. Furthermore, in slot machines, if the maximum difference reaches a predetermined value during a bonus game, it may be possible to control the machine to a state where further progress is impossible after the bonus game ends. Incidentally, navigation effects can be executed during a bonus game.

[0227] Some slot machines have an assist time (so-called AT) that can be controlled. Although assist time is different from bonus games, it is similar in that players can earn profits from it. And assist time can be considered a winning game. The duration of the assist time control may be determined by the number of spinning games. In slot machines, if the maximum difference reaches a predetermined value during assist time, assist time may end, and the machine may be controlled to a state where further progress is impossible after the end of assist time. Incidentally, navigation effects can be executed during assist time.

[0228] • A slot machine may use a game medium other than tokens. For example, a slot machine may be embodied as a game machine that uses game balls (pachinko balls) as the game medium. In addition, the game medium may be managed by data (information). A slot machine may be a so-called managed game machine. That is, a slot machine may be a smart slot (so-called smart slot). In other words, a slot machine may be a tokenless game machine. In a tokenless game machine, instead of credits, or in addition to credits, the number of tokens held, including tokens borrowed from the dispenser unit, may be stored as data (information). The number of tokens held is also called the number of tokens held. Tokens in a tokenless game machine can be called a virtual medium. The virtual medium corresponds to the game value.

[0229] • When various light-emitting devices turn off, it can be interpreted as the devices not emitting light. Alternatively, when various light-emitting devices turn off, it can also be interpreted as the light-emitting color of the devices being black. In other words, the light-emitting color of a light-emitting means can be interpreted as including only the color when the light-emitting device is emitting light, or it can be interpreted as including the color when the light-emitting device is not emitting light, in addition to the color when the light-emitting device is emitting light.

[0230] In the above embodiment, the maximum difference was counted using the addition method, but the maximum difference may also be counted using the subtraction method. For example, the initial value of the maximum difference information may be set to "95000", and the upper limit of the maximum difference information may also be set to "95000". When the main CPU 41 controls the machine to dispense game balls as prize balls, it may subtract the number of dispensed game balls from a value that can be identified from the maximum difference information. Also, when the main CPU 41 receives a detection signal from the out sensor SE7, it may add 1 to a value that can be identified from the maximum difference information and update the maximum difference information. In this case, if the value that can be identified from the maximum difference information before the addition is 95000, the main CPU 41 may not update the maximum difference information. The main CPU 41 may also determine whether the maximum difference has reached a specified value by determining whether the value that can be identified from the maximum difference information has reached 0. In this way, by updating the maximum difference information to count the maximum difference using the subtraction method, it may be possible to determine whether the maximum difference has reached a specified value. In the above case, the value that can be identified from the maximum difference information corresponds to the remaining value until the maximum difference reaches a predetermined value. Furthermore, although the control of the main CPU 41 has been illustrated here, the sub-CPU 51 may also count the maximum difference using a subtraction method instead of an addition method. For example, the sub-CPU 51 may perform a starting number determination by determining whether the value that can be identified from the sub-maximum difference information has reached the value obtained by subtracting the starting number from 95000. Note that since the predetermined value in the above embodiment was set to "95000", "95000" was also used in this modified example, but when changing the predetermined value, it is advisable to change the value of "95000" in this modified example accordingly. In addition, while the counting of the maximum difference using the addition method can be applied to slot machines, the counting of the maximum difference using the subtraction method can also be applied to slot machines. It should be noted that, in both the above embodiment and this modified example, counting the maximum difference using the addition method does not mean that the subtraction method is not used, and counting the maximum difference using the subtraction method does not mean that the addition method is not used.When counting the maximum difference using the addition method, the default value "95000" will be greater than the starting number. On the other hand, when counting the maximum difference using the subtraction method, the default value "0" will be less than the starting number.

[0231] In the above embodiment, the sub-board 50 is used as a sub-overall control board, and a display control board specializing in controlling the performance display device 25, a light emission control board specializing in controlling light-emitting devices such as the frame lamp 17, panel lamp 24, and button lamp BL, and a sound control board specializing in controlling the speaker 18 may be provided separately from the sub-board 50. Such a sub-overall control board and other boards that control performance may be included together as a sub-board (sub-control unit). Alternatively, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Furthermore, the display control board, light emission control board, and sound control board may be arbitrarily combined to form a single board or multiple boards.

[0232] The information display panel 22 may include a remaining ball display unit that shows the remaining number of prize balls to be dispensed to the player. The information display panel 22 may also include a right-hand shooting lamp that prompts the player to shoot to the right. The information display panel 22 may also include a round number display unit that shows the number of rounds played during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same component (the information display panel 22 in the above embodiment); for example, some or all of the display units may be provided on a component separate from the other display units.

[0233] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. [1] A gaming machine that can be controlled to a game-disabled state in which it is impossible to play the game, comprising: a game-disabled state control means that can control the game-disabled state when a special condition is met; a predetermined display means; a display control means that can control the predetermined display means; a predetermined light-emitting means; and a light-emitting control means that can control the predetermined light-emitting means, wherein the predetermined display means is capable of displaying a special warning that warns of the meeting of the special condition before the special condition is met; the display of the special warning on the predetermined display means does not change even after time has passed; and the light-emitting mode of the predetermined light-emitting means when the display of the special warning is being made on the predetermined display means may change over time.

[0234] [2] The game machine according to the technical concept in [1], wherein the predetermined display means is capable of displaying a background image, and when the predetermined display means is displaying the special warning, the background image displayed on the predetermined display means changes over time.

[0235] [3] A gaming machine that can be controlled to a game-disabled state in which the game cannot be played, comprising: a game-disabled state control means that can control the game-disabled state when a special condition is met; a predetermined display means; a display control means that can control the predetermined display means; a predetermined light-emitting means; and a light-emitting control means that can control the predetermined light-emitting means, wherein the predetermined display means is capable of displaying a special warning that warns of the meeting of the special condition before the special condition is met, and when the special condition is met and the game is controlled to a game-disabled state, it is capable of displaying a special notification that the game is controlled to a game-disabled state. A gaming machine characterized in that the following are possible: the display of the special warning on the predetermined display means does not change as a result of the passage of time; the light emission mode of the predetermined light emission means when the display of the special warning is being made on the predetermined display means may change as time passes; the display of the special notification on the predetermined display means does not change as a result of the passage of time; and the light emission mode of the predetermined light emission means when the display of the special notification is being made on the predetermined display means does not change as a result of the passage of time.

[0236] [4] A gaming machine that can be controlled to a game-disabled state in which it is impossible to play the game, comprising: a game-disabled state control means that can control the game-disabled state when a special condition is met; a predetermined display means; a display control means that can control the predetermined display means; a predetermined light-emitting means; and a light-emitting control means that can control the predetermined light-emitting means, wherein the predetermined display means is capable of displaying a background image and is capable of displaying a special warning that warns of the meeting of the special condition before the special condition is met; the background image displayed on the predetermined display means is capable of changing over time; the light-emitting mode of the predetermined light-emitting means is capable of changing over time; the display of the special warning on the predetermined display means does not change even after time has passed; and the light-emitting mode of the predetermined light-emitting means when the display of the special warning is being made on the predetermined display means may change over time.

[0237] [5] A gaming machine that can be controlled to a game-disabled state in which it is impossible to play the game, comprising: a game-disabled state control means that can control the game-disabled state when a special condition is met; a predetermined display means; a display control means that can control the predetermined display means; a predetermined light-emitting means; and a light-emitting control means that can control the predetermined light-emitting means, wherein the predetermined display means is capable of displaying a special notification that the game is controlled to a game-disabled state when the special condition is met and the game is controlled to a game-disabled state, and the color of the characters in the display of the special notification is different from the color of the light-emitting means when the display of the special notification is being made.

[0238] [6] A gaming machine according to the technical concept of [5], comprising a specific light-emitting means different from the predetermined light-emitting means and a specific light-emitting control means capable of controlling the specific light-emitting means, wherein the specific light-emitting means does not emit light when the display relating to the special notification is being made.

[0239] [7] A gaming machine according to the technical concept [5] or technical concept [6] in which the light emission mode of the predetermined light emission means does not change as a result of the passage of time, even if time has passed. [Explanation of Symbols]

[0240] 10…Pachinko game machine (game machine) 15…Protective glass 16…Launch handle 17…Frame lamp 18…Speaker 22…Information display panel 24…Board lamp 25…Performance display device 26…First start opening 27…Second start opening 29…Big prize opening 31…Gate 32a…First general prize opening 32b…Second general prize opening 34…Out opening 40…Main board 41…Main CPU 42…Main ROM 43…Main RWM 50…Sub board 51…Sub CPU 52…Sub ROM 53…Sub RWM BL…Button lamp EB…Performance button SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor SE5…First general sensor SE6…Second general sensor SE7…Out sensor

Claims

1. In a gaming machine that can be controlled to enter a state where it is impossible to continue playing, A disabling state control means that can control the game to the state of being unable to play when special conditions are met, A predetermined display means, A display control means capable of controlling the predetermined display means, A predetermined light-emitting means, The system includes a light emission control means capable of controlling the predetermined light emission means, The predetermined display means is capable of displaying a special notification that the game is controlled to be in a state of being inoperable when the special conditions are met and the game is controlled to be inoperable. The gaming machine is characterized in that the color of the characters in the display relating to the special notification is different from the color of the light emitted by the predetermined light-emitting means when the display relating to the special notification is being made.

2. A specific light-emitting means different from the predetermined light-emitting means, The system comprises a specific light emission control means capable of controlling the specific light emission means, The gaming machine according to claim 1, wherein the specific light-emitting means does not emit light when the display relating to the special notification is being made.

3. The gaming machine according to claim 1 or 2, wherein the light emission mode of the predetermined light emission means does not change even after time has elapsed when the display relating to the special notification is being made in the predetermined display means.

Citation Information

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