Gaming Machines
By calculating the game value difference in the game console and making advance and error notifications, and prioritizing the use of sound output control, the problem of sudden stopping of the game console is solved, improving player experience and system stability.
Patent Information
- Application Number
- JP2023047459
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-24
- Publication Date
- 2025-02-12
- Estimated Expiration
- 2043-03-24
AI Technical Summary
Existing game consoles cannot continue to play when the stop function is activated, resulting in player dissatisfaction and lack of an effective error notification mechanism.
By calculating the difference between the value used and given game in the game, limiting the game progress, and pre-notifying and error notifications under specific conditions, using sound and display output control means to prioritize error notifications, extending the sound output time to reduce player dissatisfaction.
It effectively reduces players' dissatisfaction with the sudden stop of the game, improves the usability and stability of the game console, and ensures that players understand the errors in a timely manner and solve them quickly.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state. [Background technology]
[0002] Conventionally, some gaming machines have been equipped with a stop function that prevents a player from continuing playing when a certain amount of balls are dispensed, in order to prevent problems such as so-called "addiction" caused by an excessive number of balls being awarded to a player due to bias in the probability of winning or losing (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-13195 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, when the stop function is activated, a notification is given that the game cannot be continued, but there is room for improvement.
[0005] The present invention has been made in consideration of such problems, and has an object to provide an improved and suitable gaming machine. [Means for solving the problem]
[0006] A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is given. a sound output control means for controlling the sound output means; A display control means for controlling the display means, When the counter value becomes an activation value and the progress of the game is restricted, the sound output control means controls the output mode of the sound output means to be an output mode corresponding to the activation notification before the display control means controls the display mode of the display means to be a display mode corresponding to the activation notification. When an error occurs, the sound output control means controls the sound output means to change its output mode to an output mode corresponding to an error notification before the display control means controls the display means to change its display mode to a display mode corresponding to an error notification. The period from when the sound output control means starts control to change the output mode of the sound output means to the output mode corresponding to an error notification to when the display control means controls the display mode of the display means to the display mode corresponding to an error notification is longer than the period from when the sound output control means starts control to change the output mode of the sound output means to the output mode corresponding to an error notification to when the display control means controls the display mode of the display means to the display mode corresponding to an error notification. It is characterized by the following. According to this feature, the operation of the complete function does not give the impression of being sudden, which does not dissatisfy the player, and the notification of an error makes the player aware of the occurrence of an error early on, which allows the error to be resolved quickly, thereby providing an ideal gaming machine. Corresponding drawings: Figure 210, Figure 211
[0007] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0008] [Figure 1] FIG. 2 is a front view of a pachinko game machine in a characteristic portion 1. [Diagram 2]1 is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine of characteristic part 1. FIG. [Diagram 3] FIG. 1 is an explanatory diagram showing the contents of a VRAM in a pachinko game machine according to a first embodiment of the present invention; [Figure 4] 1 is an explanatory diagram of each drawing area in a pachinko gaming machine of characteristic part 1. FIG. [Diagram 5] 1 is an explanatory diagram of display priorities in a pachinko gaming machine of characteristic part 1. FIG. [Figure 6] 1A and 1B are diagrams illustrating examples of performance control commands in a pachinko gaming machine according to a first characteristic portion. [Figure 7] 1 is an explanatory diagram showing each random number in a pachinko gaming machine of characteristic part 1. FIG. [Figure 8] 1 is an explanatory diagram showing a display result determination table in the pachinko gaming machine of characteristic section 1. FIG. [Figure 9] In the pachinko gaming machine of the characteristic part 1, (A) is an explanatory diagram showing a big win type determination table, and (B) is an explanatory diagram of the big win types. [Figure 10] FIG. 2 is an explanatory diagram of a loss fluctuation pattern in a pachinko gaming machine of characteristic part 1. [Figure 11] 1 is an explanatory diagram of a jackpot fluctuation pattern in a pachinko gaming machine of characteristic part 1. FIG. [Figure 12] An explanatory diagram showing a variation pattern type determination table in a pachinko gaming machine of feature section 1. [Figure 13] 1 is an explanatory diagram of a loss-causing variable pattern determination table in a pachinko gaming machine of feature section 1. FIG. [Figure 14] 1 is an explanatory diagram of a loss-causing variable pattern determination table in a pachinko gaming machine of feature section 1. FIG. [Figure 15] 1 is an explanatory diagram of a jackpot fluctuation pattern determination table in the pachinko gaming machine of characteristic part 1. [Figure 16] 1 is an explanatory diagram of a game control data retention area in a pachinko gaming machine of characteristic part 1. FIG. [Figure 17] 1 is an explanatory diagram of a data storage area for performance control in a pachinko gaming machine of characteristic part 1. FIG. [Figure 18] 11 is a flowchart showing an example of a game control main process in the pachinko game machine of the characteristic section 1. [Figure 19] 11 is a flowchart showing an example of a timer interrupt process for game control in the pachinko game machine of characteristic section 1. [Figure 20] 11 is a flowchart showing an example of a special symbol process in the pachinko gaming machine of the characteristic section 1. [Figure 21] 13 is a flowchart showing an example of a start winning determination process in the pachinko gaming machine of the characteristic section 1. [Figure 22] 13 is a flowchart showing an example of a random value determination process at the time of winning in the pachinko gaming machine of the characteristic section 1. [Figure 23] 13 is a flowchart showing an example of normal processing of special symbols in the pachinko gaming machine of the characteristic section 1. [Figure 24] 13 is a flowchart showing an example of a variation pattern setting process in the pachinko gaming machine of characteristic section 1. [Diagram 25] 11 is a flowchart showing an example of a special symbol stopping process in the pachinko gaming machine of the characteristic section 1. [Figure 26] 11 is a flowchart showing an example of processing during opening of a jackpot in the pachinko gaming machine of characteristic section 1. [Figure 27] 11 is a flowchart showing an example of a jackpot end process in the pachinko gaming machine of characteristic section 1. [Figure 28] 11 is a flowchart showing an example of a main processing for controlling presentation in the pachinko gaming machine of characteristic section 1. [Figure 29] 11 is a flowchart showing an example of a presentation control process in the pachinko gaming machine of characteristic section 1. [Diagram 30] 11 is a flowchart showing an example of a variable display start setting process in the pachinko gaming machine of the characteristic section 1. [Diagram 31] 11 is a flowchart showing an example of a performance process during a jackpot in the pachinko gaming machine of characteristic section 1. [Diagram 32]FIG. 2 is an explanatory diagram of effects that can be executed during variable display in the pachinko gaming machine of characteristic part 1. [Diagram 33] FIG. 2 is an explanatory diagram of effects that can be executed during variable display in the pachinko gaming machine of characteristic part 1. [Diagram 34] FIG. 2 is an explanatory diagram of effects that can be executed during variable display in the pachinko gaming machine of characteristic part 1. [Diagram 35] FIG. 2 is an explanatory diagram of the game states in which each performance can be executed and the effects that are displayed in the pachinko gaming machine of feature section 1. [Diagram 36] FIG. 2 is an explanatory diagram of the game states in which each performance can be executed and the effects that are displayed in the pachinko gaming machine of feature section 1. [Figure 37] In a pachinko gaming machine of characteristic part 1, (A) is an explanatory diagram of the determination ratio of whether or not a pending display effect is executed and the effect pattern, and (B) is an explanatory diagram of the determination ratio of the timing of change in the display mode of the pending display. [Figure 38] FIG. 11 is an explanatory diagram of the determination ratio of whether or not to execute a decorative pattern enlargement effect at the start of variable display in a pachinko gaming machine of characteristic part 1. [Figure 39] 1 is an explanatory diagram of the decision ratio of whether or not to execute a line preview performance in a pachinko gaming machine of characteristic part 1, and the decision ratio of the lines to be displayed. [Diagram 40] In a pachinko gaming machine of characteristic part 1, (A) is an explanatory diagram of a pattern determination ratio of a weak super reach title presentation, and (B) is an explanatory diagram of a pattern determination ratio of a strong super reach title presentation. [Diagram 41] 1 is an explanatory diagram of whether or not a cut-in effect is executed in a pachinko gaming machine of characteristic part 1, and the effect pattern determination ratio. FIG. [Diagram 42] This is a presentation diagram showing the display mode at the start of variable display in a pachinko gaming machine of characteristic part 1. [Diagram 43] This is a presentation diagram showing the display mode when the decorative pattern expansion presentation is executed at the start of variable display in a pachinko gaming machine of characteristic part 1. [Diagram 44] This is a presentation diagram showing the display mode when an expansion presentation is executed when a pattern stops in a pachinko gaming machine of characteristic part 1. [Diagram 45] This is a presentation diagram showing the display mode when an expansion presentation is executed when a pattern stops in a pachinko gaming machine of characteristic part 1. [Figure 46] This is a presentation diagram showing the display mode when the first line preview presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 47] This is a presentation diagram showing the display mode when the second line preview presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 48] This is a presentation diagram showing the display mode when a pseudo consecutive presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 49] This is a presentation diagram showing the display mode when the pseudo consecutive presentation is not being executed in the pachinko gaming machine of characteristic part 1. [Figure 50] This is a presentation diagram showing the display mode when a normal reach presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 51] This is a presentation diagram showing the display mode when a weak super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 52] This is a presentation diagram showing the display mode when a weak super reach presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 53] This is a presentation diagram showing the display mode when a development presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 54] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 55] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 56] This is a presentation diagram showing the display mode when a cut-in presentation is executed in a pachinko gaming machine having characteristic part 1. [Figure 57] This is a presentation diagram showing the display mode when a cut-in presentation is executed in a pachinko gaming machine having characteristic part 1. [Figure 58] This is a presentation diagram showing the display mode when the deciding button presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 59]This is a presentation diagram showing the display mode when a pattern matching presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 60] This is a presentation diagram showing the display mode when the variable display result in the pachinko gaming machine of characteristic part 1 is a miss. [Figure 61] This is a presentation diagram showing the display mode when the first line preview presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 62] This is a presentation diagram showing the display mode when the second line preview presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 63] This is a presentation diagram showing the display mode when a reach suggestion presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 64] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 65] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 66] This is a presentation diagram showing the display mode when a cut-in presentation is executed in a pachinko gaming machine having characteristic part 1. [Figure 67] This is a presentation diagram showing the display mode when the deciding button presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 68] This is a presentation diagram showing the display mode when a pattern matching presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 69] This is a presentation diagram showing the display mode when a fanfare presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 70] This is a presentation diagram showing the display mode when a fanfare presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 71] This is a presentation diagram showing the display mode when the first right-hit display presentation is executed in a pachinko gaming machine having characteristic part 1. [Figure 72] This is a presentation diagram showing the display mode when the V Challenge presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 73]This is a presentation diagram showing the display mode when the V Challenge presentation and the V Challenge success presentation are executed in the pachinko gaming machine of characteristic part 1. [Figure 74] This is a presentation diagram showing the display mode when the V winning presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 75] This is a presentation diagram showing the display mode when an ending presentation is executed in a pachinko gaming machine having characteristic part 1. [Figure 76] This is a presentation diagram showing the display mode when the first left-hit display presentation is executed in a pachinko gaming machine having characteristic part 1. [Figure 77] This is a presentation diagram showing the display mode when the second left-hit display presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 78] This is a presentation diagram showing the display mode when the first prize ball number notification presentation and the second prize ball number notification presentation are executed in the pachinko gaming machine of characteristic part 1. [Figure 79] This is a presentation diagram showing the display mode when the reserved consecutive suggestion presentation and the reserved consecutive notification presentation are executed in the pachinko gaming machine of characteristic part 1. [Figure 80] This is a presentation diagram showing the display mode when the reserved consecutive suggestion presentation and the reserved consecutive notification presentation are executed in the pachinko gaming machine of characteristic part 1. [Figure 81] This is a presentation diagram showing the display mode when a demo presentation is executed in a pachinko gaming machine having characteristic part 1. [Figure 82] This is a presentation diagram showing the display mode when a demo presentation is executed in a pachinko gaming machine having characteristic part 1. [Figure 83] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 84] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 85] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 86] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 87] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 88]FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 89] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 90] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 91] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 92] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 93] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 94] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 95] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 96] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 97] FIG. 1 is an explanatory diagram of an enlargement effect in the pachinko gaming machine of characteristic part 1. [Figure 98] FIG. 1 is an explanatory diagram of a decorative effect in the pachinko gaming machine of characteristic part 1. [Figure 99] FIG. 1 is an explanatory diagram of a decorative effect in the pachinko gaming machine of characteristic part 1. [Figure 100] FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of characteristic part 1. [Figure 101] FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of characteristic part 1. [Figure 102] FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of characteristic part 1. [Figure 103] FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of characteristic part 1. [Figure 104]FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of characteristic part 1. [Figure 105] FIG. 1 is an explanatory diagram showing an example of a variable display according to a variation pattern of a super reach in the pachinko gaming machine of the characteristic part 1. [Fig. 106] FIG. 1 is an explanatory diagram showing an example of a variable display according to a variation pattern of a super reach in the pachinko gaming machine of the characteristic part 1. [Figure 107] FIG. 1 is an explanatory diagram showing an example of a variable display according to a variation pattern of a super reach in the pachinko gaming machine of the characteristic part 1. [Figure 108] FIG. 1 is an explanatory diagram showing an example of a variable display according to a variation pattern of a super reach in the pachinko gaming machine of the characteristic part 1. [Fig. 109] 1 is a timing chart showing the enlargement of decorative symbols at the start of variable display in a pachinko gaming machine of characteristic part 1. [Figure 110] 1 is a timing chart of the first line preview performance in the pachinko gaming machine of characteristic part 1. [Figure 111] 11 is a timing chart of the second line preview performance in the pachinko gaming machine of characteristic part 1. [Figure 112] 1 is a timing chart of a pseudo consecutive performance in a pachinko gaming machine of characteristic part 1. [Figure 113] 1 is a timing chart showing a normal reach effect in the pachinko gaming machine of characteristic part 1. [Fig. 114] 1 is a timing chart for a strong super reach title presentation in a pachinko gaming machine of characteristic part 1. [Figure 115] 1 is a timing chart for a strong super reach title presentation in a pachinko gaming machine of characteristic part 1. [Fig. 116] 1 is a timing chart showing a pattern matching effect in the pachinko gaming machine of characteristic part 1. [Figure 117] 1 is a timing chart for the preview button presentation in the pachinko gaming machine of characteristic part 1. [Figure 118]1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 119] 1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 120] 1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 121] 1 is an explanatory diagram of the relationship between each period in a timing chart in a pachinko gaming machine of characteristic part 1. FIG. [Figure 122] 1 is a comparative diagram of the first line preview performance and the second line preview performance in a pachinko gaming machine of characteristic part 1. FIG. [Figure 123] FIG. 11 is a comparative diagram of strong super reach title presentations in the pachinko gaming machine of characteristic part 1. [Figure 124] This is a comparative diagram of the enlarged decorative pattern presentation at the start of variable display and the normal reach presentation in a pachinko gaming machine of characteristic part 1. [Fig. 125] This is a comparative diagram of the decorative pattern enlargement effect at the start of variable display and the pattern matching effect in a pachinko gaming machine of characteristic part 1. [Fig. 126] FIG. 1 is a comparative diagram of the expansion effect when the symbols stop and the normal reach effect in the pachinko game machine of characteristic part 1. [Figure 127] FIG. 11 is a comparative diagram of the expansion effect when the symbols stop and the symbol alignment effect in the pachinko gaming machine of characteristic part 1. [Figure 128] FIG. 1 is a comparative diagram of a normal reach presentation and a pattern matching presentation in a pachinko gaming machine of characteristic part 1. [Figure 129] This is a timing chart of a normal reach presentation in a modified example of characteristic part 1. [Fig. 130] This is a presentation diagram showing the display mode of the second left-hit display presentation in a modified example of characteristic part 1. [Fig. 131] This is an explanatory diagram of a jackpot type determination table and jackpot types in a modified example of feature part 1. [Fig. 132] FIG. 2 is a front view of a pachinko game machine in a characteristic portion 2. [Fig. 133]This is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine of characteristic part 2. [Fig. 134] 1 is an explanatory diagram showing a memory map in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 135] 1 is an explanatory diagram of each drawing area and brightness data storage area in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 136] 13 is a diagram illustrating an example of a performance control command in the pachinko gaming machine of characteristic section 2. FIG. [Fig. 137] 13 is a diagram illustrating an example of a performance control command in the pachinko gaming machine of characteristic section 2. FIG. [Figure 138] An explanatory diagram of a special chart unit and a display unit for effects in a pachinko gaming machine of characteristic part 2. [Figure 139] An explanatory diagram of a special chart unit and a display unit for effects in a pachinko gaming machine of characteristic part 2. [Fig. 140] 1 is an explanatory diagram of a display monitor in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 141] 1 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 142] 1 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 143] 1 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 144] 1 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 145] 1 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 146] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of characteristic part 2. [Fig. 147] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of characteristic part 2. [Fig. 148] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of characteristic part 2. [Figure 149]An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of characteristic part 2. [Fig. 150] An explanatory diagram of buffers, flags, and timers used in out-of-area processing in the pachinko gaming machine of characteristic part 2. [Fig. 151] 13 is a flowchart showing an example of a game control main process in the pachinko game machine of the characteristic section 2. [Fig. 152] 13 is a flowchart showing an example of an outside-area RWM initial value setting process in the pachinko gaming machine of characteristic part 2. [Fig. 153] 13 is a flowchart showing an example of a complete function initial value setting process in the pachinko gaming machine of characteristic section 2. [Fig. 154] 13 is a flowchart showing an example of a complete function state command transmission process in the pachinko gaming machine of characteristic section 2. [Fig. 155] 13 is a flowchart showing an example of a game control timer interrupt process in the pachinko game machine of characteristic section 2. [Fig. 156] 13 is a flowchart showing an example of a game control timer interrupt process in the pachinko game machine of characteristic section 2. [Fig. 157] 13 is a flowchart showing an example of normal symbol process processing in the pachinko gaming machine of characteristic section 2. [Fig. 158] 13 is a flowchart showing an example of normal electric device operation processing in the pachinko gaming machine of characteristic section 2. [Fig. 159] 11 is a flowchart showing an example of an error process 1 in the pachinko gaming machine of the characteristic part 2. [Fig. 160] 13 is a flowchart showing an example of an error process 2 in the pachinko gaming machine of the characteristic part 2. [Fig. 161] 13A is a flowchart showing an example of a terminal test process in the pachinko game machine according to the characteristic portion 2, and FIG. 13B is an explanatory diagram of a signal before a complete function is activated. [Fig. 162] 13 is a flowchart showing an example of a complete function control process in the pachinko gaming machine of the characteristic section 2. [Fig. 163] 13 is a flowchart showing an example of a complete function addition / subtraction process in the pachinko gaming machine of characteristic section 2. [Fig. 164] 13 is a flowchart showing an example of a complete function MY calculation process in the pachinko gaming machine of characteristic part 2. [Fig. 165] In a pachinko gaming machine of characteristic section 2, (A) is a flowchart showing an example of a MY confirmation process, and (B) is an explanatory diagram showing the relationship between the MY storage buffer value, the complete function counter value, and the complete function activation management buffer value. [Fig. 166] 13 is a flowchart showing an example of a complete function management control process in the pachinko gaming machine of the characteristic section 2. [Fig. 167] 13 is a flowchart showing an example of a complete function operation confirmation process in the pachinko gaming machine of characteristic section 2. [Fig. 168] 13 is a flowchart showing an example of a game stop process in the pachinko game machine of the characteristic section 2. [Fig. 169] 1 is an explanatory diagram showing an output mode of a security signal in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 170] 13A is a flowchart showing an example of an output port clearing process in a pachinko gaming machine according to a characteristic portion 2, and FIG. 13B is an explanatory diagram showing the relationship before and after the output port clearing process is executed. [Fig. 171] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 172] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 173] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 174] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 175] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 176] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 177] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 178] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 179] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 180] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 181] 1 is an explanatory diagram of a complete function in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 182] In a pachinko game machine of characteristic part 2, (A) is an explanatory diagram showing the solenoid buffer value and the logical value of the output port when the second start winning port is closed in the normal manner, and (B) is an explanatory diagram showing the solenoid buffer value and the logical value of the output port when the second start winning port is closed due to the activation of the complete function or the occurrence of an error. [Fig. 183] FIG. 13 is an explanatory diagram of a complete function at the time of a cold start in the pachinko gaming machine of characteristic part 2. [Fig. 184] FIG. 13 is an explanatory diagram of a complete function during a hot start in the pachinko gaming machine of characteristic part 2. [Fig. 185] 13 is a flowchart showing an example of a main processing for controlling presentation in the pachinko gaming machine of characteristic section 2. [Fig. 186] 13 is a flowchart showing an example of advance notification / warning notification processing in the pachinko gaming machine of characteristic part 2. [Fig. 187] 1 is an explanatory diagram showing the relationship between the game state and the background image in the pachinko gaming machine of characteristic portion 2. FIG. [Fig. 188] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of an advance notification while normal background image A is being displayed in the normal state, and (B) is an explanatory diagram regarding the start of an advance notification while normal background image B is being displayed in the normal state. [Fig. 189]In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of an advance notification while normal background image A is being displayed in the normal state, and (B) is an explanatory diagram regarding the start of an advance notification while normal background image B is being displayed in the normal state. [Fig. 190] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of an advance notification while normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram regarding the start of an advance notification while normal background image B is displayed in the time-saving state. [Fig. 191] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of an advance notification while normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram regarding the start of an advance notification while normal background image B is displayed in the time-saving state. [Fig. 192] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of an advance notification while normal background image A is being displayed in a special probability state, and (B) is an explanatory diagram regarding the start of an advance notification while normal background image B is being displayed in a special probability state. [Fig. 193] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of an advance notification while normal background image A is being displayed in a special probability state, and (B) is an explanatory diagram regarding the start of an advance notification while normal background image B is being displayed in a special probability state. [Fig. 194] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of an advance notification while normal background image A is being displayed in a jackpot state, and (B) is an explanatory diagram regarding the start of an advance notification while normal background image B is being displayed in a jackpot state. [Fig. 195] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of an advance notification while normal background image A is being displayed in a jackpot state, and (B) is an explanatory diagram regarding the start of an advance notification while normal background image B is being displayed in a jackpot state. [Fig. 196] 13 is a diagram showing an example of the display of the complete function when a normal background image A is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 197] 13 is a diagram showing an example of the display of the complete function when a normal background image B is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 198] 13 is a diagram showing an example of the display of the complete function when a time-saving background image A is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 199] 13 is a diagram showing an example of the display of the complete function when a time-saving background image B is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 200] 13 is a diagram showing an example of the display of the complete function when a probability-change background image A is displayed in a pachinko gaming machine of characteristic part 2. FIG. [Figure 201] FIG. 13 is a diagram showing an example of the display of the complete function when a probability-change background image B is displayed in a pachinko gaming machine of characteristic part 2. [Fig. 202] FIG. 13 is a diagram showing an example of the display of the complete function when a jackpot background image A is displayed in the pachinko gaming machine of characteristic part 2. [Fig. 203] FIG. 13 is a diagram showing an example of the display of the complete function when a jackpot background image B is displayed in a pachinko gaming machine of characteristic part 2. [Fig. 204] 13 is a flowchart showing an example of a complete function activation notification process in the pachinko gaming machine of characteristic section 2. [Fig. 205] 13 is a flowchart showing an example of an error notification process in the pachinko gaming machine of the characteristic section 2. [Fig. 206] FIG. 11 is an explanatory diagram of a case where the complete counter value reaches 95,000 in a state other than a jackpot game state in the pachinko game machine of feature part 2. [Fig. 207] FIG. 11 is an explanatory diagram of a case where the complete counter value reaches 95,000 in a jackpot game state in a pachinko game machine of feature part 2. [Fig. 208] This is an explanatory diagram of a case in which the advance notification display ends before the complete counter value reaches 95,000 in a pachinko gaming machine having characteristic part 2. [Fig. 209] 13 is an explanatory diagram of the advance notification update period in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 210] 1 is an explanatory diagram showing the output timing and output mode of each output when a complete function is activated in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 211] 1 is an explanatory diagram showing the output timing and output mode of each output when an error occurs in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 212] FIG. 11 is an explanatory diagram illustrating the difference in the output state of each output when a complete function is activated and when an error occurs in the pachinko gaming machine of characteristic part 2. [Fig. 213] An explanatory diagram showing the output mode of each output when an error occurs during advance notification execution in a pachinko gaming machine of characteristic part 2. [Fig. 214] An explanatory diagram showing the output mode of each output when a pre-alarm occurs during an error alert in a pachinko gaming machine of characteristic part 2. [Fig. 215] 1 is an explanatory diagram showing the output mode of each output when an error occurs during execution of a warning notification in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 216] 1 is an explanatory diagram showing the output mode of each output when a warning notification occurs during an error notification in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 217] An explanatory diagram showing the output mode of each output when an error other than a radio wave error or a magnet error occurs during operation of the complete function in a pachinko gaming machine of characteristic part 2. [Fig. 218] FIG. 2 is an explanatory diagram showing the output mode of each output when the complete function is activated during the occurrence of an error other than a radio wave error or a magnet error in a pachinko gaming machine of characteristic part 2. [Fig. 219] FIG. 2 is an explanatory diagram showing the output mode of each output when a radio wave error or a magnet error occurs during operation of the complete function in a pachinko gaming machine having characteristic part 2. [Fig. 220] 10 is a diagram showing examples of displays displayed in the pachinko gaming machine of characteristic part 2 and the relationship between the sizes of each display. FIG. [Fig. 221]13A to 13C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of the characteristic part 2. [Fig. 222] 13A to 13C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of the characteristic part 2. [Fig. 223] 13A to 13C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of the characteristic part 2. [Fig. 224] 13A to 13C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of the characteristic part 2. [Fig. 225] 13A to 13C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of characteristic part 2 when an error occurs. [Fig. 226] FIG. 11 is an explanatory diagram illustrating the difference between each display related to the complete function and an error handling display displayed in the pachinko gaming machine of the characteristic part 2. [Fig. 227] 13A to 13C are diagrams showing examples of displays relating to a complete function displayed in a modified example of characteristic portion 2 when an error occurs. [Fig. 228] FIG. 13 is a diagram showing an example of a display when a complete function is activated in the pachinko gaming machine of characteristic part 2. [Fig. 229] FIG. 13 is a diagram showing an example of a display when an error occurs in the pachinko gaming machine of characteristic part 2 when the complete function is in the inoperative or operative state. [Fig. 230] An explanatory diagram showing the change in advance notification in a pachinko gaming machine of characteristic part 2. [Fig. 231] 1 is an explanatory diagram showing the first line preview performance in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 232] FIG. 2 is an explanatory diagram showing the first line preview performance executed during a high base in a pachinko gaming machine having a characteristic part 2. [Fig. 233] FIG. 13 is an explanatory diagram showing a pattern matching effect executed during a low base in a pachinko gaming machine of feature section 2. [Fig. 234]FIG. 2 is an explanatory diagram showing a pattern matching effect executed during a high base in a pachinko gaming machine of feature part 2. [Fig. 235] FIG. 13 is an explanatory diagram showing a fanfare effect executed during a low base in the pachinko gaming machine of the characteristic part 2. [Fig. 236] FIG. 13 is an explanatory diagram showing a fanfare effect executed during a high base in the pachinko gaming machine of feature 2. [Fig. 237] An explanatory diagram showing the first right-hit display presentation in a pachinko gaming machine of characteristic part 2. [Fig. 238] 1 is an explanatory diagram showing an ending presentation in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 239] 1 is an explanatory diagram showing an ending presentation in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 240] An explanatory diagram showing the first left-hit display presentation in a pachinko gaming machine of characteristic part 2. [Fig. 241] An explanatory diagram showing the second left-hit display presentation in a pachinko gaming machine of characteristic part 2. [Fig. 242] 1 is an explanatory diagram showing a demo presentation in a pachinko gaming machine of characteristic part 2. FIG. [Fig. 243] A figure showing an example of a display when advance notification begins in a pachinko gaming machine of characteristic part 2. [Fig. 244] A figure showing an example of a display when advance notification begins in a pachinko gaming machine of characteristic part 2. [Fig. 245] A figure showing an example of a display when an advance notification changes in a pachinko gaming machine of feature part 2. [Fig. 246] A figure showing an example of a display when an advance notification changes in a pachinko gaming machine of feature part 2. [Fig. 247] FIG. 13 is a diagram showing an example of a display when a complete function is activated in the pachinko gaming machine of characteristic part 2. [Fig. 248] 13 is a diagram showing an example of a display when a power outage occurs in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 249]13 is a diagram showing an example of a display when a power outage occurs in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 250] FIG. 13 is a diagram showing an example display when the complete function counter value is near 9000 in the pachinko gaming machine of feature part 2. [Fig. 251] FIG. 13 is a diagram showing an example of a display when an erroneous command is received due to an external factor in the pachinko gaming machine of characteristic part 2. [Fig. 252] FIG. 13 is a diagram showing an example of a display when an erroneous command is received due to an external factor in the pachinko gaming machine of characteristic part 2. [Fig. 253] FIG. 13 is a diagram showing an example of a display when an erroneous command is received due to an external factor in the pachinko gaming machine of characteristic part 2. [Fig. 254] 13 is a diagram showing an example of a display when a power outage occurs in the pachinko gaming machine of characteristic part 2. FIG. [Figure 255] 13 is a diagram showing an example of a display when a power outage occurs in the pachinko gaming machine of characteristic part 2. FIG. [Fig. 256] FIG. 13 is a diagram showing a case where the complete function counter value can be incremented or decremented even after the complete function is activated in a modified example of characteristic part 2. [Fig. 257] FIG. 13 is a diagram showing a case where the complete function counter value can be incremented or decremented even after the complete function is activated in a modified example of characteristic part 2. [Fig. 258] 13A to 13C are explanatory diagrams showing examples of notification modes of various notifications in a modified example of the characteristic portion 2. [Fig. 259] 13 is a flowchart showing an example of a performance control process in a modified example of characteristic section 2. [Fig. 260] A figure showing the execution decision ratio of flash effects when a prize is won in a modified example of feature part 2. [Fig. 261] A figure explaining the output mode of the flash effect when a prize is won in a modified example of feature part 2. [Fig. 262] A figure explaining the output mode of the flash effect when a prize is won in a modified example of feature part 2. [Fig. 263]A figure explaining the output mode of the flash effect when a prize is won in a modified example of feature part 2. [Fig. 264] A figure explaining the output mode of the flash effect when a prize is won in a modified example of feature part 2. [Fig. 265] FIG. 13 is an explanatory diagram illustrating the execution period of the ending presentation in a modified example of characteristic part 2. [Fig. 266] A figure showing a movable body presentation in a modified example of characteristic part 2. [Fig. 267] A figure showing a movable body presentation in a modified example of characteristic part 2. [Fig. 268] 13 is a diagram showing an example of lamp data in the pachinko gaming machine of characteristic section 2. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Feature 1] The gaming machine with feature 1 is, A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. If an error occurs, an error notification is given. The advance notice is configured to include a display using characters, The operation warning notification includes a display using characters, The error notification includes a display using characters, The font of the characters used in the advance notification and the font of the characters used in the operation warning notification are the same, The fonts used for advance notifications and warning notifications are different from the fonts used for error notifications. It is characterized by the following. According to this feature, since a series of events may occur during a jackpot, such as advance notification and activation warning, by keeping the font of the characters constant, information regarding the complete function can be conveyed stably, and by using different fonts for the display of the target, it is possible to make it clear that the information is different from the complete function, thereby providing an ideal gaming machine. Corresponding drawings: Figure 220, Figure 224
[0010] [Feature 2] The gaming machine with feature 2 is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is given. The advance notice is configured to include a display using characters, The error notification includes a display using characters, The size of the letters in the advance notification is smaller than the size of the letters in the error notification. It is characterized by the following. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 220, Figure 224
[0011] [Feature 3] The gaming machine with feature 3 is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. If an error occurs, an error notification is given. The operation warning notification includes a display using characters, The error notification includes a display using characters, The size of the text in warning notifications is smaller than the size of the text in error notifications It is characterized by the following. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 220, Figure 224
[0012] [Feature 4] The gaming machine with feature 4 is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is given. Advance notices are displayed in a position that does not overlap with error notices. It is characterized by the following. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 220, Figure 224
[0013] [Feature 5] The fifth feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. If an error occurs, an error notification is given. Operation warning notifications are displayed in a position that does not overlap with error notifications. It is characterized by the following. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 220, Figure 224
[0014] [Feature 6] The sixth feature of the gaming machine is, A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is given. Advance notifications and error notifications are displayed in different colors. It is characterized by the following. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 220, Figure 224
[0015] [Feature 7] The seventh feature of the gaming machine is, A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. If an error occurs, an error notification is given. Operation warnings and error notifications are displayed in different colors It is characterized by the following. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 220, Figure 224
[0016] [Feature 8] The eighth feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is given. Advance notices are displayed with a fade-in. Error notifications are displayed without fading in It is characterized by the following. According to this feature, by not giving the player a sense of urgency in regards to the advance warning, dissatisfaction caused by the fact that the game may soon end can be reduced, while at the same time, by encouraging the player to resolve the dissatisfaction as quickly as possible, in contrast to the advance warning, dissatisfaction can be prevented. Corresponding drawings: Figure 212, Figure 225
[0017] [Feature 9] The 9th feature of the gaming machine is, A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. If an error occurs, an error notification is given. The operation warning notice is displayed with a fade-in. Error notifications are displayed without fading in It is characterized by the following. According to this feature, by not giving the impression of suddenness regarding the activation warning, dissatisfaction caused by the possibility that the game may soon end can be reduced, while by urging the player to resolve the activation warning as quickly as possible, dissatisfaction can be prevented. Corresponding drawings: Figure 212, Figure 227
[0018] [Feature 10] The 10th feature of this gaming machine is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is given. The operation notification is displayed with a fade-in. Error notifications are displayed without fading in It is characterized by the following. According to this feature, by not giving the impression of suddenness regarding the operation display, dissatisfaction regarding the end of the game can be reduced, while dissatisfaction can be prevented by encouraging a quick resolution in contrast to the operation. Corresponding drawings: Figure 212, Figure 225, Figure 228
[0019] [Feature 11] The 11th feature of the gaming machine is, A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is given. A light emission control means for controlling the light emission means, The light emission control means includes: When an error occurs in a situation where a prior notification has been given, a light emitting mode of the light emitting means is switched to a light emitting mode corresponding to the error; When an advance notice is started in a situation where an error has occurred, the light emitting state of the light emitting means is controlled to be maintained in the light emitting state corresponding to the error. It is characterized by the following. This feature allows an error to be noticed as early as possible. Corresponding drawings: Figure 213, Figure 214, Figure 268
[0020] [Feature 12] The 12th feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. If an error occurs, an error notification is given. A light emission control means for controlling the light emission means, The light emission control means includes: When an error occurs while an operation warning is being notified, a light emitting mode of the light emitting means is switched to a light emitting mode corresponding to the error; When an operation warning notification is started in a situation where an error has occurred, the light emitting state of the light emitting means is controlled to be maintained in the light emitting state corresponding to the error. It is characterized by the following. This feature allows an error to be noticed as early as possible. Corresponding drawings: Figure 215, Figure 216, Figure 268
[0021] [Feature 13] The 13th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. If a specific error occurs, a notification corresponding to the specific error is made. A light emission control means for controlling the light emission means, The light emission control means includes: When a specific error occurs while an operation notification is being given, a control is performed to maintain the light emission mode of the light emitting means in the light emission mode corresponding to the operation notification; In a situation where a specific error occurs, when the counter value becomes an activation value and the progress of the game is restricted, the light emitting mode of the light emitting means is switched to a light emitting mode corresponding to the activation notification. It is characterized by the following. According to this feature, the activation of the complete function is given priority and can be made known by the state of the lamp. Corresponding drawings: Figure 217 to Figure 219
[0022] [Feature 14] The 14th feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. When a first error occurs, a notification corresponding to the first error is made; When a second error occurs that is more important than the first error, a notification corresponding to the second error is made; A light emission control means for controlling the light emission means, The light emission control means includes: When a first error occurs in a situation where an operation notification is being given, a control is performed to maintain the light emission mode of the light-emitting means in the light emission mode corresponding to the operation notification; When a second error occurs while the operation notification is being given, the light emitting mode of the light emitting means is controlled to be changed to a light emitting mode corresponding to the second error. It is characterized by the following. According to this feature, if an error of high importance occurs while the complete function is in operation, the state of the lamp can be switched to make the user aware of the occurrence of the error as soon as possible. Corresponding drawings: Figure 217 to Figure 219
[0023] [Feature 15] The 15th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is given. A light emission control means for controlling the light emission means; A display control means for controlling the display means, When the counter value becomes an operation value and the progress of the game is restricted, the light emission control means controls the light emission mode of the light emission means to be a light emission mode corresponding to the operation notification before the display control means controls the display mode of the display means to be a display mode corresponding to the operation notification. When an error occurs, the light emission control means controls the light emission means to change the light emission mode to a light emission mode corresponding to an error notification before the display control means controls the display mode of the display means to a display mode corresponding to an error notification. It is characterized by the following. According to this feature, by first illuminating the lamp when the complete function is activated and when an error is notified, the user can gradually grasp the current situation. Corresponding drawing: Figure 212
[0024] [Feature 16] The 16th feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is given. A light emission control means for controlling the light emission means, The light emission control means includes: When the counter value becomes an operation value and the progress of the game is restricted, the light emitting means is controlled so that the light emitting mode does not change in luminance; When an error occurs, the light emitting means is controlled so that the light emitting mode changes in luminance. It is characterized by the following. According to this feature, since there is a possibility that the power will be left on after the complete function is activated, by changing the brightness data, annoyance can be prevented, and by changing the brightness data to notify errors so that players and gaming facility staff can notice them as soon as possible, it is possible to provide a suitable gaming machine. Corresponding drawing: Figure 268
[0025] [Feature 17] The 17th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is given. A light emission control means for controlling the light emission means; A display control means for controlling the display means, When the counter value becomes an operation value and the progress of the game is restricted, the light emission control means controls the light emission mode of the light emission means to be a light emission mode corresponding to the operation notification before the display control means controls the display mode of the display means to be a display mode corresponding to the operation notification. When an error occurs, the light emission control means controls the light emission means to change the light emission mode to a light emission mode corresponding to an error notification before the display control means controls the display mode of the display means to a display mode corresponding to an error notification. The period from when the light-emitting control means starts control to change the light-emitting mode of the light-emitting means to the light-emitting mode corresponding to the error notification to when the display control means controls the display mode of the display means to the display mode corresponding to the error notification is longer than the period from when the light-emitting control means starts control to change the light-emitting mode of the light-emitting means to the light-emitting mode corresponding to the error notification to when the display control means controls the display mode of the display means to the display mode corresponding to the error notification. It is characterized by the following. According to this feature, the operation of the complete function does not give the impression of being sudden, which does not dissatisfy the player, and the notification of an error makes the player aware of the occurrence of an error early on, which allows the error to be resolved quickly, thereby providing an ideal gaming machine. Corresponding drawings: Figure 210, Figure 211
[0026] [Feature 18] The 18th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is given. a sound output control means for controlling the sound output means; A display control means for controlling the display means, When the counter value becomes an activation value and the progress of the game is restricted, the sound output control means controls the output mode of the sound output means to be an output mode corresponding to the activation notification before the display control means controls the display mode of the display means to be a display mode corresponding to the activation notification. When an error occurs, the sound output control means controls the sound output means to change its output mode to an output mode corresponding to an error notification before the display control means controls the display means to change its display mode to a display mode corresponding to an error notification. The period from when the sound output control means starts control to change the output mode of the sound output means to the output mode corresponding to an error notification to when the display control means controls the display mode of the display means to the display mode corresponding to an error notification is longer than the period from when the sound output control means starts control to change the output mode of the sound output means to the output mode corresponding to an error notification to when the display control means controls the display mode of the display means to the display mode corresponding to an error notification. It is characterized by the following. According to this feature, the operation of the complete function does not give the impression of being sudden, which does not dissatisfy the player, and the notification of an error makes the player aware of the occurrence of an error early on, which allows the error to be resolved quickly, thereby providing an ideal gaming machine. Corresponding drawings: Figure 210, Figure 211
[0027] [Feature 19] The 19th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; The period from when the counter value becomes the advance notification value and the display corresponding to the advance notification starts to when the update mode is displayed is shorter than the period from when the counter value becomes the advance notification value and the display corresponding to the advance notification starts to when the update mode is displayed. It is characterized by the following. According to this feature, by making the period for updating the display mode of the advance notification shorter than the period from when the advance notification starts to when the completion mode is displayed, changes in the remaining number can be communicated quickly, and as a result, an ideal gaming machine can be provided. Corresponding drawing: Figure 209
[0028] [Feature 20] The 20th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. When a display corresponding to a pre-notification is being performed and the counter value reaches an activation value, the display corresponding to the pre-notification is not terminated and a display corresponding to an activation notification is displayed in priority to the display corresponding to the pre-notification. It is characterized by the following. According to this feature, when the complete function is activated, the advance notification display ends before the display changes to indicate that the complete function is activated, thereby preventing the player from mistakingly believing that the remaining number of balls until the complete function is activated has been restored, thereby making it possible to provide a suitable gaming machine. Corresponding drawing: Figure 206
[0029] [Feature 21] The 21st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. When restricting the progress of a game, an operation notification is given. When a display corresponding to an operation warning notification is being performed, if an advantageous state ends and a display corresponding to the operation warning notification is displayed, the display corresponding to the operation warning notification is displayed in a manner that prioritizes the display corresponding to the operation warning notification without ending the display corresponding to the operation warning notification. It is characterized by the following. According to this feature, when the complete function is activated, the activation warning display ends before the display changes to indicate that the complete function is activated, which prevents the player from mistakingly believing that the remaining number of balls until the complete function is activated has been restored, thereby making it possible to provide a suitable gaming machine. Corresponding drawing: Figure 207
[0030] [Feature 22] The 22nd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. In a specific state, a predetermined addition event occurs and the counter value becomes a first advance notification value, and in a specific state, a predetermined addition event occurs and the counter value becomes a second advance notification value, and advance notification is performed in a common manner. It is characterized by the following. According to this feature, a stable advance notification can be achieved. Corresponding drawings: Figure 188 to Figure 195
[0031] [Feature 23] The 23rd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. The advance notification is performed in a common manner in the case where a predetermined addition event occurs in a specific state and the counter value becomes the advance notification value, and in the case where a specific addition event occurs in a specific state and the counter value becomes the advance notification value. It is characterized by the following. According to this feature, a stable advance notification can be achieved. Corresponding drawings: Figure 188 to Figure 195
[0032] [Feature 24] The 24th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When a predetermined addition event occurs in a specific state and the counter value becomes a first advance notification value, and when a specific addition event occurs in a specific state and the counter value becomes a second advance notification value, advance notification is performed in a common manner. It is characterized by the following. According to this feature, a stable advance notification can be achieved. Corresponding drawings: Figure 188 to Figure 195
[0033] [Feature 25] The 25th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A pre-announcement is performed in a common manner when a predetermined addition event occurs in a predetermined state and the counter value becomes a pre-announcement value, and when a predetermined addition event occurs in a specific state and the counter value becomes a pre-announcement value. It is characterized by the following. According to this feature, a stable advance notification can be achieved. Corresponding drawings: Figure 188 to Figure 195
[0034] [Feature 26] The 26th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When a predetermined addition event occurs in a predetermined state and the counter value becomes a first advance notification value, and when a predetermined addition event occurs in a specific state and the counter value becomes a second advance notification value, advance notification is performed in a common manner. It is characterized by the following. According to this feature, a stable advance notification can be achieved. Corresponding drawings: Figure 188 to Figure 195
[0035] [Feature 27] The 27th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. Advance notification is performed in a common manner when a predetermined addition event occurs in a predetermined state and the counter value becomes an advance notification value, and when a specific addition event occurs in a specific state and the counter value becomes an advance notification value. It is characterized by the following. According to this feature, a stable advance notification can be achieved. Corresponding drawings: Figure 188 to Figure 195
[0036] [Feature 28] The 28th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When a predetermined addition event occurs in a predetermined state and the counter value becomes a first advance notification value, and when a specific addition event occurs in a specific state and the counter value becomes a second advance notification value, advance notification is performed in a common manner. It is characterized by the following. According to this feature, a stable advance notification can be achieved. Corresponding drawings: Figure 188 to Figure 195
[0037] [Feature 29] The 29th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. Advance notification is performed in a common manner in the following cases: when a predetermined addition event occurs in a predetermined state and the counter value becomes an advance notification value; when a predetermined addition event occurs in a specific state and the counter value becomes an advance notification value; and when a predetermined addition event occurs in a special state and the counter value becomes an advance notification value. It is characterized by the following. According to this feature, a stable advance notification can be achieved. Corresponding drawings: Figure 188 to Figure 195
[0038] [Feature 30] The 30 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A promotion object that promotes the launch of the game medium into a specific area in the game area can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The promotion object starts to be displayed with an appearance effect, and after the appearance effect ends, the promotion object is displayed with a stay effect. It is characterized by the following. According to this feature, by not emphasizing the time of appearance or stay for advance notifications, but emphasizing the time of appearance and stay for promotion objects, the promotion objects can be made to stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 237
[0039] [Feature 31] The 31st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A promotion object that promotes the launch of the game medium into a specific area in the game area can be displayed at an end of the display area; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The promotion object starts off without any effects and then appears with a stay effect. It is characterized by the following. According to this feature, for advance notifications, the time of appearance and the time of stay are not emphasized, but the prompting object displayed at the end is emphasized only when it is stayed, so that in situations where both are displayed simultaneously, the prompting object displayed at the end can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 237
[0040] [Feature 32] The 32nd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, After the control of the special state, when the control is not made to the advantageous state but made to the normal state, a promotion object can be displayed to promote firing into a predetermined area in the game area; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The promotion object starts off without any effects and then appears with a stay effect. It is characterized by the following. According to this feature, by not emphasizing the time of appearance or stay for advance notifications, and by emphasizing the time of stay for promotion objects, the promotion objects can be made to stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 240
[0041] [Feature 33] The 33 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. In a normal state, when the game medium enters a specific area in the game area, a prompting object for prompting the launch of the game medium into a predetermined area in the game area can be displayed; The display corresponding to the advance notice starts without any effects, and then is displayed without any stay effects. The promotion object starts off without any effects and then appears with a stay effect. It is characterized by the following. According to this feature, by not emphasizing the time of appearance or stay for advance notifications, and by emphasizing the time of stay for promotion objects, the promotion objects can be made to stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 241
[0042] [Feature 34] The 34th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. In a normal state, a predetermined effect can be executed that suggests an expectation of being controlled to an advantageous state based on the detection of a player's action by the action detection means; Before the predetermined performance is executed, an operation prompting object that imitates the motion detection means can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The operation prompting object is displayed with an appearance effect and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, by not emphasizing the time of appearance or stay for advance notification, but emphasizing the time of appearance and stay for the operation promotion object, the operation promotion object can be made to stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 231
[0043] [Feature 35] The 35th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, In the special state, a predetermined effect can be executed which suggests an expectation of being controlled to an advantageous state based on the detection of a player's action by the action detection means; Before the predetermined performance is executed, an operation prompting object that imitates the motion detection means can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The operation prompting object is displayed with an appearance effect and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, by not emphasizing the time of appearance or stay for advance notification, but emphasizing the time of appearance and stay for the operation promotion object, the operation promotion object can be made to stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 232
[0044] [Feature 36] The 36th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. In a normal state, after starting the variable display of the performance identification information, it is possible to notify that the performance identification information will be controlled to an advantageous state by displaying the performance identification information in a special manner; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The special mode performance identification information is displayed with an appearance effect and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, the advance notification does not emphasize the time of appearance or the time of stay, but the display of the special mode presentation identification information is emphasized at the time of appearance and the time of stay, so that in a situation where both are displayed simultaneously, the display of the special mode presentation identification information can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 233
[0045] [Feature 37] The 37th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, In the special state, after starting the variable display of the performance identification information, the performance identification information is displayed in a special manner to notify that the game will be controlled to an advantageous state; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The special mode performance identification information is displayed with an appearance effect and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, the advance notification does not emphasize the time of appearance or the time of stay, but the display of the special mode presentation identification information is emphasized at the time of appearance and the time of stay, so that in a situation where both are displayed simultaneously, the display of the special mode presentation identification information can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 234
[0046] [Feature 38] The 38th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the state is controlled to be advantageous from the normal state, an advantageous state name object that is the name of the advantageous state can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The advantageous state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, for advance notifications, the emphasis is not placed on the time of appearance or the time of stay, but for advantageous state name objects, the emphasis is placed on the time of appearance and the time of stay, so that in situations where both are displayed simultaneously, the advantageous state name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 235
[0047] [Feature 39] The 39th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the special state is controlled to the advantageous state, an advantageous state name object that is the name of the advantageous state can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The advantageous state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, for advance notifications, the emphasis is not placed on the time of appearance or the time of stay, but for advantageous state name objects, the emphasis is placed on the time of appearance and the time of stay, so that in situations where both are displayed simultaneously, the advantageous state name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 236
[0048] [Feature 40] The gaming machine with 40 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the state is controlled from the normal state to the advantageous state, a special state name object that is the name of the special state can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The special state name object starts to be displayed with an appearance effect, and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, for advance notifications, the emphasis is not placed on the time of appearance or the time of stay, but for special status name objects, the emphasis is placed on the time of appearance and the time of stay, so that in situations where both are displayed simultaneously, the special status name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 238
[0049] [Feature 41] The feature 41 of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the special state is controlled to the advantageous state, a special state name object that is the name of the special state can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The special state name object starts to be displayed with an appearance effect, and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, for advance notifications, the emphasis is not placed on the time of appearance or the time of stay, but for special status name objects, the emphasis is placed on the time of appearance and the time of stay, so that in situations where both are displayed simultaneously, the special status name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 238
[0050] [Feature 42] The feature 42 of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A demo performance can be performed during a period when the variable display is not being performed, In the demo performance, a model name object that is the name of the model can be displayed, The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects; The model name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, by not emphasizing the time of appearance or stay for advance notifications, but emphasizing the time of appearance and stay for the model name object, in situations where both are displayed simultaneously, the model name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 242
[0051] [Feature 43] The 43rd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. A promotion object that promotes the launch of the game medium into a specific area in the game area can be displayed; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The promotion object starts to be displayed with an appearance effect, and after the appearance effect ends, the promotion object is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize the time when it appears or remains in place, but the promotion object is emphasized when it appears or remains in place, thereby making the promotion object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 237
[0052] [Feature 44] The gaming machine with feature 44 is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. A promotion object that promotes the launch of the game medium into a specific area in the game area can be displayed at an end of the display area; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The promotion object starts off without any effects and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize the time when it appears or when it remains, but by emphasizing the time when the prompting object is remaining, the prompting object displayed at the end can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 237
[0053] [Feature 45] The 45th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the special state is not controlled to be the advantageous state but is controlled to be the normal state after the control of the special state, a promotion object that promotes firing into a predetermined area in the game area can be displayed; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The promotion object starts off without any effects and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning is not emphasized when it appears or when it remains in place, but the promotion object is emphasized when it remains in place, making the promotion object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 240
[0054] [Feature 46] The 46th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. In a normal state, when the game medium enters a specific area in the game area, a prompting object for prompting the launch of the game medium into a predetermined area in the game area can be displayed; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The promotion object starts off without any effects and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning is not emphasized when it appears or when it remains in place, but the promotion object is emphasized when it remains in place, making the promotion object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 241
[0055] [Feature 47] The 47th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. In a normal state, a predetermined effect can be executed that suggests an expectation of being controlled to an advantageous state based on the detection of a player's action by the action detection means; Before the predetermined performance is executed, an operation prompting object that imitates the motion detection means can be displayed; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The operation prompting object is displayed with an appearance effect and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, the operation warning is not emphasized when it appears or when it remains in place, but the operation promotion object is emphasized when it appears or when it remains in place, making the operation promotion object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 231
[0056] [Feature 48] The 48 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, In the special state, a predetermined effect can be executed which suggests an expectation of being controlled to an advantageous state based on the detection of a player's action by the action detection means; Before the predetermined performance is executed, an operation prompting object that imitates the motion detection means can be displayed; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The operation prompting object is displayed with an appearance effect and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, the operation warning is not emphasized when it appears or when it remains in place, but the operation promotion object is emphasized when it appears or when it remains in place, making the operation promotion object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 232
[0057] [Feature 49] The 49th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. In a normal state, after starting the variable display of the performance identification information, it is possible to notify that the performance identification information will be controlled to an advantageous state by displaying the performance identification information in a special manner; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The special mode performance identification information is displayed with an appearance effect and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, the activation warning is not emphasized when it appears or remains in place, but the display of the special mode presentation identification information is emphasized when it appears or remains in place, making the display of the special mode presentation identification information stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 233
[0058] [Feature 50] The 50 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, In the special state, after starting the variable display of the performance identification information, the performance identification information is displayed in a special manner to notify that the game will be controlled to an advantageous state; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The special mode performance identification information is displayed with an appearance effect and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, the activation warning is not emphasized when it appears or remains in place, but the display of the special mode presentation identification information is emphasized when it appears or remains in place, making the display of the special mode presentation identification information stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 234
[0059] [Feature 51] The feature 51 of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When controlled from a normal state to an advantageous state, An advantageous state name object that is the name of the advantageous state can be displayed, The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The advantageous state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize the time when it appears or when it remains in place, but the advantageous state name object is emphasized when it appears or when it remains in place, thereby making the advantageous state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 235
[0060] [Feature 52] The gaming machine with feature 52 is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the special state is changed to an advantageous state, An advantageous state name object that is the name of the advantageous state can be displayed, The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The advantageous state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize the time when it appears or when it remains in place, but the advantageous state name object is emphasized when it appears or when it remains in place, thereby making the advantageous state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 236
[0061] [Feature 53] The 53 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When controlled from a normal state to an advantageous state, A special state name object that is the name of the special state can be displayed; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The special state name object starts to be displayed with an appearance effect, and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, the operation warning does not emphasize the time when it appears or remains, but the special state name object is emphasized when it appears or remains, making the special state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 239
[0062] [Feature 54] The 54th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the special state is changed to an advantageous state, A special state name object that is the name of the special state can be displayed; The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The special state name object starts to be displayed with an appearance effect, and is displayed with a stay effect after the appearance effect ends. It is characterized by the following. According to this feature, the operation warning does not emphasize the time when it appears or remains, but the special state name object is emphasized when it appears or remains, making the special state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 239
[0063] [Feature 55] The 55th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. A demo performance can be performed during a period when the variable display is not being performed, In the demo performance, a model name object that is the name of the model can be displayed, The display corresponding to the operation warning notice is started without using any effects, and then is displayed without any stay effects, The model name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the operation warning is not emphasized when it appears or remains in place, but the model name object is emphasized when it appears and remains in place, making the model name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 242
[0064] [Feature 56] The 56th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, a variable display of specific identification information is performed; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification value as a result of the game medium passing through the start area, the variable display of the specific identification information is performed first, and then the display corresponding to the pre-notification is started. It is characterized by the following. According to this feature, when an advance notification is given due to a start winning, the change in the special identification information is made visible first, and then the advance notification is made visible, so that the occurrence of the change can be communicated as soon as possible, and a stable gaming environment can be provided, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0065] [Feature 57] The 57th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, a variable display of specific identification information is performed; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the start area, the variable display of the specific identification information is performed first, and then the display mode of the display corresponding to the pre-notification is updated. It is characterized by the following. According to this feature, when the display content of the advance notification is updated due to a start-up winning, the change in the special identification information is made visible first, and then the update to the display content of the advance notification is made visible, making it possible to quickly communicate the occurrence of the change and providing a stable gaming environment, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0066] [Feature 58] The 58th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, the specific identification information can be variably displayed. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the special identification information is started. It is characterized by the following. According to this feature, when the complete function is activated due to an initial winning, by activating the complete function before the change in the special identification information is made visible, it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 243 to Figure 247
[0067] [Feature 59] The 59th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, a variable display of specific identification information is performed; When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes a pre-notification value, a variable display of the specific identification information is performed first, and then a display corresponding to the pre-notification is started; When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the special identification information is started. It is characterized by the following. According to this feature, when an advance warning is given due to a start winning, the change in the special identification information is made visible first, and then the advance warning is made visible, so that the occurrence of the change can be communicated early on and a stable gaming environment can be provided; when a complete function is activated due to a start winning, the complete function is activated before the change in the special identification information is made visible, so that the player can be prevented from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0068] [Feature 60] The 60 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, a variable display of specific identification information is performed; When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes a pre-notification update value, the specific identification information is displayed variably first, and then the display mode of the display corresponding to the pre-notification is updated; When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the special identification information is started. It is characterized by the following. According to this feature, when an advance warning is issued due to a start winning, the change in the special identification information is made visible first, and then the update to the display content of the advance warning is made visible, so that the occurrence of the change can be communicated quickly and a stable gaming environment can be provided.When the complete function is activated due to a start winning, the complete function is activated before the change in the special identification information is made visible, so that it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0069] [Feature 61] The 61st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A performance control side variable display means for indicating that a variable display is being performed by a light emitting mode is provided, When the game medium passes through the starting area, a variable display is performed on the performance control side variable display means; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification value as a result of the game medium passing through the starting area, the variable display of the performance control side variable display means is performed first, and then a display corresponding to the pre-notification is started. It is characterized by the following. According to this feature, when an advance warning is given due to a start winning, the change in the fourth pattern unit is made visible first, and then the advance warning is made visible, so that the occurrence of the change can be communicated as soon as possible, and a stable gaming environment can be provided, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0070] [Feature 62] The 62nd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; A performance control side variable display means for indicating that a variable display is being performed by a light emitting mode is provided, When the game medium passes through the starting area, a variable display is performed on the performance control side variable display means; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value due to the game medium passing through the starting area, the variable display of the performance control side variable display means is performed first, and then the display mode of the display corresponding to the pre-notification is updated. It is characterized by the following. According to this feature, when the display content of the advance notification is updated due to a start winning, the change in the fourth pattern unit is made visible first, and then the update in the display content of the advance notification is made visible, so that the occurrence of the change can be communicated as soon as possible, and a stable gaming environment can be provided, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0071] [Feature 63] The 63 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A performance control side variable display means for indicating that a variable display is being performed by a light emitting mode is provided, When the game medium passes through the starting area, a variable display is performed on the performance control side variable display means; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance control side variable display means starts. It is characterized by the following. According to this feature, when the complete function is activated due to a start winning, by activating the complete function before the change in the fourth pattern unit becomes visible, it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 243 to Figure 247
[0072] [Feature 64] The 64th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A performance control side variable display means for indicating that a variable display is being performed by a light emitting mode is provided, When the game medium passes through the starting area, a variable display is performed on the performance control side variable display means; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification value as a result of the game medium passing through the starting area, the variable display of the performance control side variable display means is performed first, and then a display corresponding to the pre-notification is started; When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance control side variable display means starts. It is characterized by the following. According to this feature, when an advance notification is given due to a start winning, the change in the fourth pattern unit is made visible first, and then the advance notification is made visible, so that the occurrence of the change can be communicated as soon as possible and a stable gaming environment can be provided; when a complete function is activated due to a start winning, the complete function is activated before the change in the fourth pattern unit is made visible, so that it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0073] [Feature 65] The 65th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; A performance control side variable display means for indicating that a variable display is being performed by a light emitting mode is provided, When the game medium passes through the starting area, a variable display is performed on the performance control side variable display means; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the starting area, the variable display of the performance control side variable display means is performed first, and then the display mode of the display corresponding to the pre-notification is updated; When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance control side variable display means starts. It is characterized by the following. According to this feature, when an advance warning is issued due to a start winning, the change in the fourth pattern unit is made visible first, and then the update of the display content of the advance warning is made visible, so that the occurrence of the change can be communicated as soon as possible and a stable gaming environment can be provided; when a complete function is activated due to a start winning, the complete function is activated before the change in the fourth pattern unit is made visible, so that it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0074] [Feature 66] The 66th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A display means is provided for displaying a specific display corresponding to the variable display, When the game medium passes through the starting area, a specific display is moved from a movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification value as a result of the game medium passing through the start area, a display corresponding to the pre-notification is started before the specific display is moved from the movement start position to the corresponding change corresponding position. It is characterized by the following. According to this feature, when an advance warning is given due to a start winning, the advance warning is given before the specific display starts to move, and then the specific display moves to that position, so that it is possible to gradually communicate that an advance warning has been given and that a start winning has occurred, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figure 243 to Figure 247
[0075] [Feature 67] The 67th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; A display means is provided for displaying a specific display corresponding to the variable display, When the game medium passes through the starting area, a specific display is moved from a movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the start area, the display mode of the display corresponding to the pre-notification is updated before the specific display is moved from the movement start position to the corresponding change corresponding position. It is characterized by the following. According to this feature, when the display content of the pre-notification is updated due to a start winning, the display content of the pre-notification is updated before the specific display starts to move, and then the specific display moves to that position, thereby making it possible to gradually communicate that the display content of the pre-notification has been updated and that a start winning has occurred, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0076] [Feature 68] The 68th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A display means is provided for displaying a specific display corresponding to the variable display, When the game medium passes through the starting area, a specific display is moved from a movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the start area and the counter value becomes the operation value, the progress of the game is restricted without displaying the specific display at the movement start position. It is characterized by the following. According to this feature, when the complete function is activated due to a start winning, the specific display based on the start winning is not displayed in the fixed position, and the complete function is activated, thereby preventing the player from feeling dissatisfied that he or she has lost out because no fluctuation occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0077] [Feature 69] The 69th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A display means is provided for displaying a specific display corresponding to the variable display, When the game medium passes through the starting area, a specific display is moved from a movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification value as a result of the game medium passing through the starting area, a display corresponding to the pre-notification is started before the specific display is moved from the movement start position to the corresponding change corresponding position; When the game medium passes through the start area and the counter value becomes the operation value, the progress of the game is restricted without displaying the specific display at the movement start position. It is characterized by the following. According to this feature, when an advance notification is given as a result of a start winning, the advance notification is given before the specific display starts to move, and then the specific display moves to that position, so that it is possible to gradually communicate that an advance notification has been given and that a start winning has occurred.When a complete function is activated as a result of a start winning, the complete function is activated without displaying the specific display based on the start winning in a fixed position, so that it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no fluctuation occurred.As a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 243 to Figure 247
[0078] [Feature 70] The 70 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; A display means is provided for displaying a specific display corresponding to the variable display, When the game medium passes through the starting area, a specific display is moved from a movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the starting area, updating the display mode of the display corresponding to the pre-notification before moving the specific display from the movement start position to the corresponding change corresponding position; When the game medium passes through the start area and the counter value becomes the operation value, the progress of the game is restricted without displaying the specific display at the movement start position. It is characterized by the following. According to this feature, when the display content of the pre-notification is updated due to a start winning, the display content of the pre-notification is updated before the specific display starts to move, and then the specific display moves to that position, so that it is possible to gradually communicate that the display content of the pre-notification has been updated and that a start winning has occurred.When the complete function is activated due to a start winning, the complete function is activated without displaying the specific display based on the start winning in a fixed position, so it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 243 to Figure 247
[0079] [Feature 71] The 71st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, the effect identification information is variably displayed, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification value as a result of the game medium passing through the start area, a display corresponding to the pre-notification is started before the variable display of the performance identification information is started. It is characterized by the following. According to this feature, when an advance notification is given due to a start winning, the advance notification is given before the change in the performance identification information begins, and then the change in the performance identification information begins. This makes it possible to gradually communicate that an advance notification has been given and that a start winning has occurred, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figure 243 to Figure 247
[0080] [Feature 72] The 72 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, the effect identification information is variably displayed, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the start area, the display mode of the display corresponding to the pre-notification is updated before the start of the variable display of the performance identification information. It is characterized by the following. According to this feature, when the display content of the pre-notification is updated due to a start winning, the display content of the pre-notification is updated before the performance identification information begins to change, and then the performance identification information starts to change.This makes it possible to gradually communicate that the display content of the pre-notification has been updated and that a start winning has occurred, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0081] [Feature 73] The 73 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, the effect identification information is variably displayed, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance identification information is started. It is characterized by the following. According to this feature, when the complete function is activated due to a start winning, the complete function is activated without starting the change in the performance identification information, thereby preventing the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 243 to Figure 247
[0082] [Feature 74] The 74th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, the effect identification information is variably displayed, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification value as a result of the game medium passing through the starting area, a display corresponding to the pre-notification is started before the variable display of the performance identification information is started; When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance identification information is started. It is characterized by the following. According to this feature, when an advance notification is made due to a start winning, the advance notification is made before the change in the performance identification information begins, and then the change in the performance identification information begins, so that it is possible to gradually communicate that an advance notification has been made and that a start winning has occurred; when a complete function is activated due to a start winning, the complete function is activated without starting the change in the performance identification information, so it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 243 to Figure 247
[0083] [Feature 75] The 75 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, the effect identification information is variably displayed, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the starting area, the display mode of the display corresponding to the pre-notification is updated before the start of the variable display of the performance identification information; When the counter value becomes the operation value by the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance identification information is started. It is characterized by the following. According to this feature, when the display content of the pre-notification is updated due to a start winning, the display content of the pre-notification is updated before the change in the performance identification information begins, and then the change in the performance identification information begins, so that it is possible to gradually communicate that the display content of the pre-notification has been updated and that a start winning has occurred.When the complete function is activated due to a start winning, the complete function is activated without starting the change in the performance identification information, so it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 243 to Figure 247
[0084] [Feature 76] The 76th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, a specific notice may be executed at a timing related to the passing of the game medium, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the start area, the counter value becomes a pre-notification value and a specific notice is executed, light is emitted in a light-emitting mode corresponding to the specific notice first, and then a display corresponding to the pre-notification is started. It is characterized by the following. According to this feature, when a specific notice is executed, the corresponding light is emitted first, and then a display corresponding to the advance notice is displayed, thereby conveying multiple pieces of information at once and preventing confusion for the player, thereby providing a suitable gaming machine. Corresponding drawings: Figure 259 to Figure 264
[0085] [Feature 77] The 77th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, a specific notice may be executed at a timing related to the passing of the game medium, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area, the counter value becomes the advance notice update value, and a specific notice is executed, light is emitted in a light emission mode corresponding to the specific notice first, and then the display mode of the display corresponding to the advance notice is updated. It is characterized by the following. According to this feature, when a specific notice is executed, the corresponding light is emitted first, and then the display content of the advance notice is updated, thereby conveying multiple pieces of information at once, preventing confusion for the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 259 to Figure 264
[0086] [Feature 78] The 78 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, a specific notice may be executed at a timing related to the passing of the game medium, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the start area, the counter value becomes a pre-notification value and a specific notice is executed, a sound corresponding to the specific notice is output first, and then a display corresponding to the pre-notification is started. It is characterized by the following. According to this feature, when a specific notice is executed, a corresponding sound is output first, and then a display corresponding to the advance notice is displayed, thereby conveying multiple pieces of information at once, preventing confusion for the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 259 to Figure 264
[0087] [Feature 79] The 79th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance warning value, a display corresponding to the advance warning is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, a specific notice may be executed at a timing related to the passing of the game medium, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the start area, the counter value becomes the advance notice update value, and a specific advance notice is executed, a sound corresponding to the specific advance notice is output first, and then the display mode of the display corresponding to the advance notice is updated. It is characterized by the following. According to this feature, when a specific advance notice is executed, a corresponding sound is output first, and then the display content of the advance notice is updated, thereby conveying multiple pieces of information at once, preventing confusion for the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 259 to Figure 264
[0088] [Feature 80] The gaming machine with 80 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance notification value, advance notification is performed. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance warning start command; Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, advance notification is performed. Whether the pattern in which the advance notification start command is received is an advance notification started by a regular pattern or an advance notification started by an irregular pattern, when a power interruption occurs and is restored, the advance notification is restored in a state in which it was terminated. It is characterized by the following. According to this feature, regardless of the situation, the game can be terminated using a common procedure, the processing load can be reduced, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 248, Figure 249
[0089] [Feature 81] The 81st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance notification value, advance notification is performed. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance warning start command; Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, the advance notification is started, Whether the pattern in which the advance warning start command is received is an advance warning started by a regular pattern or an advance warning started by an irregular pattern, if the command notifying the counter value to be received next is a command corresponding to ending the advance warning, the advance warning is ended. It is characterized by the following. According to this feature, regardless of the situation, the game can be terminated by receiving a common command, the processing load can be reduced, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 250, Figure 251
[0090] [Feature 82] The gaming machine with feature 82 is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. A regular pattern in which the counter value becomes an activation value when the control is in an advantageous state, and an activation warning notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation warning notification start command, Whether the pattern in which the operation warning notification start command is received is a regular pattern or an irregular pattern, the operation warning notification is started, If the pattern in which the operation warning notification start command is received is an operation warning notification started by a regular pattern, when a power interruption occurs and recovery is performed, the operation warning notification is restored in the manner in which the operation warning notification was made, and if the pattern in which the operation warning notification start command is received is an operation warning notification started by an irregular pattern, when a power interruption occurs and recovery is performed, the operation warning notification is restored in the manner in which the operation warning notification was ended. It is characterized by the following. According to this feature, in normal cases, taking into consideration the actual conditions on the gaming machine, it is designed so that the activation warning state (later activated state) will not be cancelled by turning the power OFF and ON. However, in the case of an activation warning in a situation where the conditions are not met due to an irregular pattern, it is possible to terminate the activation warning by a process that can be executed by an amusement store staff member on the day, such as turning the power OFF and ON. This makes it possible to prevent players from suffering any disadvantages due to an irregular activation warning, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawing: Figure 252
[0091] [Feature 83] The 83 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. A regular pattern in which the counter value becomes an activation value when the control is in an advantageous state, and an activation warning notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation warning notification start command, Whether the pattern in which the operation warning notification start command is received is a regular pattern or an irregular pattern, the operation warning notification is started, Even if the pattern of receiving the activation warning notification start command is a regular pattern for the activation warning notification started by a regular pattern, or even if the pattern of receiving the activation warning notification start command is an irregular pattern for the activation warning notification started by a regular pattern, if the command notifying the counter value to be received next is a value different from the activation value, the activation warning notification is maintained. It is characterized by the following. According to this feature, in the case of regular patterns, in order to prevent the development of a strategy in which a special hitting method is used to intentionally reduce the number of balls dispensed during a jackpot, and then the activation warning state is entered and then the activation warning state is broken, the design is such that once the count reaches 95,000, the complete function will be activated after the jackpot ends, no matter what. By not terminating the activation warning in irregular patterns as well as in regular patterns, the processing burden is not increased, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 253
[0092] [Feature 84] The gaming machine with feature 84 is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. A regular pattern in which the counter value is an activation value and an activation notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation notification start command; Whether the pattern in which the operation notification start command is received is a regular pattern or an irregular pattern, the operation notification is started, In the case where the pattern for receiving the operation notification start command is an operation notification started by a regular pattern, when a power interruption occurs and the power is restored, the operation notification is restored in the same manner as when the operation notification was made; In the case where the pattern for receiving the operation notification start command is an operation notification started by an irregular pattern, when a power outage occurs and is restored, the operation notification is restored in the state where it was ended. It is characterized by the following. According to this feature, in normal cases, taking into consideration the actual conditions on the gaming machine (prohibiting changes to settings during business hours, and disabling play on the activated gaming machine on that day if the complete function is activated), the system is designed so that the activation notification will not be canceled by turning the power off and on. However, in the case of an activation notification in a situation where the conditions are not met due to an irregular pattern, it is possible to terminate the activation notification by a process that can be executed by a gaming store staff member on the same day, such as turning the power off and on. This makes it possible to prevent players from suffering any disadvantages due to an irregular activation notification, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 254, Figure 255
[0093] [Feature 85] The 85th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. A regular pattern in which the counter value is an activation value and an activation notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation notification start command; Whether the pattern in which the operation notification start command is received is a regular pattern or an irregular pattern, the operation notification is started, Whether the pattern of receiving the operation notification start command is an operation notification started by a regular pattern or an operation notification started by an irregular pattern, if the command notifying the counter value received next is a value different from the operation value, the operation notification is maintained. It is characterized by the following. According to this feature, in the normal case, the design requires a special operation by an arcade staff member to terminate the operating state and the operation notification, and the design is such that the operation notification will not be terminated even if a command or the like with a numerical value lower than the operation notification is received after the operation notification has been issued.By not terminating the operation notification even for irregular patterns, the processing burden is not increased, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 256, Figure 257
[0094] [Feature 86] The 86th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance warning start command; Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, the advance notification is started, Whether the pattern in which the advance notification start command is received is a regular pattern for the advance notification started by a normal pattern or an irregular pattern for the pattern in which the advance notification start command is received by a normal pattern for the advance notification started by a normal pattern, when a power interruption occurs and is restored, the advance notification is restored in a manner that the advance notification was terminated. A regular pattern in which the counter value becomes an activation value when the control is in an advantageous state, and an activation warning notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation warning notification start command, Whether the pattern in which the operation warning notification start command is received is a regular pattern or an irregular pattern, the operation warning notification is started, When the pattern in which the operation warning notification start command is received is an operation warning notification initiated by a regular pattern, if a power interruption occurs and is restored, the operation warning notification is restored in the manner in which the operation warning notification was made, and when the pattern in which the operation warning notification start command is received is an operation warning notification initiated by an irregular pattern, if a power interruption occurs and is restored, the operation warning notification is restored in the manner in which the operation warning notification was ended. It is characterized by the following. According to this feature, regardless of the situation, the game can be terminated by a common procedure, the processing load can be reduced, and as a result, a suitable gaming machine can be provided. In addition, in the case of a normal game, the game is designed so that the activation warning state (later the activation state) is not released by turning the power OFF and ON in consideration of the actual situation on the game machine. However, for an activation warning in a situation where the conditions are not met due to an irregular pattern, it is possible to terminate the activation warning by a process that can be executed by a gaming store clerk on the day, such as turning the power OFF and ON, so that the player is not disadvantaged by an activation warning that occurs irregularly, and as a result, a suitable gaming machine can be provided. Furthermore, for each irregular pattern, it is possible to terminate the game by a common process such as power OFF, so that the player is not disadvantaged, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 248 to Figure 257
[0095] [Feature 87] The 87th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance warning start command; Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, the advance notification is started, Whether the pattern in which the advance notification start command is received is a regular pattern for the advance notification started by a normal pattern or an irregular pattern for the pattern in which the advance notification start command is received by a normal pattern for the advance notification started by a normal pattern, when a power interruption occurs and is restored, the advance notification is restored in a manner that the advance notification was terminated. A regular pattern in which the counter value is an activation value and an activation notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation notification start command; Whether the pattern in which the operation notification start command is received is a regular pattern or an irregular pattern, the operation notification is started, When the pattern for receiving the operation notification start command is an operation notification started by a regular pattern, if a power interruption occurs and is restored, the operation notification is restored in the manner in which the operation notification was made, and when the pattern for receiving the operation notification start command is an operation notification started by an irregular pattern, if a power interruption occurs and is restored, the operation notification is restored in the manner in which the operation notification was ended. It is characterized by the following. According to this feature, regardless of the situation, the operation can be terminated by a common procedure, the processing burden can be reduced, and as a result, a suitable gaming machine can be provided. In addition, in the case of a regular operation, in consideration of the actual situation of the gaming machine (prohibition of setting changes during business hours, if the complete function is activated, the gaming machine that was activated on that day cannot be played), it is designed so that the operation notification is not canceled by turning the power OFF and ON. However, for an operation notification in a situation where the conditions are not satisfied due to an irregular pattern, it is possible to terminate the operation notification by a process that can be executed by a gaming store clerk on the day, such as turning the power OFF and ON, so that the player is not disadvantaged by the irregularly generated operation notification, and as a result, a suitable gaming machine can be provided. Furthermore, for each irregular pattern, it is possible to terminate the operation by a common process such as power OFF, so that the player is not disadvantaged, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 248 to Figure 257
[0096] [Feature 88] The feature 88 of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes an activation value while being controlled in an advantageous state, an activation warning is issued. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. A regular pattern in which the counter value becomes an activation value when the control is in an advantageous state, and an activation warning notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation warning notification start command, Whether the pattern in which the operation warning notification start command is received is a regular pattern or an irregular pattern, the operation warning notification is started, When the pattern in which the operation warning notification start command is received is an operation warning notification started by a regular pattern, if a power interruption occurs and recovery is performed, the operation warning notification is restored in the manner in which the operation warning notification was made; when the pattern in which the operation warning notification start command is received is an operation warning notification started by an irregular pattern, if a power interruption occurs and recovery is performed, the operation warning notification is restored in the manner in which the operation warning notification was ended; A regular pattern in which the counter value becomes an activation value when the control is not performed in the advantageous state, and an activation notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation notification start command; Whether the pattern in which the operation notification start command is received is a regular pattern or an irregular pattern, the operation notification is started, When the pattern for receiving the operation notification start command is an operation notification started by a regular pattern, if a power interruption occurs and is restored, the operation notification is restored in the manner in which the operation notification was made, and when the pattern for receiving the operation notification start command is an operation notification started by an irregular pattern, if a power interruption occurs and is restored, the operation notification is restored in the manner in which the operation notification was ended. It is characterized by the following. According to this feature, In the normal case, in consideration of the actual situation on the gaming machine, it is designed so that the activation warning state (later activated state) is not cancelled by turning the power OFF and ON, but for activation warnings in situations where the conditions are not met due to irregular patterns, by making it possible for the gaming store staff to terminate the activation warning by a process that can be executed on the day, such as turning the power OFF and ON, it is possible to prevent players from suffering disadvantages in the event of an irregular activation warning, and as a result, it is possible to provide a suitable gaming machine.Furthermore, it is possible to terminate each irregular pattern by a common process, such as cutting off the power, and it is possible to prevent players from suffering disadvantages, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 248 to Figure 257
[0097] [Feature 89] The 89th feature of the gaming machine is A gaming machine for playing a game, It is possible to perform demonstration displays, When the game medium passes through the start area while the demonstration display is being displayed, the demonstration display is terminated; The display mode of the effect identification information in the first frame after the demonstration display is finished is the same as when the variable display is finished, and the display mode of the effect identification information changes in the next frame. It is characterized by the following. According to this feature, if a start winning occurs while a demo movie is being displayed, various displays will begin to move as the demo movie ends, making it difficult to recognize that a start winning has occurred. Therefore, by leaving a one-frame still frame after the demo movie ends, it is possible to make the player recognize that a start winning has occurred, and as a result, an ideal gaming machine can be provided. Corresponding drawing: Figure 244
[0098] [Feature 90] The 90 feature gaming machines are: A gaming machine for playing a game, It is possible to perform demonstration displays, When the game medium passes through the start area while the demonstration display is being displayed, the demonstration display is terminated; The specific display corresponding to the variable display in the first frame after the demonstration display is finished is displayed at the moving display start position, and in the next frame, the display position of the specific display corresponding to the variable display is changed so as to move to the display position corresponding to the variable display. It is characterized by the following. According to this feature, if a start winning occurs while a demo movie is being displayed, various displays will begin to move as the demo movie ends, making it difficult to recognize that a start winning has occurred. Therefore, by leaving a one-frame still frame after the demo movie ends, it is possible to make the player recognize that a start winning has occurred, and as a result, an ideal gaming machine can be provided. Corresponding drawing: Figure 244
[0099] [Feature 91] The feature 91 of the gaming machine is A gaming machine for playing a game, It is possible to perform demonstration displays, When the game medium passes through the start area while the demonstration display is being displayed, the demonstration display is terminated; The display mode of the effect identification information in the first frame after the demonstration display is finished is the same display mode as when the variable display is finished, and the display mode of the reduced effect identification information in the first frame after the demonstration display is finished is a display mode different from when the variable display is finished, and the display mode of the effect identification information changes in the next frame. It is characterized by the following. According to this feature, when a start winning occurs while a demo movie is being displayed, the demo movie ends and the constant variation of the small symbols begins, but by leaving the decorative symbols still for a period of time, it is possible to make the player aware that a start winning has occurred and that the variation has begun due to the constant small symbols, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawing: Figure 244
[0100] [Feature 92] The feature 92 of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A variable display means for variably displaying specific identification information is provided, The variable display means displays the variable display result of the specific identification information by a light emitting mode; a variable display means buffer for storing information relating to the light emission mode of the variable display means; When the counter reaches an operating value, the light emission mode of the variable display means is controlled to be different from the variable display result without updating the data in the variable display means buffer; The data in the variable display means buffer is initialized when power is restored with initialization after a power outage. It is characterized by the following. According to this feature, by using special processing that eliminates the process of updating the buffer values, the special chart unit can be put into a special state, which can be stably set to the state when the complete function is activated.Furthermore, by initializing by clearing the RAM, the processing burden can be reduced by clearing it along with other data, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figures 146 to 151, 168, and 170
[0101] [Feature 93] The 93 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. Equipped with a variable means, The variable means, when the solenoid is in the first state, makes it easier for the game medium to pass through the specific area than when the solenoid is in the second state; When the gaming medium passes through a specific area, a gaming value is awarded. By updating the value of the solenoid buffer, normal processing can be performed to change the solenoid from the first state to the second state. When the counter reaches the tripping value, execute a special process to change the solenoid from state 1 to state 2 without updating the value of the solenoid buffer. It is characterized by the following. According to this feature, even if a ball lands after activation, no winning ball is awarded, and this prevents the machine from continuing in a state where it is easy to score a ball even after activation, thereby making it possible to provide a suitable gaming machine. Corresponding drawings: Figure 157, Figure 158, Figure 168, Figure 170
[0102] [Feature 94] The 94th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. Equipped with a variable means, When the solenoid is in the first state, the variable means is in a state in which the game medium can more easily pass through the specific area provided corresponding to the variable means than when the solenoid is in the second state; When the gaming medium passes through a specific area, a gaming value is awarded. a solenoid counter for setting the solenoid to a first state; By updating the value of the solenoid buffer, normal processing can be performed to change the solenoid from the first state to the second state. A special process can be executed to change the solenoid from the first state to the second state without updating the value of the solenoid buffer. When the solenoid counter reaches the end value, normal processing is executed. When the counter value becomes the operation value as a result of the game medium passing through the specific area, even if the solenoid counter has not reached the end value, the variable means becomes in the second state as a result of the special process being executed. It is characterized by the following. According to this feature, even if a ball lands after activation, no winning ball is awarded, and this prevents the machine from continuing in a state where it is easy to score a ball even after activation, thereby making it possible to provide a suitable gaming machine. Corresponding drawings: Figure 157, Figure 158, Figure 168, Figure 170
[0103] [Feature 95] The 95 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. Equipped with a variable means, When the solenoid is in the first state, the variable means is in a state in which the game medium can more easily pass through the specific area provided corresponding to the variable means than when the solenoid is in the second state; When the gaming medium passes through a specific area, a gaming value is awarded. When the gaming medium passes through a predetermined area different from the specific area, a gaming value is awarded. a solenoid counter for setting the solenoid to a first state; By updating the value of the solenoid buffer, normal processing can be performed to change the solenoid from the first state to the second state. A special process can be executed to change the solenoid from the first state to the second state without updating the value of the solenoid buffer. When the solenoid counter reaches the end value, normal processing is executed. When the counter value becomes the operation value as a result of the game medium passing through the predetermined area, even if the solenoid counter has not reached the end value, a special process is executed so that the variable means becomes in the second state. It is characterized by the following. According to this feature, even if a ball lands after activation, no winning ball is awarded, and this prevents the machine from continuing in a state where it is easy to score a ball even after activation, thereby making it possible to provide a suitable gaming machine. Corresponding drawings: Figure 157, Figure 158, Figure 168, Figure 170
[0104] [Feature 96] The 96th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When a power outage occurs and is restored, the count value is cleared. When the count value becomes a test signal output value lower than the activation value, a specific test signal is output; When a power outage occurs and is restored, the output of a specific test signal is terminated. When the counter value reaches the activation value, the output of the specific test signal is terminated. It is characterized by the following. According to this feature, by outputting a specific test signal to prompt a power cut, it is possible to prevent an incident in which the complete function is activated and the test cannot continue.In the market, stable control can be achieved by terminating output even when the complete function is activated, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figures 151 to 153, 161, 168, and 170
[0105] [Feature 97] The feature 97 of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When a power interruption occurs, the count value is cleared. When the count value becomes a test signal output value lower than the activation value, a specific test signal is output; When a power outage occurs and is restored, the output of a specific test signal is terminated. The data in the specific test signal buffer is The counter value becomes the operating value, and then a power outage occurs. When the power is restored, the counter is not initialized. The counter value becomes the operating value, and then is initialized when a power outage occurs and is restored with initialization. It is characterized by the following. According to this feature, by outputting a specific test signal to prompt a power cut, it is possible to prevent an incident in which the complete function is activated and the test cannot be continued, and since a power-on accompanied by a RAM clear operation is required to release the game suspension caused by the activation of the complete function, the processing burden can be reduced by clearing the RAM together with other data during initialization by clearing the RAM rather than clearing it when the power is turned on as in the normal process, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 150, Figure 151, Figure 155, Figure 156, Figure 161
[0106] [Feature 98] The feature 98 gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. a variable display means for displaying a variable display result of the specific identification information by a light emitting mode; A performance control side variable display means for indicating that a variable display is being performed by a light emitting state, When the counter value becomes the operation value, the light emission mode of the variable display means is changed to a mode that cannot be taken while a game is in progress; When the counter value becomes the operation value, the light emission mode of the performance control side variable display means is set to a mode that cannot be taken while the game is in progress. It is characterized by the following. According to this feature, the state of the special symbol unit and the fourth symbol unit can effectively communicate that the complete function is operating, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 138, Figure 139
[0107] [Feature 99] The 99 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. The advantageous state includes a first advantageous state and a second advantageous state, The first advantageous state and the second advantageous state have different ending periods. In the first advantageous state, when the counter value becomes the activation value, after the ending period corresponding to the first advantageous state ends, the progress of the game is restricted; In the second advantageous state, when the counter value becomes the activation value, the progress of the game is restricted after the ending period corresponding to the second advantageous state ends. It is characterized by the following. According to this feature, in a gaming machine that can increase interest in gaming by making the ending period different depending on the jackpot and executing a presentation appropriate for each, the complete function can be activated at the end of the ending period that is common to all jackpots, so that the complete function can be activated stably, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 265
[0108] [Feature 100] The gaming machine with 100 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A display unit for displaying predetermined information regarding the award of game value is provided on the main board; When the counter value reaches the activation value, control is performed so that processing related to the display unit is not executed. It is characterized by the following. According to this feature, by not executing processing related to the performance display monitor when the complete function is activated and game play is not possible, it is possible to ensure that the numerical value of the performance display monitor is the numerical value in a state in which game play is possible, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figure 155, Figure 156, Figure 168
[0109] [Feature 101] The feature 101 gaming machine is: A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A movable body, A light emission control means for controlling the light emission means, The light emission control means includes: When the movable body is moved, the light emitting means is controlled according to a luminance data table for moving the movable body; When the movable body is moving, if the counter value becomes an operation value, the light emitting means is controlled using a brightness data table corresponding to limiting the progress of the game; The light emission mode of the light emitting means controlled by the brightness data table corresponding to limiting the progress of the game is emphasized less than the light emission mode of the light emitting means controlled by the brightness data table for moving the movable body. It is characterized by the following. According to this feature, even if the reel is moving when the complete function is activated, by switching the light emission mode of the light-emitting means, it is possible to prevent the activation of the complete function from being perceived as an indication, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 266, Figure 267
[0110] [Feature 102] The gaming machine with feature 102 is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A specific external signal can be output in either case of a specific error occurring or a counter value reaching an operating value and limiting the progress of a game. When a specific error occurs and a specific external signal is output, the specific external signal is output until the specific error is released. When the counter value reaches the operation value and the progress of the game is restricted, the specific external signal is output for a predetermined period of time. It is characterized by the following. According to this feature, it is conceivable that some gaming establishments will leave the power on when the complete function is activated. In that case, it is possible to prevent the security signal caused by the activation of the complete function from being output indefinitely. Also, by outputting the security signal due to an error until the error is cleared, it is possible to determine the cause of the security signal from the form of the signal output, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figure 155, Figure 156, Figure 168
[0111] [Feature 103] The 103rd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted; When the counter value becomes the operation value while the game is controlled in the advantageous state, the game progress is restricted after the advantageous state ends. Capable of outputting a specific external signal; A predetermined external signal can be output in relation to the control of the advantageous state; When the counter value reaches an operating value during an advantageous state and the progress of the game is restricted after the advantageous state ends, the output of a predetermined external signal is terminated and the output of a specific external signal is started. It is characterized by the following. According to this feature, one situation in which the complete function would be activated is during a jackpot, but if the external signal that is output to excite the player during a jackpot continues to be output indefinitely even after the complete function has been activated, there is a risk that this could be perceived as an attempt to encourage the player that the complete function has been activated.By preventing this and outputting a signal corresponding to the activation of the complete function, it is possible to appropriately communicate that the complete function has been activated, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 155, Figure 156, Figure 168
[0112] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to the present invention will now be described with reference to the accompanying drawings.
[0113] The embodiment of the present invention will be explained by dividing it into feature 1, which is mainly related to effect display, and feature 2, which is mainly related to the complete function. Note that feature 1 and feature 2 are related to the same pachinko gaming machine 1, but feature 2 has an exceptional part in which the configuration of the pachinko gaming machine 1 is partially different.
[0114] (Feature 1) An embodiment of a pachinko gaming machine according to the present invention will be described below with reference to a characteristic portion 1.
[0115] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0116] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationarily (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.
[0117] In addition, the special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern", and the special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern". In addition, a special pattern game using the first special pattern is also called the "first special pattern game", and a special pattern game using the second special pattern is also called the "second special pattern game". In addition, there may be only one type of special pattern display device that variably displays the special pattern.
[0118] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0119] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special pattern are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0120] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying a first reserved memory number (for example, the number "0"), a second reserved memory number (for example, the number "4") and a small pattern corresponding to the decorative pattern, and the small pattern is variably displayed in response to the variable display of the decorative pattern.
[0121] In addition, the first reserved memory number, the second reserved memory number, the reserved display, the small pattern, the error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, the right-hit notification image that encourages the player to perform a right-hit operation, and the remaining time-saving display that shows the number of remaining times of time-saving are displayed in front of (in a higher layer) the performance images (object images) such as characters, thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, the second reserved memory number, the small pattern, and the error display, while the decorative patterns may be displayed behind (in a lower layer) the performance images, thereby preventing the decorative patterns from overlapping and reducing the visibility of the performance images.
[0122] The small symbol is also called the fourth symbol. The fourth symbol is displayed variably by a certain operation in a manner that is always visible on a display device such as the image display device 5 as a symbol indicating that the special symbols (first special symbol, second special symbol) are variably displayed. By variably displaying the fourth symbol, it becomes possible to recognize whether or not the decorative symbol is currently being variably displayed even if the decorative symbol is difficult to recognize, such as when a performance content including the variable display of the decorative symbol disappears from the screen for a moment, or when a performance is performed in which the movable body 32 covers all or part of the screen of the image display device 5. The performance control CPU 120 performs the variably display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on receiving the first variable display start command. Also, the performance control CPU 120 performs the variably display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on receiving the second variable display start command.
[0123] The lower part of the screen of the image display device 5 is provided with display areas (special symbol reserved memory display area 5U, active display area 5F) for displaying reserved displays corresponding to variable displays whose execution is reserved and active displays corresponding to variable displays that are being executed. The reserved displays and active displays are also collectively referred to as variable display-compatible displays corresponding to variable displays. In addition, in this characteristic part 1, a special symbol reserved memory display area 5U common to the first special symbol and the second special symbol is provided, but a first special symbol reserved memory display area in which a first reserved display representing a variable display whose execution of the first special symbol is reserved is displayed, and a second special symbol reserved memory display area in which a second reserved display representing a variable display whose execution of the second special symbol is reserved may be provided separately. In addition, in this characteristic part 1, the special symbol reserved memory display area 5U is a display area that displays a reserved display corresponding to the first special symbol when the game state is in a normal state, and is a display area that displays a reserved display corresponding to the second special symbol when the game state is in a time-saving state or a probability-changing state. Furthermore, the active display area 5F is a display area which displays an active display corresponding to a first special pattern when the game state is in a normal state, and is a display area which displays an active display corresponding to a second special pattern when the game state is in a time-saving state or a special probability state.
[0124] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0125] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0126] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.
[0127] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric device having a movable piece that can be opened and closed, and when the solenoid 81 is in the off state, the movable piece is in the upright position, so that the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B is in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. It should be noted that the variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.
[0128] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0129] Between the winning ball device 6A and the variable winning ball device 6B, a first special variable winning ball device 7A and a second special variable winning ball device 7B each having a large winning opening are provided. The first special variable winning ball device 7A has a large winning opening door driven to open and close by a solenoid 82 (see FIG. 2), and forms a first large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door, and the second special variable winning ball device 7B has a large winning opening door driven to open and close by a solenoid 83 (see FIG. 2), and forms a second large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.
[0130] In the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the first large prize opening, and the game ball cannot enter (pass through) the first large prize opening. On the other hand, in the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the first large prize opening, and the game ball can easily enter the first large prize opening.
[0131] Similarly, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the second large prize opening, and the game ball cannot enter (pass through) the second large prize opening. On the other hand, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door is in the ON state, the large prize opening door opens the second large prize opening, and the game ball can easily enter the second large prize opening.
[0132] A gaming ball that enters the first large prize opening is detected by a first count switch 23 (see FIG. 2), and a gaming ball that enters the second large prize opening is detected by a second count switch 24 (see FIG. 2). When a gaming ball is detected by the first count switch 23 or the second count switch 24, that is, when a gaming ball enters the large prize opening, a predetermined number of gaming balls (for example, 15 balls) are paid out as prize balls. When a gaming ball enters the large prize opening, more prize balls are paid out than when a gaming ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.
[0133] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.
[0134] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0135] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0136] A regular symbol reserved display 25C is provided below the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0137] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0138] In addition, the game area in this characteristic part 1 is composed of a left game area 2L which is an area formed to the left of the image display device 5, where game balls can flow down to enter the general winning port 10 and the first start winning port formed by the winning ball device 6A, and a right game area 2R which is an area formed to the right of the image display device 5, where game balls can flow down to enter the second start winning port formed by the variable winning ball device 6B and the first large winning port and second large winning port formed by the special variable winning ball device 7, and can pass through the passing gate 41.
[0139] In addition, the normal state in this characteristic part 1 is a game state in which the player mainly shoots the game ball toward the left game area 2L, and the time-saving state, special mode state, and jackpot game state in this characteristic part 1 are game states in which the player shoots the game ball toward the right game area 2R.
[0140] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the playing area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."
[0141] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps." The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively called the game effect lamp 9. The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are configured to include LEDs. The various lamps will be described later.
[0142] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.
[0143] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.
[0144] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).
[0145] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0146] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0147] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period during which the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0148] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).
[0149] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0150] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0151] Furthermore, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (if a start winning occurs but the special game based on the start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0152] In special symbol games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot", and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss".
[0153] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0154] In the jackpot game state, the first and second large prize openings formed by the special variable prize ball device 7 are opened in a predetermined manner. The open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize openings reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize openings can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. A cycle in which the large prize openings are opened in this way is called a round (round game). In the jackpot game state, the round can be repeated until it reaches a predetermined upper limit number of times (10 times, 6 times, etc.).
[0155] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0156] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained may be provided.
[0157] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0158] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.
[0159] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".
[0160] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).
[0161] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).
[0162] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.
[0163] In addition, in this characteristic section 1, the large prize entry port that opens in a specific round (for example, the sixth round) differs depending on the type of jackpot, and in the type of jackpot in which the second prize entry port opens in the specific round, the game ball enters the second large prize entry port, that is, based on the detection by the second count switch 24, the game state is controlled to a high probability high base state after the jackpot game ends.
[0164] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0165] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0166] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0167] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0168] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0169] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0170] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from the normal mode may be executed.
[0171] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0172] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.
[0173] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0174] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also installed. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.
[0175] A power switch 91 is connected to the power supply board 17, and by operating the power supply switch 91 (turning it ON), power from an AC power source such as an external power source such as a commercial power source, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0176] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including reserved management), execution of regular games (including reserved management), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0177] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0178] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Incidentally, all or part of the program stored in the ROM 101 may be expanded in the RAM 102 and executed on the RAM 102.
[0179] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0180] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0181] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and a switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), first count switch 23, second count switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0182] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0183] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoids 82 and 83) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoids 82 and 83 for the large prize opening door.
[0184] The pachinko game machine 1 in the characteristic part 1 is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to pay out a predetermined number of game balls (e.g., 3 balls, 5 balls, 10 balls, 15 balls, etc.) to a player based on receiving a payout signal, and a game ball detection sensor that is provided in a payout passage through which the game balls paid out by the payout device pass, and it is possible to stop driving the payout device according to the state of the game ball detection signal received from the game ball detection sensor.
[0185] In addition, a handle sensor for detecting the amount of operation by the player and a touch ring (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30 are connected to the payout control board, and based on signals input from these sensors, the payout control board controls a launching device capable of launching game balls onto the game board 2. In addition, a signal indicating whether or not the touch ring has been detected and a signal indicating that the game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 of the main board 11.
[0186] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0187] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0188] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0189] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0190] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0191] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0192] The display control unit 123 causes the image display device 5 to display a performance image by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute the performance from the performance control CPU 120. The display control unit 123 also performs display processing to output image data in the display image creation area of the VRAM area specified by the display register as a video signal. In this characteristic unit 1, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in one V blank, and then switched to the display image creation area in the next V blank, so that the image data drawn in the previous V blank is displayed and output, and drawing is performed in the other area during that time.
[0193] 3, the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, so that the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer image drawing area has a concept of upper, middle, and lower, and the higher the layer image drawing area, the higher the display priority is set in the image display device 5, and the lower the layer image drawing area, the lower the display priority is set in the image display device 5.
[0194] As shown in FIG. 4, the VRAM area has a layer 1 image drawing area for drawing and arranging a background image as a layer 1 image, a layer 2 image drawing area for drawing and arranging a decorative pattern as a layer 2 image, a layer 3 image drawing area for drawing and arranging an object image such as a character as a layer 3 image, a layer 4 image drawing area for drawing and arranging an enlargement effect image as a layer 4 image, a layer 5 image drawing area for drawing and arranging a decorative effect image as a layer 5 image, a layer 6 image drawing area for drawing and arranging a crack precursor image (glass plate image, etc.) as a layer 6 image, a layer 7 image for drawing and arranging a glass plate image A as an object image to be cracked that is displayed in place of the glass plate image and a layer 8 image for drawing and arranging an image when the glass plate image A is cracked as a layer 8 image. Layer 7 image drawing area for drawing and placing the fragment images generated by the above-mentioned operation, Layer 8 image drawing area for drawing and placing the operation effect image described later as the image of Layer 8, Layer 9 image drawing area for drawing and placing the whiteout image 003SG303 described later as the image of Layer 9, Layer 10 image drawing area for drawing and placing the operation prompting image described later as the image of Layer 10, Layer 11 image drawing area for drawing and placing the variable display compatible display (pending display and active display) as the image of Layer 11, Layer 12 image drawing area for drawing and placing the right-hit display and left-hit display images described later as the image of Layer 12, and Layer 13 image drawing area for drawing and placing the small pattern (4th pattern) as the image of Layer 13.
[0195] The enlargement effect in the characteristic part 1 is an image that imitates (has a similar relationship to) the target image in each performance and is enlarged and displayed over time, has a higher transmittance than the target image, and the transmittance gradually increases as the image is enlarged (see Figs. 83 to 97). The decoration effect in the characteristic part 1 is an image that is different in shape from the target image in each performance and has the same transmittance (0% transmittance) as the target image at least at the start of display (see Figs. 98 and 99). Furthermore, the development cost of the enlargement effect is lower than that of the decoration effect. Specifically, the decoration effect requires preparation of dedicated material data and then processing the material data appropriately, so it takes a certain amount of time to create the image, whereas the enlargement effect can be created by reusing the material data of the decorative pattern, so it can be created in a short period of time. In other words, the enlargement effect is an image that can effectively highlight the target image to be noticed while requiring low development costs.
[0196] In the present characteristic section 1, it is possible to generate an image to be displayed on the display screen of the image display device 5 by superimposing each image drawn and arranged in these layer 1 image drawing area to layer 13 image drawing area. Also, as shown in Figs. 4 and 5, the image drawn in the layer 1 image drawing area has the lowest display priority, the image drawn in the layer 2 image drawing area has a higher display priority than the image drawn in the layer 1 image drawing area, the image drawn in the layer 3 image drawing area has a higher display priority than the image drawn in the layer 2 image drawing area, the image drawn in the layer 4 image drawing area has a higher display priority than the image drawn in the layer 3 image drawing area, the image drawn in the layer 5 image drawing area has a higher display priority than the image drawn in the layer 4 image drawing area, the image drawn in the layer 6 image drawing area has a higher display priority than the image drawn in the layer 5 image drawing area, and the image drawn in the layer 7 image drawing area has a higher display priority than the image drawn in the layer 6 image drawing area. images drawn in the layer 8 image drawing area have a higher display priority than images drawn in the layer 7 image drawing area, images drawn in the layer 9 image drawing area have a higher display priority than images drawn in the layer 8 image drawing area, images drawn in the layer 10 image drawing area have a higher display priority than images drawn in the layer 9 image drawing area, images drawn in the layer 11 image drawing area have a higher display priority than images drawn in the layer 10 image drawing area, images drawn in the layer 11 image drawing area have a higher display priority than images drawn in the layer 10 image drawing area, images drawn in the layer 12 image drawing area have a higher display priority than images drawn in the layer 11 image drawing area, and images drawn in the layer 13 image drawing area have a higher display priority than images drawn in the layer 12 image drawing area.
[0197] That is, the image drawn in the layer 1 image drawing area is the image displayed at the lowest level in the image display device 5, the image drawn in the layer 2 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 1 image drawing area in the image display device 5, the image drawn in the layer 3 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 2 image drawing area in the image display device 5, the image drawn in the layer 4 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 3 image drawing area in the image display device 5, the image drawn in the layer 5 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 4 image drawing area in the image display device 5, the image drawn in the layer 6 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 5 image drawing area in the image display device 5, and the image drawn in the layer 7 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 6 image drawing area in the image display device 5. an image drawn in the layer 8 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 7 image drawing area in the image display device 5, an image drawn in the layer 9 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 8 image drawing area in the image display device 5, an image drawn in the layer 10 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 9 image drawing area in the image display device 5, an image drawn in the layer 11 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 10 image drawing area in the image display device 5, an image drawn in the layer 12 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 11 image drawing area in the image display device 5, and an image drawn in the layer 13 image drawing area is an image that is displayed in the topmost layer in the image display device 5.
[0198] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0199] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0200] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0201] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0202] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0203] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0204] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.
[0205] FIG. 6(A) is an explanatory diagram showing an example of the contents of a performance control command used in the characteristic unit 1. The performance control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 6(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0206] In the example shown in FIG. 6(A), the command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command that specifies the variable pattern (variable time (variable display time)) of the decorative symbols (also called performance symbols) that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern designation command, different EXT data is set according to the specified variable pattern, etc.
[0207] Command 8CXXH is a variable display result designation command, which is a presentation control command that designates a variable display result such as a special pattern or a decorative pattern. In the variable display result designation command, different EXT data is set according to the determination result (predetermined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result of which of several types of jackpot types should be selected when the variable display result is a "jackpot", as shown in FIG. 6(B).
[0208] In the variable display result designation command, for example, as shown in FIG. 6(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot C".
[0209] The command 8F00H is a pattern determination command that specifies the stop (determination) of the variation of the decorative patterns in each of the decorative pattern display areas 5L, 5C, and 5R of the "left", "middle", and "right" in the image display device 5. The command 95XXH is a game state designation command that specifies the current game state in the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state in the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), the command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state), and the command 9502H is a third game state designation command corresponding to a game state in which time-saving control and probability variable control are performed (high probability high base state, probability variable state). In addition, the high probability, high base state may simply be referred to as a "high probability state."
[0210] Command A0XXH is a start of jackpot designation command (also called a "fanfare command") that designates the display of a presentation image indicating the start of a jackpot game. Command A1XXH is a large prize opening open notification command that notifies the player that the large prize opening is in an open state during a jackpot game state. Command A2XXH is a large prize opening post-open notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game state. Command A3XXH is a end of jackpot designation command that designates the display of a presentation image at the end of a jackpot game.
[0211] In the hit start designation command and the hit end designation command, for example, the same EXT data as the variable display result designation command may be set, so that different EXT data may be set according to the pre-determined result and the big win type determination result. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the big win type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the big win opening notification command and the big win opening after notification command, for example, different EXT data is set according to the number of rounds executed in the big win state (for example, "0" to "10") described later.
[0212] The command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B. Command B300H is a large prize opening entry designation command that notifies the player that 15 prize balls will be paid out when a game ball that has passed through (entered) the first large prize opening or the second large prize opening of the special variable prize ball device 7 is detected by the first count switch 23 or the second count switch 24, resulting in a winning entry.
[0213] The command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the reserved memory number of special figures can be specified. The command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the reserved memory number of special figures can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being established by the game ball passing (entering) the first start winning port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being established by the game ball passing (entering) the second start winning port. In addition, the first pending memory number notification command and the second pending memory number notification command may be transmitted in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the number of pending memories decreases).
[0214] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Among these, command C4XXH is a design specification command that indicates the judgment result of whether the variable display result is a "jackpot" or not and the type of jackpot (probable win, non-probable win, or sudden probability win) as the judgment result at the time of winning. In addition, command C6XXH is a variation category command that indicates the judgment result of whether the random number value for judging the variation pattern is a "non-reach", "super reach", or "other (normal reach)" variation pattern as the judgment result at the time of winning.
[0215] Instead of the first pending memory number notification command or the second pending memory number notification command, a total pending memory number notification command that notifies the total pending memory number may be sent. In other words, a total pending memory number notification command for notifying an increase (or decrease) in the total pending memory number may be used.
[0216] Command D000H is a V entry notification command for notifying that a game ball has entered the second large entry port during a jackpot game, that is, that a game ball has been detected by the second count switch 24. Hereinafter, in this characteristic part 1, the detection of a game ball by the second count switch 24 during a jackpot game may be referred to as a "V entry." In this characteristic part 1, "V entry" refers to the execution of both time-saving control and probability variable control in the high base state after the end of the jackpot game in which the entry occurred (control to a high probability high base state).
[0217] Command 9F00H is a customer waiting demonstration display designation command for designating the execution of a customer waiting demonstration display (customer waiting demonstration).
[0218] 6(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning port, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variation control or time reduction control is executed, etc. may be provided.
[0219] FIG. 7 is an explanatory diagram illustrating the random number values counted on the main board 11 side. As shown in FIG. 7, on the main board 11 side, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, the random number value MR3 for determining the variation pattern type, the random number value MR4 for determining the variation pattern, the random number value MR5 for determining the normal chart display result, and the random number value MR6 for determining the initial value of the random number value MR5 are controlled so that they can be counted. In addition, in order to improve the game effect, random number values other than these may be used. Such random numbers used to control the progress of the game are also called game random numbers.
[0220] The random number circuit 104 may count numerical data indicating a part or all of these random number values MR1 to MR6. The CPU 103 may count numerical data indicating a part of the random number values MR1 to MR6 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).
[0221] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the variable display result of the special symbol or the like in the special symbol game to a "jackpot" game state, and takes a value in the range of, for example, "0" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type to be one of "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and takes a value in the range of, for example, "0" to "99."
[0222] The random number value MR3 for determining the type of variation pattern is a random number value used to determine the type of variation pattern in the variable display of special patterns and decorative patterns as either "non-reach," "normal reach," or "super reach," and takes a value in the range of "0" to "4095," for example.
[0223] The random number value MR4 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "255", for example.
[0224] The random number value MR5 for determining the normal symbol display result is a random number value used to determine whether the variable display result in a normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0225] The random number value MR6 for judging the MR initial value is a random number value used to judge the initial value of the random number value MR5, and takes a value in the range of "3" to "13", for example.
[0226] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present characteristic part 1, a common display result determination table is used for the first special chart and the second special chart as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special chart and the second special chart.
[0227] The display result determination table is a table which is referenced to determine whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B, based on a random number value MR1 for determining the special pattern display result.
[0228] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state).
[0229] In the display result judgment table, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the display result judgment table, when the game state is a probability change state (high probability state), more judgment values are assigned to the special chart display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, the probability that the special chart display result is determined to be controlled to a jackpot game state as a "jackpot" is higher (about 1 / 30 in this characteristic part 1) than the probability that the special chart display result is determined to be controlled to a jackpot game state as a "jackpot" when the pachinko game machine 1 is in a time-saving state (low probability state) (about 1 / 300 in this characteristic part 1). That is, in the display result judgment table, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0230] FIG. 9(A) shows an example of the configuration of a jackpot type determination table stored in the ROM 101. The jackpot type determination table in the feature part 1 is a table that is referenced to determine the jackpot type to one of a plurality of types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and the jackpot game state is controlled. In the jackpot type determination table, a number (determination value) to be compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types such as "jackpot A", "jackpot B", and "jackpot C" depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0231] Here, the jackpot type in the characteristic part 1 will be explained with reference to Fig. 9(B). In the characteristic part 1, the jackpot types are jackpot A, jackpot B, and jackpot C, which are controlled for a maximum of 100 variable displays after the end of the jackpot game state. In addition, these jackpots A, B, and C are also jackpots in which the probability variable control is executed for a maximum of 100 variable displays after the end of the jackpot game by the game ball entering the second large winning hole (so-called V winning) in the sixth round of the jackpot game state.
[0232] The jackpot game state due to "Jackpot A" is a jackpot (6 rounds and jackpot where V cannot be won) game state in which a round in which the first large prize entry port is changed to an open state advantageous to the player in the 1st to 6th rounds is repeated 6 times; the jackpot game state due to "Jackpot B" is a jackpot (6 lands and jackpot where V can be won) game state in which the first large prize entry port is changed to an open state advantageous to the player in the 1st to 5th rounds, while the second large prize entry port is changed to an open state advantageous to the player in the 6th round; and the jackpot game state due to "Jackpot C" is a jackpot (10 lands and jackpot where V can be won) game state in which the first large prize entry port is changed to an open state advantageous to the player in the 1st to 5th rounds and the 7th to 10th rounds, while the second large prize entry port is changed to an open state advantageous to the player in the 6th round.
[0233] In this characteristic section 1, at least the time-saving control is executed after the end of the jackpot gaming state, and if a jackpot occurs while the time-saving control is being executed, the time-saving control (and the special bonus control) is executed again after the end of the jackpot gaming state, resulting in a so-called consecutive jackpot state in which the jackpot gaming state occurs continuously without an intermediate normal state.
[0234] In addition, in this characteristic section 1, an example is shown in which there are three types of jackpots, jackpot A to jackpot C, but the present invention is not limited to this, and there may be two or less types of jackpots, or four or more types of jackpots.
[0235] Also, as shown in Fig. 9(A), in the jackpot type determination table, the allocation of the determination value for the jackpot type of "jackpot A", "jackpot B", and "jackpot C" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. That is, when the variably displayed special chart is the first special chart, a predetermined range of determination values (values in the range of "0" to "49") are assigned to the jackpot types of "jackpot A" and "jackpot B" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types of "jackpot A" and "jackpot B". By such a setting, the ratio of determining the jackpot type to "jackpot A" or "jackpot B" with a small number of rounds can be made different between the case where the jackpot type is determined to be one of a plurality of types in the special chart game using the first special chart by the first special chart display device 4A and the case where the jackpot type is determined to be one of a plurality of types in the special chart game using the second special chart by the second special chart display device 4B. In particular, since the jackpot type is not determined to be "jackpot A" or "jackpot B" and controlled to a jackpot state with a small number of rounds in the special chart game using the second special chart, for example, in a game state where the game ball is likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control accompanying the time reduction control, it is possible to prevent the frequent occurrence of a jackpot state with a small number of winning balls and a decrease in the interest in the game.
[0236] 10 and 11 are explanatory diagrams showing specific examples of the fluctuation patterns in the present characteristic part 1. The fluctuation patterns in the present characteristic part 1 are roughly divided into a loss fluctuation pattern in which the variable display result is a loss and a jackpot fluctuation pattern in which the variable display result is a jackpot.
[0237] As shown in FIG. 10, the miss fluctuation patterns can be broadly categorized into a non-reach miss fluctuation pattern (fluctuation pattern type: non-reach fluctuation pattern) in which no reach performance is executed and a miss occurs, a normal reach fluctuation pattern (fluctuation pattern type: normal reach fluctuation pattern) in which a normal reach reach performance is executed and a miss occurs, a low base weak super reach fluctuation pattern (fluctuation pattern type: low base weak super reach fluctuation pattern) in which a low base weak super reach A reach performance or a low base weak super reach B reach performance is executed and a miss occurs in a normal state (low base state), a low base strong super reach A fluctuation pattern (fluctuation pattern type: low base strong super reach A fluctuation pattern) in which a low base str...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches an activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is given. a sound output control means for controlling the sound output means; A display control means for controlling the display means, When the counter value becomes an activation value and the progress of the game is restricted, the sound output control means controls the output mode of the sound output means to be an output mode corresponding to the activation notification before the display control means controls the display mode of the display means to be a display mode corresponding to the activation notification. When an error occurs, the sound output control means controls the sound output means to change its output mode to an output mode corresponding to an error notification before the display control means controls the display means to change its display mode to a display mode corresponding to an error notification. A gaming machine in which the period from when the sound output control means starts to control the output mode of the sound output means to an output mode corresponding to an error notification to when the display control means controls the display mode of the display means to the display mode corresponding to an error notification is longer than the period from when the sound output control means starts to control the output mode of the sound output means to an output mode corresponding to an error notification to when the display control means controls the display mode of the display means to the display mode corresponding to an error notification.
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