Pachinko machine
Patent Information
- Application Number
- JP2023047448
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-24
- Publication Date
- 2025-07-23
- Estimated Expiration
- 2043-03-24
AI Technical Summary
Existing gaming machines face issues with biased probability in winning and losing, leading to excessive game ball distribution, necessitating a stop function that abruptly ends the game, lacking adequate notification and error handling.
A gaming machine that calculates a counter value for game value difference, restricts game progress based on this value, provides pre-warning and error notifications with distinct visual cues, and uses light emission control for error notification, ensuring quick error detection and user awareness.
The solution enables rapid identification of errors and prevents abrupt game termination, providing a stable gaming experience by clearly distinguishing between different notifications and maintaining user engagement.
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 Art
[0002] Conventionally, as a gaming machine, in order to prevent problems such as so-called "sinking" in which excessive game balls are given to a player due to a bias in the probability regarding winning and losing, when the number of game balls reaches a certain amount, there is a gaming machine equipped with a stop function that makes it impossible to continue the game (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in Patent Document 1, when the stop function is activated, it is reported that it is impossible to continue the game, but there is room for improvement.
[0005] The present invention has been made by paying attention to such problems, and an object thereof is to provide an improved and suitable gaming machine.
Means for Solving the Problems
[0006] A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value reaches the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the operating value when controlled to the advantageous state, the progress of the game is restricted after the end of the advantageous state, When the counter value becomes the pre-warning value, pre-warning is performed, When the counter value becomes the operating value while being controlled in the advantageous state, operating warning notification is performed, When an error occurs, error notification is performed, When restricting the progress of the game, restriction notification is performed by the display corresponding to the restriction and the light emission mode corresponding to the restriction in the light emission means. The operating warning notification and the error notification are displayed in different color schemes, It is provided with light emission control means for controlling the light emission means, The light emission control means, In a situation where an operating warning notification is being made, when an error occurs, control is performed to switch the light emission mode of the light emission means to a light emission mode corresponding to the error, In a situation where an error has occurred, when an operating warning notification is started, control is performed to maintain the light emission mode of the light emission means as the light emission mode corresponding to the error Yes When the operation warning notification is being executed in a situation where an error has occurred and the advantageous state in which the operation warning notification has started ends, before switching from the display of the operation warning notification to the display corresponding to the restriction of the progress of the game due to the end of the advantageous state, control is performed to switch the light emission mode of the light emission means from the light emission mode corresponding to the error to the light emission mode corresponding to the restriction. and, is characterized by this. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0007] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] [Feature 1] The gaming machine of Feature 1 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes the operating value when not controlled to the advantageous state, restrict the progress of the game, when the counter value becomes the operating value when controlled to the advantageous state, restrict the progress of the game after the end of the advantageous state, when the counter value becomes the advance notice value, give an advance notice, when the counter value becomes the operating value when controlled to the advantageous state, give an operating warning notice, when an error occurs, give an error notice, The advance notice is composed of a display using characters, The operating warning notice is composed of a display using characters, The error notice is composed of a display using characters, The font of the characters used for the advance notice and the font of the characters used for the operating warning notice are the same, The font of the characters used for the advance notice and the operating warning notice is different from the font of the characters used for the error notice which is characterized by. According to this feature, since a series of processes such as pre-notification to activation warning may be developed during a big win, by keeping the font of the characters constant, information regarding the complete function can be stably conveyed. Regarding the display of the target, by using different fonts, it is possible to clarify that the information is different from the complete function, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 220 and 224
[0010] [Feature 2] The gaming machine of Feature 2 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value given, when the counter value reaches the activation value, restricting the progress of the game, when the counter value reaches the pre-notification value, performing pre-notification, when an error occurs, performing error notification, the pre-notification is composed of a display using characters, the error notification is composed of a display using characters, the size of the characters for pre-notification is smaller than the size of the characters for error notification and is characterized by this. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 220 and 224
[0011] [Feature 3] The gaming machine of Feature 3 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value given, when the counter value reaches the activation value when not being controlled to the advantageous state, restricting the progress of the game, when the counter value reaches the activation value when being controlled to the advantageous state, restricting the progress of the game after the end of the advantageous state, When the counter value becomes the pre-warning value, a pre-warning is given, When the counter value becomes the activation value when it is controlled to an advantageous state, an activation warning notification is given, When an error occurs, an error notification is given, The activation warning notification is configured to include a display using characters, The error notification is configured to include a display using characters, The size of the characters in the activation warning notification is smaller than the size of the characters in the error notification It is characterized by this. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0012] [Feature 4] The gaming machine of Feature 4 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the activation value, the progress of the game is restricted, When the counter value becomes the pre-warning value, a pre-warning is given, When an error occurs, an error notification is given, The pre-warning is displayed at a position that does not overlap with the error notification It is characterized by this. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0013] [Feature 5] The gaming machine of Feature 5 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the activation value when it is not controlled to an advantageous state, the progress of the game is restricted, When the counter value becomes the operating value while being controlled in the advantageous state, the progress of the game is restricted after the end of the advantageous state. When the counter value becomes the prior notification value, prior notification is performed. When the counter value becomes the operating value while being controlled in the advantageous state, an operation warning notification is performed. When an error occurs, an error notification is performed. The operation warning notification is displayed at a position that does not overlap with the error notification. It is characterized by this. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0014] [Feature 6] The gaming machine of Feature 6 is A gaming machine capable of being controlled in an advantageous state, Capable of calculating a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operating value, the progress of the game is restricted. When the counter value becomes the prior notification value, prior notification is performed. When an error occurs, an error notification is performed. The prior notification and the error notification are displayed in different color schemes. It is characterized by this. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0015] [Feature 7] The gaming machine of Feature 7 is A gaming machine capable of being controlled in an advantageous state, Capable of calculating a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operating value when not being controlled in the advantageous state, the progress of the game is restricted. When the counter value becomes the operating value while being controlled in the advantageous state, the progress of the game is restricted after the end of the advantageous state, When the counter value becomes the prior notification value, prior notification is performed, When the counter value becomes the operating value while being controlled in the advantageous state, an operation warning notification is performed, When an error occurs, an error notification is performed, The operation warning notification and the error notification are displayed in different color schemes It is characterized by this. According to this feature, it is possible to quickly notice the occurrence of an error, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0016] [Feature 8] The gaming machine of Feature 8 is A gaming machine capable of being controlled in an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operating value, the progress of the game is restricted, When the counter value becomes the prior notification value, prior notification is performed, When an error occurs, an error notification is performed, The prior notification is displayed with a fade-in, The error notification is displayed without a fade-in It is characterized by this. According to this feature, regarding the prior notification, by not giving a sudden image, it is possible to reduce the dissatisfaction that the game may end soon, and by promptly prompting the resolution in contrast to the prior notification, it is possible to prevent dissatisfaction. Corresponding drawings: Figure 212, Figure 225
[0017] [Feature 9] The gaming machine of Feature 9 is A gaming machine capable of being controlled in an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When 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 operating value when controlled to the advantageous state, the progress of the game is restricted after the end of the advantageous state, When the counter value becomes the prior notification value, prior notification is performed, When the counter value becomes the operating value when controlled to the advantageous state, an operation warning notification is performed, When an error occurs, an error notification is performed, The operation warning notification is displayed by fade-in, The error notification is displayed without fade-in It is characterized by this. According to this feature, regarding the operation warning, by not giving a sudden image, it is possible to reduce the dissatisfaction that the game may end soon, and to prevent dissatisfaction by promptly promoting the resolution in contrast to the operation warning. Corresponding drawings: Figures 212 and 227
[0018] [Feature 10] The gaming machine of Feature 10 is A gaming machine capable of being controlled to an advantageous state, It is possible to calculate a counter value regarding the difference between the game value used in the game and the game value to be given, When the counter value becomes the operating value, the progress of the game is restricted, When the counter value becomes the prior notification value, prior notification is performed, When the counter value becomes the operating value and the progress of the game is restricted, an operation notification is performed, When an error occurs, an error notification is performed, The operation notification is displayed by fade-in, The error notification is displayed without fade-in It is characterized by this. According to this feature, regarding the operation display, by not giving a sudden image, it is possible to reduce the dissatisfaction that the game may end, and to prevent dissatisfaction by promptly promoting the resolution in contrast to the operation. Corresponding drawings: Figures 212, 225, and 228
[0019] [Feature 11] The gaming machine with Feature 11 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes the operating value, restrict the progress of the game, when the counter value becomes the advance notice value, give an advance notice, when an error occurs, give an error notice, equipped with light emission control means for controlling the light emission means, The light emission control means in a situation where an advance notice has been given, when an error occurs, perform control to switch the light emission mode of the light emission means to a light emission mode corresponding to the error, in a situation where an error has occurred, when an advance notice is started, perform control to maintain the light emission mode of the light emission means in the light emission mode corresponding to the error is characterized by this. According to this feature, it is possible to notice the error quickly. Corresponding drawings: Figures 213, 214, 268
[0020] [Feature 12] The gaming machine with Feature 12 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes the operating value when not controlled to the advantageous state, restrict the progress of the game, when the counter value becomes the operating value when controlled to the advantageous state, restrict the progress of the game after the end of the advantageous state, when the counter value becomes the advance notice value, give an advance notice, when the counter value becomes the operating value when controlled to the advantageous state, give an operating warning notice, when an error occurs, give an error notice, It is provided with light emission control means for controlling the light emission means. The light emission control means In a situation where an operation warning notification is being given, when an error occurs, it performs control to switch the light emission mode of the light emission means to a light emission mode corresponding to the error. In a situation where an error has occurred, when an operation warning notification is started, it performs control to maintain the light emission mode of the light emission means in the light emission mode corresponding to the error. It is characterized by this. According to this feature, it is possible to quickly notice the error. Corresponding drawings: Figures 215, 216, 268
[0021] [Feature 13] The gaming machine of Feature 13 Is a gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes an operating value, it restricts the progress of the game, When the counter value becomes a pre-notification value, it performs pre-notification, When the counter value becomes an operating value and the progress of the game is restricted, it performs an operation notification, When a specific error occurs, it performs a notification corresponding to the specific error, It is provided with light emission control means for controlling the light emission means. The light emission control means In a situation where an operation notification is being given, when a specific error occurs, it performs control to maintain the light emission mode of the light emission means in the light emission mode corresponding to the operation notification. In a situation where a specific error has occurred, when the counter value becomes an operating value and the progress of the game is restricted, it performs control to switch the light emission mode of the light emission means to the light emission mode corresponding to the operation notification. It is characterized by this. According to this feature, it is possible to give precedence to the operation of the complete function and make the user notice in the form of the lamp mode. Corresponding drawings: Figures 217 to 219
[0022] [Feature 14] The gaming machine of Feature 14 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes the operating value, restrict the progress of the game, when the counter value becomes the advance notification value, give advance notification, when the counter value becomes the operating value and restricts the progress of the game, give an operation notification, when a first error occurs, give a notification corresponding to the first error, when a second error having a higher importance than the first error occurs, give a notification corresponding to the second error, equipped with light emission control means for controlling the light emission means, the light emission control means in a situation where an operation notification is being given, when a first error occurs, perform control to maintain the light emission mode of the light emission means in the light emission mode corresponding to the operation notification, in a situation where an operation notification is being given, when a second error occurs, perform control to switch the light emission mode of the light emission means to the light emission mode corresponding to the second error is characterized by this. According to this feature, when a highly important error occurs while the complete function is operating, by switching the mode of the lamp, it is possible to quickly notice the occurrence of the error. Corresponding drawings: Figures 217 to 219
[0023] [Feature 15] The gaming machine of Feature 15 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes the operating value, restrict the progress of the game, when the counter value becomes the advance notification value, give advance notification, when the counter value becomes the operating value and restricts the progress of the game, give an operation notification, When an error occurs, error notification is performed, light emission control means for controlling the light emission means, display control means for controlling the display means, and is provided with, when the counter value becomes the operating value and restricts the progress of the game, the control in which the light emission control means makes the light emission mode of the light emission means the light emission mode corresponding to the operation notification is performed prior to the control in which the display control means makes the display mode of the display means the display mode corresponding to the operation notification, when an error occurs, the control in which the light emission control means makes the light emission mode of the light emission means the light emission mode corresponding to the error notification is performed prior to the control in which the display control means makes the display mode of the display means the display mode corresponding to the error notification is characterized by this. According to this feature, by performing the light emission of the lamp first in both the operation of the complete function and the notification of the error, the current situation can be grasped step by step. Corresponding drawing: Figure 212
[0024] [Feature 16] The gaming machine of Feature 16 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be given, when the counter value becomes the operating value, the progress of the game is restricted, when the counter value becomes the advance notification value, advance notification is performed, when the counter value becomes the operating value and restricts the progress of the game, operation notification is performed, when an error occurs, error notification is performed, provided with light emission control means for controlling the light emission means, the light emission control means is when the counter value becomes the operating value and restricts the progress of the game, controls the light emission means so as to have a light emission mode in which the luminance does not change, when an error occurs, controls the light emission means so as to have a light emission mode in which the luminance changes is characterized by this. According to this feature, after the complete function is activated, since there is a possibility that the power is left on, by changing the luminance data, annoyance is prevented, and for the error notification to be noticed quickly by the player and the game store staff, by adopting the change of the luminance data, as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 268
[0025] [Feature 17] The gaming machine of Feature 17 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes the operating value, restricting the progress of the game, when the counter value becomes the prior notification value, performing prior notification, when the counter value becomes the operating value and the progress of the game is restricted, performing an operation notification, when an error occurs, performing an error notification, light emission control means for controlling the light emission means, display control means for controlling the display means, and is provided with when the counter value becomes the operating value and the progress of the game is restricted, the control by the light emission control means to make the light emission mode of the light emission means the light emission mode corresponding to the operation notification is performed earlier than the control by the display control means to make the display mode of the display means the display mode corresponding to the operation notification, when an error occurs, the control by the light emission control means to make the light emission mode of the light emission means the light emission mode corresponding to the error notification is performed earlier than the control by the display control means to make the display mode of the display means the display mode corresponding to the error notification, The period from when the control by the light emission control means to make the light emission mode of the light emission means the light emission mode corresponding to the error notification starts until the control by the display control means to make the display mode of the display means the display mode corresponding to the error notification is longer than the period from when the control by the light emission control means to make the light emission mode of the light emission means the light emission mode corresponding to the operation notification starts until the control by the display control means to make the display mode of the display means the display mode corresponding to the operation notification. It is characterized by the following. According to this feature, regarding the operation of the complete function, by not giving a sudden image, it does not make the player dissatisfied, and regarding the error notification, by making the player notice the occurrence of the error earlier, the error can be resolved earlier, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 210 and 211
[0026] [Feature 18] The gaming machine of Feature 18 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value regarding the difference between the gaming value used in the game and the gaming value given, When the counter value becomes the operating value, the progress of the game is restricted, When the counter value becomes the pre-notification value, pre-notification is performed, When the counter value becomes the operating value and the progress of the game is restricted, operation notification is performed, When an error occurs, error notification is performed, Sound output control means for controlling the sound output means, And display control means for controlling the display means, When the counter value becomes the operating value and the progress of the game is restricted, the control by the sound output control means to make the output mode of the sound output means the output mode corresponding to the operation notification is performed earlier than the control by the display control means to make the display mode of the display means the display mode corresponding to the operation notification, When an error occurs, the control by the sound output control means to make the output mode of the sound output means the output mode corresponding to the error notification is performed earlier than the control by the display control means to make the display mode of the display means the display mode corresponding to the error notification, The period from when the control by the sound output control means to make the output mode of the sound output means the output mode corresponding to the error notification starts until the control by the display control means to make the display mode of the display means the display mode corresponding to the error notification is longer than the period from when the control by the sound output control means to make the output mode of the sound output means the output mode corresponding to the operation notification starts until the control by the display control means to make the display mode of the display means the display mode corresponding to the operation notification. is characterized by the following. According to this feature, regarding the operation of the complete function, by not giving a sudden image, it does not cause dissatisfaction among players. Regarding error notification, by allowing players to notice the occurrence of an error earlier, the error can be resolved earlier, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 210 and 211
[0027] [Feature 19] The gaming machine of Feature 19 is a gaming machine that can be controlled to an advantageous state, and can calculate a counter value regarding the difference between the game value used in the game and the game value given, when the counter value becomes the operating value, restrict the progress of the game, when the counter value becomes the prior notification value, start the display corresponding to the prior notification, when the counter value becomes the prior notification update value, update the display mode of the display corresponding to the prior notification, the period from when the counter value becomes the prior notification value and starts the display corresponding to the prior notification until the display in the completion mode is shorter than the period from when the counter value becomes the prior notification update value and starts the update of the display corresponding to the prior notification until the display in the updated mode is characterized by the following. According to this feature, by making the period for updating the display mode of the prior notification shorter than the period from starting the display of the prior notification until the display in the completion mode, the change in the remaining number can be conveyed quickly, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 209
[0028] [Feature 20] The gaming machine of Feature 20 is a gaming machine that can be controlled to an advantageous state, and can calculate a counter value regarding the difference between the game value used in the game and the game value given, when the counter value becomes the operating value, restrict the progress of the game, When the counter value becomes the pre-notification value, pre-notification is performed, When the counter value becomes the activation value and restricts the progress of the game, activation notification is performed, When a display corresponding to pre-notification is being performed, and when the counter value becomes the activation value, without ending the display corresponding to pre-notification, a display corresponding to activation notification is displayed with priority over the display corresponding to pre-notification It is characterized by this. According to this feature, at the timing when the complete function operates, before switching to the display indicating that the complete function operates, it is possible to prevent being misjudged as if the remaining number until the operation of the complete function has recovered due to the display of pre-notification ending, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 206
[0029] [Feature 21] The gaming machine of Feature 21 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the game value used in the game and the game value to be given, When the counter value becomes the activation value when not being controlled to the advantageous state, the progress of the game is restricted, When the counter value becomes the activation value when being controlled to the advantageous state, the progress of the game is restricted after the end of the advantageous state, When the counter value becomes the activation value when being controlled to the advantageous state, activation warning notification is performed, When restricting the progress of the game, activation notification is performed, When a display corresponding to activation warning notification is being performed, and when the advantageous state ends and a display corresponding to activation notification is displayed, without ending the display corresponding to activation warning notification, a display corresponding to activation notification is displayed with priority over the display corresponding to activation warning notification It is characterized by this. According to this feature, it is possible to prevent the remaining number until the activation of the complete function from being misjudged as recovered by the display of the activation warning ending before switching to the display of the activation of the complete function at the timing when the complete function is activated, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 207
[0030] [Feature 22] The gaming machine of Feature 22 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an activation value, restricting the progress of the game, when the counter value becomes a pre-notification value, performing pre-notification, in a specific state, when a predetermined addition event occurs and the counter value becomes a first pre-notification value, and in a specific state, when a predetermined addition event occurs and the counter value becomes a second pre-notification value, performing pre-notification in a common manner is characterized by this. According to this feature, stable pre-notification can be performed. Corresponding drawing: Figures 188 to 195
[0031] [Feature 23] The gaming machine of Feature 23 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an activation value, restricting the progress of the game, when the counter value becomes a pre-notification value, performing pre-notification, in a specific state, when a predetermined addition event occurs and the counter value becomes a pre-notification value, and in a specific state, when a specific addition event occurs and the value of the counter becomes a pre-notification value, performing pre-notification in a common manner is characterized by this. According to this feature, stable pre-notification can be performed. Corresponding drawings: Figures 188 to 195
[0032] [Feature 24] The gaming machine of Feature 24 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be given, when the counter value becomes an operating value, restrict the progress of the game, when the counter value becomes a prior notification value, perform prior notification, in a specific state, when a predetermined addition event occurs and the counter value becomes a first prior notification value, and in a specific state, when a specific addition event occurs and the counter value becomes a second prior notification value, perform prior notification in a common manner It is characterized by this. According to this feature, stable prior notification can be achieved. Corresponding drawings: Figures 188 to 195
[0033] [Feature 25] The gaming machine of Feature 25 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be given, when the counter value becomes an operating value, restrict the progress of the game, when the counter value becomes a prior notification value, perform prior notification, in a predetermined state, when a predetermined addition event occurs and the counter value becomes a prior notification value, and in a specific state, when a predetermined addition event occurs and the counter value becomes a prior notification value, perform prior notification in a common manner It is characterized by this. According to this feature, stable prior notification can be achieved. Corresponding drawings: Figures 188 to 195
[0034] [Feature 26] The gaming machine of Feature 26 is a gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given. When the counter value reaches the operating value, the progress of the game is restricted. When the counter value reaches the advance notice value, an advance notice is given. In a predetermined state, when a predetermined addition event occurs and the counter value becomes the first advance notice value, and in a specific state, when a predetermined addition event occurs and the counter value becomes the second advance notice value, an advance notice is given in a common manner. It is characterized by this. According to this feature, stable advance notice can be given. Corresponding drawings: FIGS. 188 to 195
[0035] [Feature 27] The gaming machine of Feature 27 is a gaming machine that can be controlled to be in an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given. When the counter value reaches the operating value, the progress of the game is restricted. When the counter value reaches the advance notice value, an advance notice is given. In a predetermined state, when a predetermined addition event occurs and the counter value becomes the advance notice value, and in a specific state, when a specific addition event occurs and the counter value becomes the advance notice value, an advance notice is given in a common manner. It is characterized by this. According to this feature, stable advance notice can be given. Corresponding drawings: FIGS. 188 to 195
[0036] [Feature 28] The gaming machine of Feature 28 is a gaming machine that can be controlled to be in an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given. When the counter value reaches the operating value, the progress of the game is restricted. When the counter value reaches the advance notice value, an advance notice is given. When a predetermined addition event occurs in a predetermined state and the counter value becomes a first pre-notification value, and when a specific addition event occurs in a specific state and the counter value becomes a second pre-notification value, pre-notification is performed in a common manner. It is characterized by this. According to this feature, stable pre-notification can be achieved. Corresponding drawings: Figures 188 to 195
[0037] [Feature 29] The gaming machine of Feature 29 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes an operating value, the progress of the game is restricted, When the counter value becomes a pre-notification value, pre-notification is performed, When a predetermined addition event occurs in a predetermined state and the counter value becomes a pre-notification value, when a predetermined addition event occurs in a specific state and the counter value becomes a pre-notification value, and when a predetermined addition event occurs in a special state and the counter value becomes a pre-notification value, pre-notification is performed in a common manner. It is characterized by this. According to this feature, stable pre-notification can be achieved. Corresponding drawings: Figures 188 to 195
[0038] [Feature 30] The gaming machine of Feature 30 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes an operating value, the progress of the game is restricted, When the counter value becomes a pre-notification value, pre-notification is performed, It is possible to display a promotion object that promotes the launch of a game medium to a specific area in the game area, The display corresponding to the pre-notification starts without using an effect, and then is displayed without a staying effect. The promotion object starts to be displayed with an appearance effect and is then displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, regarding the prior notification, without emphasizing the appearance and staying times, the promotion object can be made prominent in the situation where both displays are made simultaneously by emphasizing the appearance and staying times. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 237
[0039] [Feature 31] The gaming machine of Feature 31 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operating value, the progress of the game is restricted, When the counter value becomes the prior notification value, prior notification is given, It can display a promotion object that promotes the launch of a game medium to a specific area in the game area at the end of the display area, The display corresponding to the prior notification starts without using an effect and is then displayed without a staying effect, The promotion object starts to be displayed without using an effect and is then displayed with a staying effect. It is characterized by this. According to this feature, regarding the prior notification, without emphasizing the appearance and staying times, the promotion object displayed at the end can be made prominent in the situation where both displays are made simultaneously by emphasizing the staying time. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 237
[0040] [Feature 32] The gaming machine of Feature 32 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes an operating value, the progress of the game is restricted, when the counter value becomes a pre-notification value, pre-notification is performed, after controlling the advantageous state, it is possible to control to a special state more advantageous than the normal state, after controlling the special state, when it is controlled to the normal state without being controlled to the advantageous state, it is possible to display a promotion object that promotes the launch to a predetermined area in the game area, the display corresponding to the pre-notification starts without using an effect, and then is displayed without a staying effect, the promotion object starts to be displayed without using an effect, and then is displayed with a staying effect is characterized by this. According to this feature, for the pre-notification, without emphasizing the appearance and staying, the promotion object can be made conspicuous in the situation where both displays are made simultaneously by emphasizing the staying, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 240
[0041] [Feature 33] The gaming machine of Feature 33 is a gaming machine that can be controlled to an advantageous state, it is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes an operating value, the progress of the game is restricted, when the counter value becomes a pre-notification value, pre-notification is performed, in the normal state, when a game medium enters a specific area in the game area, it is possible to display a promotion object that promotes the launch to a predetermined area in the game area, what corresponds to the pre-notification starts to be displayed without using an effect, and then is displayed without a staying effect, The promotion object starts to be displayed without using an effect, and then is displayed with a staying effect. It is characterized by this. According to this feature, regarding the advance notice, without emphasizing the appearance and staying, the promotion object can be made prominent in the situation where both displays are made simultaneously by emphasizing the staying, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 241
[0042] [Feature 34] The gaming machine of Feature 34 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a pre-notification value, performing a pre-notification, in the normal state, based on the fact that the operation of the player is detected by the operation detection means, it is possible to execute a predetermined effect suggesting the degree of expectation of being controlled to an advantageous state, before the predetermined effect is executed, it is possible to display an operation promotion object imitating the operation detection means, The display corresponding to the advance notice starts to be displayed without using an effect, and then is displayed without a staying effect, The operation promotion object starts to be displayed with an appearance effect, and is displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, regarding the advance notice, without emphasizing the appearance and staying, the operation promotion object can be made prominent in the situation where both displays are made simultaneously by emphasizing the appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 231
[0043] [Feature 35] The gaming machine of feature 35 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a prior notification value, performing prior notification, after the control of the advantageous state, it can be controlled to a special state more advantageous than the normal state, in the special state, based on the detection of the player's operation by the operation detection means, it is possible to execute a predetermined effect suggesting the degree of expectation of being controlled to the advantageous state, before the predetermined effect is executed, it is possible to display an operation promotion object imitating the operation detection means, For the display corresponding to the prior notification, the display starts without using an effect, and then is displayed without a staying effect, The operation promotion object starts to be displayed with an appearance effect, and is displayed with a staying effect after the end of the appearance effect which is characterized by this. According to this feature, for the prior notification, without emphasizing the appearance and staying times, the operation promotion object can be made prominent in the situation where both displays are made simultaneously by emphasizing the appearance and staying times, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Fig. 232
[0044] [Feature 36] The gaming machine of feature 36 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a prior notification value, performing prior notification, In the normal state, after starting the variable display of the effect identification information, it is possible to notify that the advantageous state is controlled by displaying the effect identification information in a special mode. The display corresponding to the advance notice starts without using an effect and is then displayed without a staying effect. The effect identification information in the special mode starts to be displayed with an appearance effect and is then displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, for the advance notice, without emphasizing the appearance and staying times, the display of the effect identification information in the special mode emphasizes the appearance and staying times, so that in the situation where both displays are made simultaneously, the display of the effect identification information in the special mode can be made prominent. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 233
[0045] [Feature 37] The gaming machine of Feature 37 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operating value, the progress of the game is restricted. When the counter value becomes the advance notice value, an advance notice is given. After the control of the advantageous state, it can be controlled to a special state more advantageous than the normal state. In the special state, after starting the variable display of the effect identification information, it is possible to notify that the advantageous state is controlled by displaying the effect identification information in a special mode. The display corresponding to the advance notice starts without using an effect and is then displayed without a staying effect. The effect identification information in the special mode starts to be displayed with an appearance effect and is then displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, regarding the prior notification, without emphasizing the appearance and stay, the display of the production identification information of the special mode can be made prominent by emphasizing the appearance and stay in the situation where both displays are made simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 234
[0046] [Feature 38] The gaming machine of Feature 38 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes the activation value, restricting the progress of the game, when the counter value becomes the prior notification value, performing prior notification, after the control of the advantageous state, it can be controlled to a special state more advantageous than the normal state, when controlled from the normal state to the advantageous state, it can display an advantageous state name object that is the name of the advantageous state, The display corresponding to the prior notification starts without using an effect, and then is displayed without a staying effect, The advantageous state name object starts to be displayed with an appearance effect and is displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, regarding the prior notification, without emphasizing the appearance and stay, the advantageous state name object can be made prominent by emphasizing the appearance and stay in the situation where both displays are made simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 235
[0047] [Feature 39] The gaming machine of Feature 39 is a gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given. When the counter value becomes the activation value, the progress of the game is restricted. When the counter value becomes the advance notice value, an advance notice is given. After controlling the advantageous state, it is possible to control to a special state more advantageous than the normal state. When controlled from the special state to the advantageous state, it is possible to display an advantageous state name object which is the name of the advantageous state. The display corresponding to the advance notice starts without using an effect, and then is displayed without a staying effect. The advantageous state name object starts to be displayed with an appearance effect, and is displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, for the advance notice, without emphasizing the appearance and staying times, the advantageous state name object can be made prominent in the situation where both displays are made simultaneously by emphasizing the appearance and staying times, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 236
[0048] [Feature 40] The gaming machine of Feature 40 is a gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given. When the counter value becomes the activation value, the progress of the game is restricted. When the counter value becomes the advance notice value, an advance notice is given. After controlling the advantageous state, it is possible to control to a special state more advantageous than the normal state. When controlled from the normal state to the advantageous state, it is possible to display a special state name object which is the name of the special state. The display corresponding to the advance notice starts without using an effect, and then is displayed without a staying effect. The special state name object starts to be displayed with an appearance effect and is displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, regarding the advance notice, without emphasizing the appearance and staying times, the special state name object can be made prominent in the situation where both displays are made simultaneously by emphasizing the appearance and staying times. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 238
[0049] [Feature 41] The gaming machine of Feature 41 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value becomes an operating value, it restricts the progress of the game, When the counter value becomes a pre-notification value, it gives a pre-notification, After the control of the advantageous state, it can be controlled to a special state more advantageous than the normal state, When it is controlled from the special state to the advantageous state, it can display a special state name object that is the name of the special state, The display corresponding to the pre-notification starts without using an effect and is then displayed without a staying effect, The special state name object starts to be displayed with an appearance effect and is displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, regarding the advance notice, without emphasizing the appearance and staying times, the special state name object can be made prominent in the situation where both displays are made simultaneously by emphasizing the appearance and staying times. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 238
[0050] [Feature 42] The gaming machine of feature 42 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a pre-notification value, performing pre-notification, capable of executing a demo effect during a period when variable display is not being performed, in the demo effect, capable of displaying a model name object that is the name of the model, the display corresponding to the pre-notification starts without using an effect, and then is displayed without a staying effect, the model name object starts to be displayed with an appearance effect, and is displayed with a staying effect after the end of the appearance effect is characterized by this. According to this feature, for the pre-notification, without emphasizing at the time of appearance and staying, the model name object can be made prominent in a situation where both displays are made simultaneously by emphasizing at the time of appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 242
[0051] [Feature 43] The gaming machine of feature 43 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an operating value when not controlled to an advantageous state, restricting the progress of the game, when the counter value becomes an operating value when controlled to an advantageous state, restricting the progress of the game after the end of the advantageous state, when the counter value becomes a pre-notification value, performing pre-notification, when the counter value becomes an operating value when controlled to an advantageous state, performing an operating warning notification, It is possible to display a promotion object that promotes the launch of a game medium into a specific area in the game area. The display corresponding to the operation warning notification starts without using an effect and is then displayed without a staying effect. The promotion object starts to be displayed with an appearance effect and is then displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, regarding the operation warning, it is not emphasized at the time of appearance and staying, and the promotion object can be made prominent by emphasizing it at the time of appearance and staying. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 237
[0052] [Feature 44] The gaming machine of Feature 44 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value regarding the difference between the game value used in the game and the game value given, When 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 operating value when controlled to the advantageous state, the progress of the game is restricted after the end of the advantageous state. When the counter value becomes the operating value when controlled to the advantageous state, an operation warning notification is issued. It is possible to display a promotion object that promotes the launch of a game medium into a specific area in the game area at the end of the display area. The display corresponding to the operation warning notification starts without using an effect and is then displayed without a staying effect. The promotion object starts to be displayed without using an effect and is then displayed with a staying effect. It is characterized by this. According to this feature, regarding the operation warning, without emphasizing its appearance and duration, the promotion object displayed at the end can be made prominent by emphasizing its duration, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 237
[0053] [Feature 45] The gaming machine of Feature 45 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value reaches the activation value when not controlled to the advantageous state, restrict the progress of the game, When the counter value reaches the activation value when controlled to the advantageous state, restrict the progress of the game after the end of the advantageous state, When the counter value reaches the activation value when controlled to the advantageous state, give an operation warning notification, After the control of the advantageous state, it can be controlled to a special state more advantageous than the normal state, After the control of the special state, when it is controlled to the normal state without being controlled to the advantageous state, it can display a promotion object that promotes the launch to a predetermined area in the game area, The display corresponding to the operation warning notification starts without using an effect, and then is displayed without a stay effect, The promotion object starts to be displayed without using an effect, and then is displayed with a stay effect It is characterized by this. According to this feature, regarding the operation warning, without emphasizing its appearance and duration, the promotion object can be made prominent by emphasizing its duration, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 240
[0054] [Feature 46] The gaming machine of Feature 46 is A gaming machine capable of being controlled to a favorable state, It is possible to calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value reaches the operating value when not controlled to the favorable state, the progress of the game is restricted, When the counter value reaches the operating value when controlled to the favorable state, the progress of the game is restricted after the end of the favorable state, When the counter value reaches the operating value when controlled to the favorable state, an operation warning notification is issued, In the normal state, when a game medium enters a specific area in the game area, it is possible to display a promotion object that prompts the launch to a predetermined area in the game area, For the display corresponding to the operation warning notification, the display is started without using an effect, and then the display is made without a staying effect, The promotion object is started to be displayed without using an effect, and then is displayed with a staying effect, which is characterized by this. According to this feature, for the operation warning, it is not emphasized at the time of appearance and staying, and the promotion object can be made prominent by emphasizing at the time of staying, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 241
[0055] [Feature 47] The gaming machine of Feature 47 is A gaming machine capable of being controlled to a favorable state, It is possible to calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value reaches the operating value when not controlled to the favorable state, the progress of the game is restricted, When the counter value reaches the operating value when controlled to the favorable state, the progress of the game is restricted after the end of the favorable state, When the counter value reaches the operating value when controlled to the favorable state, an operation warning notification is issued, In the normal state, based on the detection of the player's operation by the operation detection means, a predetermined effect suggesting the degree of expectation of being controlled to an advantageous state can be executed. Before the predetermined effect is executed, an operation promotion object imitating the operation detection means can be displayed. The display corresponding to the operation warning notification starts without using an effect and is then displayed without a staying effect. The operation promotion object starts to be displayed with an appearance effect and is then displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, for the operation warning, it is not emphasized at the time of appearance and staying, while the operation promotion object can be made prominent by emphasizing at the time of appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 224, 227, 231
[0056] [Feature 48] The gaming machine of Feature 48 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value becomes the activation value when not being controlled to the advantageous state, the progress of the game is restricted. When the counter value becomes the activation value when being controlled to the advantageous state, the progress of the game is restricted after the end of the advantageous state. When the counter value becomes the activation value when being controlled to the advantageous state, an operation warning notification is issued. After the control of the advantageous state, it can be controlled to a special state more advantageous than the normal state. In the special state, based on the detection of the player's operation by the operation detection means, a predetermined effect suggesting the degree of expectation of being controlled to an advantageous state can be executed. Before the predetermined effect is executed, an operation promotion object imitating the operation detection means can be displayed. The display corresponding to the operation warning notification starts without using an effect and is then displayed without a staying effect. The operation promotion object starts to be displayed with an appearance effect and is displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, for the operation warning, without emphasizing at the time of appearance and staying, the operation promotion object can be made prominent by emphasizing at the time of appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 232
[0057] [Feature 49] The gaming machine of Feature 49 is a gaming machine that can be controlled to an advantageous state, can calculate a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an operating value when not controlled to the advantageous state, restrict the progress of the game, when the counter value becomes an operating value when controlled to the advantageous state, restrict the progress of the game after the end of the advantageous state, when the counter value becomes an operating value when controlled to the advantageous state, give an operation warning notification, in the normal state, after starting the variable display of the effect identification information, it is possible to notify that it is controlled to the advantageous state by displaying the effect identification information in a special mode. The display corresponding to the operation warning notification starts without using an effect and is then displayed without a staying effect. The effect identification information in the special mode starts to be displayed with an appearance effect and is displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, regarding the operation warning, without emphasizing the appearance and staying, the display of the production identification information in the special mode can be made prominent by emphasizing the appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 233
[0058] [Feature 50] The gaming machine of Feature 50 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value regarding the difference between the game value used in the game and the game value given, When the counter value becomes the activation value when not controlled to the advantageous state, limit the progress of the game, When the counter value becomes the activation value when controlled to the advantageous state, limit the progress of the game after the end of the advantageous state, When the counter value becomes the activation value when controlled to the advantageous state, give an operation warning notification, After the control of the advantageous state, it is possible to control to a special state more advantageous than the normal state, In the special state, after starting the variable display of the production identification information, it is possible to notify that it is controlled to the advantageous state by displaying the production identification information in a special mode, The display corresponding to the operation warning notification starts without using an effect, and then is displayed without a staying effect, The production identification information in the special mode starts to be displayed with an appearance effect, and is displayed with a staying effect after the end of the appearance effect It is characterized by this. According to this feature, regarding the operation warning, without emphasizing the appearance and staying, the display of the production identification information in the special mode can be made prominent by emphasizing the appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 234
[0059] [Feature 51] The gaming machine of feature 51 is a gaming machine that can be controlled to an advantageous state, and is capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be awarded, when the counter value reaches the activation value when not being controlled to the advantageous state, restrict the progress of the game, when the counter value reaches the activation value when being controlled to the advantageous state, restrict the progress of the game after the end of the advantageous state, when the counter value reaches the activation value when being controlled to the advantageous state, give an activation warning notification, after the control of the advantageous state, it can be controlled to a special state more advantageous than the normal state, when being controlled from the normal state to the advantageous state, it is possible to display an advantageous state name object which is the name of the advantageous state, For the display corresponding to the activation warning notification, the display starts without using an effect, and then is displayed without a staying effect, The advantageous state name object starts to be displayed with an appearance effect, and is displayed with a staying effect after the end of the appearance effect which is characterized by this. According to this feature, for the activation warning, it is not emphasized at the time of appearance and staying, and the advantageous state name object can be made prominent by emphasizing at the time of appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 235
[0060] [Feature 52] The gaming machine of feature 52 is a gaming machine that can be controlled to an advantageous state, and is capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be awarded, when the counter value reaches the activation value when not being controlled to the advantageous state, restrict the progress of the game, When the counter value becomes the operating value while being controlled in the advantageous state, the progress of the game is restricted after the end of the advantageous state, When the counter value becomes the operating value while being controlled in the advantageous state, an operation warning notification is issued, After the control of the advantageous state, it is possible to control to a special state more advantageous than the normal state, When being controlled from the special state to the advantageous state, it is possible to display an advantageous state name object which is the name of the advantageous state, For the display corresponding to the operation warning notification, the display is started without using an effect, and then the display is made without a staying effect, The advantageous state name object is started to be displayed with an appearance effect, and is displayed with a staying effect after the end of the appearance effect It is characterized by this. According to this feature, for the operation warning, without emphasizing at the time of appearance and staying, the advantageous state name object can be made prominent by emphasizing at the time of appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 236
[0061] [Feature 53] The gaming machine of Feature 53 is a gaming machine capable of being controlled in an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, When the counter value becomes the operating value while not being controlled in the advantageous state, the progress of the game is restricted, When the counter value becomes the operating value while being controlled in the advantageous state, the progress of the game is restricted after the end of the advantageous state, When the counter value becomes the operating value while being controlled in the advantageous state, an operation warning notification is issued, After the control of the advantageous state, it is possible to control to a special state more advantageous than the normal state, When being controlled from the normal state to the advantageous state, It is possible to display a special state name object, which is the name of a special state, The display corresponding to the operation warning notification starts without using an effect and is then displayed without a staying effect, The special state name object starts to be displayed with an appearance effect and is then displayed with a staying effect after the end of the appearance effect which is characterized by this. According to this feature, for operation warnings, without emphasizing during appearance and staying, the special state name object can be made prominent by emphasizing during appearance and staying, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 239
[0062] [Feature 54] The gaming machine of Feature 54 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value reaches the activation value when not controlled to the advantageous state, restricting the progress of the game, when the counter value reaches the activation value when controlled to the advantageous state, restricting the progress of the game after the end of the advantageous state, when the counter value reaches the activation value when controlled to the advantageous state, performing an operation warning notification, after controlling to the advantageous state, it can be controlled to a special state more advantageous than the normal state, when controlled from the special state to the advantageous state, it is possible to display a special state name object, which is the name of the special state, The display corresponding to the operation warning notification starts without using an effect and is then displayed without a staying effect, The special state name object starts to be displayed with an appearance effect and is then displayed with a staying effect after the end of the appearance effect which is characterized by this. According to this feature, for the operation warning, without emphasizing its appearance and duration, the special state name object can be made prominent by emphasizing its appearance and duration, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 239
[0063] [Feature 55] The gaming machine of Feature 55 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value assigned, when the counter value reaches the activation value when not controlled to the advantageous state, restricting the progress of the game, when the counter value reaches the activation value when controlled to the advantageous state, restricting the progress of the game after the end of the advantageous state, when the counter value reaches the activation value when controlled to the advantageous state, performing an operation warning notification, capable of executing a demo effect during a period when variable display is not performed, in the demo effect, capable of displaying the model name object which is the name of the model, The display corresponding to the operation warning notification starts without using an effect, and then is displayed without a staying effect, The model name object starts to be displayed with an appearance effect, and is displayed with a staying effect after the end of the appearance effect. It is characterized by this. According to this feature, for the operation warning, without emphasizing its appearance and duration, the model name object can be made prominent by emphasizing its appearance and duration, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, 242
[0064] [Feature 56] The gaming machine of Feature 56 is A gaming machine that can be controlled to a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes an operating value, the progress of the game is restricted, When the counter value becomes a pre-notification value, a pre-notification is made, When the game medium passes through the start area, variable display of specific identification information is performed, When the game medium passes through the start area, the counter value is updated, When the game medium passes through the start area and the counter value becomes a pre-notification value, variable display of specific identification information is performed first, and then display corresponding to the pre-notification is started It is characterized by this. According to this feature, when a pre-notification is made due to a start winning, the change of special identification information can be visually recognized first, and then the pre-notification can be visually recognized, so that the occurrence of the change can be conveyed quickly, a stable gaming environment can be provided, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0065] [Feature 57] The gaming machine of Feature 57 is A gaming machine that can be controlled to a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes an operating value, the progress of the game is restricted, When the counter value becomes a pre-notification value, display corresponding to the pre-notification is started, When the counter value becomes a pre-notification update value, the display mode of the display corresponding to the pre-notification is updated, When the game medium passes through the start area, variable display of specific identification information is performed, When the game medium passes through the start area, the counter value is updated, When the counter value becomes the pre-notification update value as the game medium passes 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 this. According to this feature, when updating the display content of the pre-notification due to a start winning, by making the change of the special identification information visible first and then making the update of the display content of the pre-notification visible, it is possible to quickly convey the occurrence of the change, provide a stable gaming environment, and as a result, provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0066] [Feature 58] The gaming machine of Feature 58 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operating value, the progress of the game is restricted, When the counter value becomes the pre-notification value, a pre-notification is made, When the game medium passes through the start area, it is possible to perform variable display of specific identification information, When the game medium passes through the start area, the counter value is updated, When the counter value becomes the operating value as the game medium passes through the start area, before the variable display of the special identification information is started, the progress of the game is restricted. It is characterized by this. According to this feature, when activating the complete function due to a start winning, by activating the complete function before making the change of the special identification information visible, it is possible to prevent the player from being dissatisfied by feeling that there is a loss for the part where no change has occurred, and as a result, provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0067] [Feature 59] The gaming machine of Feature 59 is A gaming machine that can be controlled to a favorable state, It is possible to calculate a counter value related to the difference between the gaming value used in the game and the gaming value to be given, When the counter value reaches the operating value, the progress of the game is restricted, When the counter value becomes the advance notice value, an advance notice is given, When the game medium passes through the start area, variable display of specific identification information is performed, When the game medium passes through the start area, the counter value is updated, When the game medium passes through the start area and the counter value becomes the advance notice value, variable display of specific identification information is performed first, and then display corresponding to the advance notice is started, When the game medium passes through the start area and the counter value becomes the operating value, the progress of the game is restricted before the variable display of special identification information is started, which is characterized by this. According to this feature, when an advance notice is given due to a start winning, by making the change of the special identification information visible first and then making the advance notice visible, the occurrence of the change can be conveyed quickly, a stable gaming environment can be provided, and when the complete function is activated due to a start winning, by activating the complete function before making the change of the special identification information visible, it is possible to prevent the player from being dissatisfied with the loss due to the non-occurrence of the change. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0068] [Feature 60] The gaming machine of Feature 60 is A gaming machine that can be controlled to a favorable state, It is possible to calculate a counter value related to the difference between the gaming value used in the game and the gaming value to be given, When the counter value reaches the operating value, the progress of the game is restricted, When the counter value becomes the advance notice value, display corresponding to the advance notice is started, When the counter value becomes the advance notice update value, the display mode of the display corresponding to the advance notice is updated, When the gaming medium passes through the start area, variable display of specific identification information is performed, When the gaming medium passes through the start area, the counter value is updated, When the gaming medium passes through the start area and the counter value becomes the pre-notification update value, 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. When the gaming medium passes through the start area and the counter value becomes the activation value, the progress of the game is restricted before the variable display of the special identification information is started. It is characterized by this. According to this feature, when a pre-notification is made due to a start winning, the change of the special identification information can be made visible first, and then the update of the display content of the pre-notification can be made visible, so that the occurrence of the change can be conveyed quickly, a stable gaming environment can be provided, and when the complete function is activated due to a start winning, before the change of the special identification information becomes visible, by activating the complete function, it is possible to prevent the player from being dissatisfied due to the loss of the amount for which no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 243 to 247
[0069] [Feature 61] The gaming machine of Feature 61 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value becomes the activation value, the progress of the game is restricted, When the counter value becomes the pre-notification value, a pre-notification is made, It is provided with variable display means on the effect control side that indicates that variable display is being performed by a light emission mode, When the gaming medium passes through the start area, variable display of the variable display means on the effect control side is performed, When the gaming medium passes through the start area, the counter value is updated, When the counter value becomes the advance notice value as the game medium passes through the start area, the variable display of the variable display means on the effect control side is performed first, and then the display corresponding to the advance notice is started. It is characterized by this. According to this feature, when giving an advance notice due to a start winning, the variation of the fourth symbol unit can be visually recognized first, and then the advance notice can be visually recognized, so that the occurrence of the variation can be conveyed quickly, a stable gaming environment can be provided, and as a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 243 to 247
[0070] [Feature 62] The gaming machine of Feature 62 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operating value, the progress of the game is restricted, When the counter value becomes the advance notice value, the display corresponding to the advance notice is started, When the counter value becomes the advance notice update value, the display mode of the display corresponding to the advance notice is updated, It is provided with variable display means on the effect control side that indicates that variable display is being performed by a light emission mode, When the game medium passes through the start area, the variable display of the variable display means on the effect control side is performed, When the game medium passes through the start area, the counter value is updated, When the counter value becomes the advance notice update value as the game medium passes through the start area, the variable display of the variable display means on the effect control side is performed first, and then the update of the display mode of the display corresponding to the advance notice is performed. It is characterized by this. According to this feature, when updating the display content of the advance notice due to a start winning, by making the variation of the fourth symbol unit visible first and then making the update of the display content of the advance notice visible, it is possible to quickly convey the occurrence of the variation, provide a stable gaming environment, and as a result, provide a suitable gaming machine. Corresponding drawings: FIGS. 243 to 247
[0071] [Feature 63] The gaming machine of Feature 63 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be given, when the counter value becomes the operating value, restricting the progress of the game, when the counter value becomes the advance notice value, giving an advance notice, equipped with effect control side variable display means for indicating by a lighting mode that variable display is being performed, when the game medium passes through the start area, performing variable display of the effect control side variable display means, when the game medium passes through the start area, updating the counter value, when the counter value becomes the operating value when the game medium passes through the start area, restricting the progress of the game before the variable display of the effect control side variable display means is started is characterized by this. According to this feature, when activating the complete function due to a start winning, by activating the complete function before making the variation of the fourth symbol unit visible, it is possible to prevent the player from being dissatisfied by feeling that they have suffered a loss for the part where no variation occurred, and as a result, provide a suitable gaming machine. Corresponding drawings: FIGS. 243 to 247
[0072] [Feature 64] The gaming machine of Feature 64 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be given, When the counter value reaches the operating value, the progress of the game is restricted, When the counter value reaches the advance notice value, an advance notice is given, It is provided with variable display means on the production control side that indicates that variable display is being performed by a light emission mode, When the game medium passes through the start area, the variable display of the variable display means on the production control side is performed, When the game medium passes through the start area, the counter value is updated, When the game medium passes through the start area and the counter value reaches the advance notice value, the variable display of the variable display means on the production control side is performed first, and then the display corresponding to the advance notice is started, When the game medium passes through the start area and the counter value reaches the operating value, before the variable display of the variable display means on the production control side is started, the progress of the game is restricted It is characterized by this. According to this feature, when giving an advance notice due to a start winning, by making the fluctuation of the fourth symbol unit visible first and then making the advance notice visible, it is possible to quickly convey the occurrence of the fluctuation and provide a stable gaming environment. When activating the complete function due to a start winning, by activating the complete function before making the fluctuation of the fourth symbol unit visible, it is possible to prevent the player from being dissatisfied with the loss due to the non-occurrence of the fluctuation, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0073] [Feature 65] The gaming machine of Feature 65 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value reaches the operating value, the progress of the game is restricted, When the counter value reaches the advance notice value, the display corresponding to the advance notice is started, When the counter value reaches the advance notice update value, the display mode of the display corresponding to the advance notice is updated, It is provided with an effect control side variable display means for indicating that variable display is being performed by a light emission mode, When the game medium passes through the start area, variable display of the effect control side variable display means is performed, When the game medium passes through the start area, the counter value is updated, When the game medium passes through the start area and the counter value becomes the advance notice update value, the variable display of the effect control side variable display means is performed first, and then the display mode of the display corresponding to the advance notice is updated, When the game medium passes through the start area and the counter value becomes the activation value, the progress of the game is restricted before the variable display of the effect control side variable display means is started It is characterized by this. According to this feature, when giving an advance notice due to a start winning, the change of the fourth symbol unit can be visually recognized first, and then the update of the display content of the advance notice can be visually recognized, so that the occurrence of the change can be conveyed quickly, a stable gaming environment can be provided, and when activating the complete function due to a start winning, by activating the complete function before the change of the fourth symbol unit can be visually recognized, it is possible to prevent the player from being dissatisfied with the loss due to the non-occurrence of the change, and as a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 243 to 247
[0074] [Feature 66] The gaming machine of Feature 66 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the activation value, the progress of the game is restricted, When the counter value becomes the advance notice value, an advance notice is given, It is provided with display means capable of displaying a specific display corresponding to variable display, When the game medium passes through the start area, a display is performed to move the specific display from the movement start position to the change corresponding position, When the gaming medium passes through the start area, the counter value is updated. When the counter value becomes the advance notice value as a result of the gaming medium passing through the start area, a display corresponding to the advance notice is started before moving the specific display from the movement start position to the variation corresponding position. It is characterized by this. According to this feature, when giving an advance notice due to a start winning, before the specific display starts moving, an advance notice is given, and then, by following a flow such as moving the specific display to that position, it is possible to convey step by step that the advance notice has been given and that a start winning has occurred. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0075] [Feature 67] The gaming machine of Feature 67 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value becomes the operating value, the progress of the game is restricted. When the counter value becomes the advance notice value, a display corresponding to the advance notice is started. When the counter value becomes the advance notice update value, the display mode of the display corresponding to the advance notice is updated. It is provided with display means capable of displaying a specific display corresponding to the variable display. When the gaming medium passes through the start area, a display is performed to move the specific display from the movement start position to the variation corresponding position. When the gaming medium passes through the start area, the counter value is updated. When the counter value becomes the advance notice update value as a result of the gaming medium passing through the start area, the display mode of the display corresponding to the advance notice is updated before moving the specific display from the movement start position to the variation corresponding position. It is characterized by this. According to this feature, when updating the display content of the prior notice due to a start winning, before the specific display starts to move, the display content of the prior notice is updated, and then, by following a process such as moving the specific display to that position, it is possible to gradually convey that the display content of the prior notice has been updated and that a start winning has occurred. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0076] [Feature 68] The gaming machine of Feature 68 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be granted, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a prior notice value, giving a prior notice, equipped with display means capable of displaying a specific display corresponding to the variable display, when the game medium passes through the start area, performing a display that moves the specific display from the movement start position to the corresponding variable position, when the game medium passes through the start area, updating the counter value, when the game medium passes through the start area and the counter value becomes an operating value, restricting the progress of the game without displaying the specific display at the movement start position which is characterized by this. According to this feature, when activating the complete function due to a start winning, by activating the complete function without displaying the specific display based on the start winning at the holding position 1, it is possible to prevent the player from being dissatisfied by feeling that a loss has occurred for the part where no variation has occurred. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0077] [Feature 69] The gaming machine of Feature 69 is a gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given. When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the advance notice value, an advance notice is given. It is provided with display means capable of displaying a specific display corresponding to variable display. When the game medium passes through the start area, a display is performed to move the specific display from the movement start position to the variation corresponding position. When the game medium passes through the start area, the counter value is updated. When the game medium passes through the start area and the counter value becomes the advance notice value, a display corresponding to the advance notice is started before moving the specific display from the movement start position to the variation corresponding position. When the game medium passes through the start area and the counter value becomes the activation value, the progress of the game is restricted without displaying the specific display at the movement start position. It is characterized by this. According to this feature, when an advance notice is given due to a start winning, the advance notice is given before the specific display starts moving, and then, by following the flow of moving the specific display to that position, it is possible to gradually convey the fact that the advance notice has been given and the start winning has occurred. When the complete function is activated due to a start winning, by activating the complete function without displaying the specific display based on the start winning at the holding position, it is possible to prevent the player from being dissatisfied with the loss due to the non-occurrence of the variation, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0078] [Feature 70] The gaming machine of Feature 70 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value to be given. When the counter value reaches the activation value, the progress of the game is restricted. When the counter value becomes the pre-notification value, start the display corresponding to the pre-notification, When the counter value becomes the pre-notification update value, update the display mode of the display corresponding to the pre-notification, Equipped with display means capable of displaying a specific display corresponding to variable display, When the game medium passes through the start area, perform a display that moves the specific display from the movement start position to the variation corresponding position, When the game medium passes through the start area, update the counter value, When the game medium passes through the start area and the counter value becomes the pre-notification update value, update the display mode of the display corresponding to the pre-notification before moving the specific display from the movement start position to the variation corresponding position, When the game medium passes through the start area and the counter value becomes the activation value, restrict the progress of the game without displaying the specific display at the movement start position It is characterized by this. According to this feature, when updating the display content of the pre-notification due to a start winning, update the display content of the pre-notification before the specific display starts to move, and then, by following the flow of moving the specific display to that position, it is possible to gradually convey that the display content of the pre-notification has been updated and that a start winning has occurred. When activating the complete function due to a start winning, by activating the complete function without displaying the specific display based on the start winning at the fixed position, it is possible to prevent the player from being dissatisfied with the loss due to no variation occurring, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0079] [Feature 71] The gaming machine of Feature 71 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the activation value, restrict the progress of the game, When the counter value becomes the advance notification value, advance notification is given, When the game medium passes through the start area, variable display of the effect identification information is performed, When the game medium passes through the start area, the counter value is updated, When the game medium passes through the start area and the counter value becomes the advance notification value, a display corresponding to the advance notification is started before the start of the variable display of the effect identification information. It is characterized by this. According to this feature, when advance notification is given due to a start winning, the advance notification is given before the change of the effect identification information starts, and then, by following the flow such as the start of the change of the effect identification information, it is possible to sequentially convey that the advance notification has been given and that the start winning has occurred. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0080] [Feature 72] The gaming machine of Feature 72 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value regarding the difference between the game value used in the game and the game value given, When the counter value becomes the operating value, the progress of the game is restricted, When the counter value becomes the advance notification value, a display corresponding to the advance notification 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 start area, variable display of the effect identification information is performed, When the game medium passes through the start area, the counter value is updated, When the game medium passes through the start area and the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated before the start of the variable display of the effect identification information. It is characterized by this. According to this feature, when updating the display content of the prior notification due to a start winning, the display content of the prior notification is updated before the variation of the effect identification information starts, and then, by following the flow such as the start of the variation of the effect identification information, it is possible to sequentially convey that the display content of the prior notification has been updated and that a start winning has occurred. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0081] [Feature 73] The gaming machine of Feature 73 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes the operating value, restricting the progress of the game, when the counter value becomes the prior notification value, performing prior notification, when the game medium passes through the start area, performing variable display of the effect identification information, when the game medium passes through the start area, updating the counter value, when the game medium passes through the start area and the counter value becomes the operating value, restricting the progress of the game before the start of the variable display of the effect identification information is characterized by this. According to this feature, when activating the complete function due to a start winning, without starting the variation of the effect identification information, by activating the complete function, it is possible to prevent the player from being dissatisfied with having suffered a loss for the part where no variation has occurred. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0082] [Feature 74] The gaming machine of Feature 74 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes the operating value, restricting the progress of the game, When the counter value becomes the advance notice value, an advance notice is given, When the game medium passes through the start area, variable display of the effect identification information is performed, When the game medium passes through the start area, the counter value is updated, When the game medium passes through the start area and the counter value becomes the advance notice value, a display corresponding to the advance notice is started before the start of the variable display of the effect identification information, When the game medium passes through the start area and the counter value becomes the activation value, the progress of the game is restricted before the start of the variable display of the effect identification information It is characterized by this. According to this feature, when an advance notice is given due to a start winning, the advance notice is given before the change of the effect identification information starts, and then, by following the flow such as the start of the change of the effect identification information, it is possible to gradually convey that the advance notice has been given and that the start winning has occurred. When the complete function is activated due to the start winning, by activating the complete function without starting the change of the effect identification information, it is possible to prevent the player from being dissatisfied with the loss due to the non-occurrence of the change, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0083] [Feature 75] The gaming machine of Feature 75 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the activation value, the progress of the game is restricted, When the counter value becomes the advance notice value, a display corresponding to the advance notice is started, When the counter value becomes the advance notice update value, the display mode of the display corresponding to the advance notice is updated, When the game medium passes through the start area, variable display of the effect identification information is performed, When the game medium passes through the start area, the counter value is updated, When the counter value becomes the advance notice update value as the game medium passes through the start area, before starting the variable display of the production identification information, update the display mode of the display corresponding to the advance notice, When the counter value becomes the operating value as the game medium passes through the start area, restrict the progress of the game before starting the variable display of the production identification information It is characterized by this. According to this feature, when updating the display content of the advance notice due to a start winning, before the change of the production identification information starts, update the display content of the advance notice, and then, by following the flow such as the start of the change of the production identification information, it is possible to gradually convey that the display content of the advance notice has been updated and that a start winning has occurred. When activating the complete function due to a start winning, by activating the complete function without starting the change of the production identification information, it is possible to prevent the player from being dissatisfied with the loss due to the non-occurrence of the change, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: FIGS. 243 to 247
[0084] [Feature 76] The gaming machine of Feature 76 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operating value, restrict the progress of the game, When the counter value becomes the advance notice value, give an advance notice, When the game medium passes through the start area, a specific notice may be executed at a timing related to the passage, When the game medium passes through the start area, update the counter value, When the counter value becomes the advance notice value and a specific notice is executed as the game medium passes through the start area, first emit light in the light emission mode corresponding to the specific notice, and then start the display corresponding to the advance notice It is characterized by this. According to this feature, regarding the execution of a specific notice, corresponding light emission is performed first, and then a display corresponding to a prior notice is performed, so that a plurality of pieces of information can be conveyed at once, preventing the player from being confused, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264
[0085] [Feature 77] The gaming machine of Feature 77 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a prior notice value, starting to display a display corresponding to the prior notice, when the counter value becomes a prior notice update value, updating the display mode of the display corresponding to the prior notice, When a game medium passes through a start area, a specific notice may be executed at a timing related to the passage, When a game medium passes through a start area, updating the counter value, When a game medium passes through a start area, the counter value becomes a prior notice update value, and when a specific notice is executed, first perform light emission in a light emission mode corresponding to the specific notice, and then update the display mode of the display corresponding to the prior notice It is characterized by this. According to this feature, regarding the execution of a specific notice, corresponding light emission is performed first, and then the display content of the prior notice is updated, so that a plurality of pieces of information can be conveyed at once, preventing the player from being confused, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264
[0086] [Feature 78] The gaming machine of Feature 78 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, When the counter value reaches the operating value, the progress of the game is restricted, when the counter value reaches the advance notice value, an advance notice is given, when the game medium passes through the start area, a specific notice may be executed at a timing related to the passage, when the game medium passes through the start area, the counter value is updated, when the game medium passes through the start area, the counter value reaches the advance notice value, and a specific notice is executed, the output of the sound corresponding to the specific notice is performed first, and then the display corresponding to the advance notice is started which is characterized by this. According to this feature, regarding the execution of the specific notice, by outputting the corresponding sound first and then performing the display corresponding to the advance notice, a plurality of information can be conveyed at once, preventing the player from being confused, and as a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 259 to 264
[0087] [Feature 79] The gaming machine of Feature 79 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value reaches the operating value, the progress of the game is restricted, when the counter value reaches the advance notice value, the display corresponding to the advance notice is started, when the counter value reaches the advance notice update value, the display mode of the display corresponding to the advance notice is updated, when the game medium passes through the start area, a specific notice may be executed at a timing related to the passage, when the game medium passes through the start area, the counter value is updated, when the game medium passes through the start area, the counter value reaches the advance notice update value, and a specific notice is executed, the output of the sound corresponding to the specific notice is performed first, and then the display mode of the display corresponding to the advance notice is updated which is characterized by this. According to this feature, regarding the execution of a specific notice, the corresponding sound is output first, and then the display content of the prior notice is updated, so that a plurality of information can be conveyed at once, preventing the player from being confused, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264
[0088] [Feature 80] The gaming machine of Feature 80 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value granted, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a prior notice value, giving a prior notice, there are a regular pattern in which the counter value is a prior notice value and a start command for prior notice is received, and an irregular pattern different from the regular pattern in which a start command for prior notice is received, regardless of whether the pattern for receiving the start command for prior notice is a regular pattern or an irregular pattern, giving a prior notice, whether the pattern for receiving the start command for prior notice is a prior notice started by a regular pattern or a prior notice started by an irregular pattern, when a power failure occurs and is restored, the prior notice is restored in a manner where it has ended is characterized by this. According to this feature, regardless of the situation, it can be ended by a common procedure, reducing the processing burden, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 248, 249
[0089] [Feature 81] The gaming machine of Feature 81 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value granted, When the counter value reaches the operating value, the progress of the game is restricted, When the counter value reaches the advance notification value, advance notification is performed, There are a normal pattern in which the counter value is the advance notification value and an advance notification start command is received, and an irregular pattern different from the normal pattern and in which an advance notification start command is received. When the pattern for receiving the advance notification start command is either the normal pattern or the irregular pattern, advance notification is started, When the pattern for receiving the advance notification start command is either the normal pattern or the irregular pattern, advance notification is started, Whether the pattern for receiving the advance notification start command is advance notification started by the normal pattern or advance notification started by the irregular pattern, when the command for notifying the next received counter value is a command corresponding to ending the advance notification, the advance notification is ended. It is characterized by this. According to this feature, regardless of the situation, it can be ended by receiving a common command, the processing load can be reduced, and as a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 250 and 251
[0090] [Feature 82] The gaming machine of Feature 82 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value reaches the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the operating value when controlled to the advantageous state, the progress of the game is restricted after the end of the advantageous state, When the counter value reaches the advance notification value, advance notification is performed, When the counter value reaches the operating value when controlled to the advantageous state, an operation warning notification is performed, There are a normal pattern in which the counter value reaches the operating value when controlled to the advantageous state and an operation warning notification start command is received, and There is an irregular pattern that is different from the regular pattern and that receives an operation warning notification start command, Regardless of whether the pattern that receives the operation warning notification start command is a regular pattern or an irregular pattern, start the operation warning notification, When the pattern that receives the operation warning notification start command is an operation warning notification started by a regular pattern, if a power cut occurs and is restored, it is restored in the mode in which the operation warning notification was given. When the pattern that receives the operation warning notification start command is an operation warning notification started by an irregular pattern, if a power cut occurs and is restored, it is restored in the mode in which the operation warning notification has ended It is characterized by this. According to this feature, in the normal case, in view of the actual situation on the gaming machine, it is designed so that the operation warning state (and then the operation state) is not released by turning the power on and off. However, regarding the operation warning in a situation where the conditions are not satisfied by the irregular pattern, by enabling the game store staff to end it by a process that can be executed on the same day such as turning the power on and off, it is possible to prevent the player from suffering disadvantages regarding the irregularly generated operation warning. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 252
[0091] [Feature 83] The gaming machine of Feature 83 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value regarding the difference between the game value used in the game and the game value given, When the counter value becomes the operating value when not being controlled to the advantageous state, limit the progress of the game, When the counter value becomes the operating value when being controlled to the advantageous state, limit the progress of the game after the end of the advantageous state, When the counter value becomes the advance notification value, give an advance notification, When the counter value becomes the operating value when being controlled to the advantageous state, give an operation warning notification, When the counter value becomes the operating value while being controlled in the favorable state, a normal pattern for receiving the operation warning notification start command, and There is an irregular pattern different from the normal pattern for receiving the operation warning notification start command, and Regardless of whether the pattern for receiving the operation warning notification start command is a normal pattern or an irregular pattern, start the operation warning notification, Even if the pattern for receiving the operation warning notification start command is an operation warning notification started by the normal pattern, or even if the pattern for receiving the operation warning notification start command is an operation warning notification started by the irregular pattern, if the command for notifying the next received counter value is a value different from the operating value, maintain the operation warning notification It is characterized by this. According to this feature, in the normal case, in order to prevent a strategy method in which, after once entering the operation warning state, the operation warning state is escaped by making a special playing method that deliberately reduces the number of balls during the jackpot, after reaching 95,000 once, regardless of what happens, after the jackpot ends, the design is such that the complete function is activated. Similar to the normal pattern, the irregular pattern can also be designed not to end the operation warning so as not to increase the processing load, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 253
[0092] [Feature 84] The gaming machine of Feature 84 is A gaming machine that can be controlled in a favorable state, It is possible to calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, When the counter value becomes the operating value, limit the progress of the game, When the counter value becomes the advance notification value, perform advance notification, When the counter value becomes the operating value and the progress of the game is restricted, perform an operation notification, When the counter value is the operating value, a normal pattern for receiving the operation notification start command, and There is an irregular pattern different from the normal pattern, which is an irregular pattern that receives an operation notification start command, Regardless of whether the pattern that receives the operation notification start command is a normal pattern or an irregular pattern, start the operation notification, When the pattern that receives the operation notification start command is an operation notification started by a normal pattern and a power failure occurs and then recovers, it recovers in the mode in which the operation notification has been made, When the pattern that receives the operation notification start command is an operation notification started by an irregular pattern and a power failure occurs and then recovers, it recovers in the mode in which the operation notification has ended It is characterized by this. According to this feature, in the normal case, in view of the actual situation on the gaming machine (prohibiting setting changes during business hours, when the complete function is activated, the gaming machine that has been activated on that day cannot be used for gaming), it is designed so that the operation notification is not canceled when the power is turned off and on. However, for the operation notification in a situation where the conditions are not met by the irregular pattern, by enabling the gaming store staff to end it by a process that can be executed on the same day such as turning the power off and on, it is possible to prevent the irregularly generated operation notification from causing disadvantages to the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 254 and 255
[0093] [Feature 85] The gaming machine of Feature 85 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value regarding the difference between the gaming value used in the game and the gaming value to be given, When the counter value becomes an operation value, limit the progress of the game, When the counter value becomes a pre-notification value, perform pre-notification, When the counter value becomes an operation value and the progress of the game is restricted, perform an operation notification, The normal pattern in which the counter value is an operation value and receives an operation notification start command, There is an irregular pattern different from the regular pattern, which is an irregular pattern that receives an operation notification start command, Regardless of whether the pattern that receives the operation notification start command is a regular pattern or an irregular pattern, start the operation notification, Regardless of whether the pattern that receives 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 that notifies the counter value to be received next is a value different from the operation value, maintain the operation notification It is characterized by this. According to this feature, in the normal case, in order to end the operation state and the operation notification, it is a design that requires a special operation by the game staff. After the operation notification is performed, even if a command or the like with a numerical value lower than the operation notification is received, the operation notification is not ended. By designing so that the irregular pattern does not end the operation notification either, the processing load can be prevented from increasing. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 256 and 257
[0094] [Feature 86] The gaming machine of Feature 86 is A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value becomes the operation value when not controlled to the advantageous state, limit the progress of the game, When the counter value becomes the operation value when controlled to the advantageous state, limit the progress of the game after the end of the advantageous state, When the counter value becomes the advance notification value, perform advance notification, When the counter value becomes the operation value when controlled to the advantageous state, perform an operation warning notification, There is a regular pattern in which the counter value is the advance notification value and an advance notification start command is received, There is an irregular pattern different from the regular pattern, which is an irregular pattern that receives an advance notification start command, Whether the pattern for receiving the pre-notification start command is a regular pattern or an irregular pattern, start the pre-notification. Whether the pattern for receiving the pre-notification start command is a pre-notification started by a regular pattern or a pre-notification started by an irregular pattern, when a power failure occurs and is restored, the pre-notification is restored in a state where it has ended. When the counter value becomes the operating value while being controlled in a favorable state, a regular pattern for receiving the operation warning notification start command, There is an irregular pattern different from the regular pattern for receiving the operation warning notification start command. Whether the pattern for receiving the operation warning notification start command is a regular pattern or an irregular pattern, start the operation warning notification. In the case where the pattern for receiving the operation warning notification start command is an operation warning notification started by a regular pattern, when a power failure occurs and is restored, it is restored in a state where the operation warning notification has been issued. In the case where the pattern for receiving the operation warning notification start command is an operation warning notification started by an irregular pattern, when a power failure occurs and is restored, it is restored in a state where the operation warning notification has ended. It is characterized by this. According to this feature, regardless of the situation, it can be ended by a common procedure, the processing burden can be reduced, and as a result, a suitable gaming machine can be provided. Also, in the normal case, in view of the actual situation on the gaming machine, it is designed so that the operation warning state (and then the operating state) is not released by turning the power on and off. However, for operation warnings in situations that do not meet the conditions by an irregular pattern, by enabling the gaming store staff to end it by a process such as turning the power on and off on the same day, it is possible to prevent the player from suffering disadvantages due to irregularly occurring operation warnings, and as a result, a suitable gaming machine can be provided. Furthermore, for each irregular pattern, it can be ended by a common process such as a power failure, and it is possible to prevent the player from suffering disadvantages, and as a result, a suitable gaming machine can be provided. Corresponding Drawings: FIGS. 248 to 257
[0095] [Feature 87] The gaming machine of Feature 87 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes the operating value, restricting the progress of the game, when the counter value becomes the prior notification value, performing prior notification, when the counter value becomes the operating value and restricts the progress of the game, performing operating notification, there are a normal pattern in which the counter value is the prior notification value and a start command for prior notification is received, and an irregular pattern different from the normal pattern in which a start command for prior notification is received, regardless of whether the pattern for receiving the start command for prior notification is the normal pattern or the irregular pattern, starting prior notification, regardless of whether the prior notification started by the pattern for receiving the start command for prior notification is the normal pattern or the irregular pattern, when a power failure occurs and is restored, it is restored in a manner where the prior notification has ended, there are a normal pattern in which the counter value is the operating value and a start command for operating notification is received, and an irregular pattern different from the normal pattern in which a start command for operating notification is received, regardless of whether the pattern for receiving the start command for operating notification is the normal pattern or the irregular pattern, starting operating notification, when the pattern for receiving the start command for operating notification is the operating notification started by the normal pattern, when a power failure occurs and is restored, it is restored in a manner where the operating notification has been made, and when the pattern for receiving the start command for operating notification is the operating notification started by the irregular pattern, when a power failure occurs and is restored, it is restored in a manner where the operating notification has ended It is characterized by this. According to this feature, regardless of the situation, it can be ended by a common procedure, reducing the processing burden, and as a result, a suitable gaming machine can be provided. Also, in the normal case, in view of the actual situation on the gaming machine (prohibiting setting changes during business hours, when the complete function is activated, the gaming machines activated on that day are made unable to play games), it is designed so that the operation notification is not canceled by turning the power off and on. However, regarding the operation notification in a situation where the conditions are not met by an irregular pattern, by making it possible to end it by a process that can be executed by a game store employee on the same day such as turning the power off and on, it is possible to prevent the player from suffering disadvantages due to the irregularly occurring operation notification, and as a result, a suitable gaming machine can be provided. Furthermore, for each irregular pattern, it can be ended by a common process such as power interruption, and it is possible to prevent the player from suffering disadvantages, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 248 to 257
[0096] [Feature 88] The gaming machine of Feature 88 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value assigned, when the counter value becomes the activation value when not controlled to the advantageous state, restricting the progress of the game, when the counter value becomes the activation value when controlled to the advantageous state, restricting the progress of the game after the end of the advantageous state, when the counter value becomes the pre-notification value, performing pre-notification, when the counter value becomes the activation value when controlled to the advantageous state, performing an activation warning notification, when the counter value becomes the activation value and the progress of the game is restricted, performing an activation notification, a normal pattern in which the counter value becomes the activation value when controlled to the advantageous state and an activation warning notification start command is received, and an irregular pattern different from the normal pattern, in which an activation warning notification start command is received. Whether the pattern for receiving the operation warning notification start command is a normal pattern or an irregular pattern, the operation warning notification is started, When the pattern for receiving the operation warning notification start command is an operation warning notification started by a normal pattern, if a power failure occurs and is restored, it is restored in the mode in which the operation warning notification was given. When the pattern for receiving the operation warning notification start command is an operation warning notification started by an irregular pattern, if a power failure occurs and is restored, it is restored in the mode in which the operation warning notification has ended, When the counter value becomes the operating value when not controlled to the advantageous state, a normal pattern for receiving the operation notification start command, There is an irregular pattern different from the normal pattern for receiving the operation notification start command, Whether the pattern for receiving the operation notification start command is a normal 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 normal pattern, when a power failure occurs and is restored, it is restored in the mode in which the operation notification was given. 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 failure occurs and is restored, it is restored in the mode in which the operation notification has ended It is characterized by this. According to this feature, In the normal case, in view of the actual situation on the gaming machine, it is designed so that the operation warning state (and then the operation state) is not released by turning the power on and off. However, for operation warnings in situations that do not meet the conditions by an irregular pattern, by enabling the game store staff to end them by a process such as turning the power on and off on the same day, it is possible to prevent the player from suffering disadvantages due to irregularly occurring operation warnings. As a result, a suitable gaming machine can be provided. Further, for each irregular pattern, it can be ended by a common process such as a power failure, and it is possible to prevent the player from suffering disadvantages. As a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 248 to 257
[0097] [Feature 89] The gaming machine of Feature 89 is a gaming machine that conducts games, capable of performing a demonstration display, when the game medium passes through the start area while the demonstration display is being shown, the demonstration display ends, the display mode of the production identification information in the first frame after the demonstration display ends is the same as the display mode when the variable display ends, and the display mode of the production identification information changes in the next frame and is characterized by this. According to this feature, when a start winning occurs while the demo movie is being shown, if various displays start moving along with the end of the demo movie display, it becomes difficult to recognize that a start winning has occurred. Therefore, by leaving a one-frame pause after the demo movie display ends, it is possible to make the player recognize that a start winning has occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 244
[0098] [Feature 90] The gaming machine of Feature 90 is a gaming machine that conducts games, capable of performing a demonstration display, when the game medium passes through the start area while the demonstration display is being shown, the demonstration display ends, the specific display corresponding to the variable display in the first frame after the demonstration display ends is shown at the start position of the moving display, and in the next frame, the display position changes so that the specific display corresponding to the variable display moves to the display position corresponding to the variable display and is characterized by this. According to this feature, when a start winning occurs while a demo movie is being displayed, if various displays start moving as the display of the demo movie ends, it becomes difficult to recognize whether a start winning has occurred. Therefore, by providing a one-frame pause after the display of the demo movie ends, it is possible to make the player recognize that a start winning has occurred. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 244
[0099] [Feature 91] The gaming machine of Feature 91 is a gaming machine that conducts games, capable of performing a demonstration display, in a situation where a demonstration display is being shown, when a game medium passes through a start area, the demonstration display is terminated, the display mode of the effect identification information in the first frame after the demonstration display ends is the same as the display mode when the variable display ends, the display mode of the reduced effect identification information in the first frame after the demonstration display ends is different from the display mode when the variable display ends, and the display mode of the effect identification information changes in the next frame is characterized by this. According to this feature, when a start winning occurs while a demo movie is being displayed, since the handling of the demo movie starts, the small symbols always start to change, but by pausing the decorative symbols, it is possible to make the player recognize that a start winning has occurred, and it is also possible to make the player recognize that the change has started with the small symbols all the time. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 244
[0100] [Feature 92] The gaming machine of Feature 92 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an operating value, the progress of the game is restricted, It is provided with variable display means for performing variable display of specific identification information, The variable display means indicates the variable display result of the specific identification information by a light emission mode, It is provided with a buffer for variable display means that stores information regarding the light emission mode of the variable display means, When the counter reaches the operating value, control is performed to set the light emission mode of the variable display means to a light emission mode different from the variable display result without updating the data in the buffer for variable display means, The data in the buffer for variable display means is initialized when recovery with initialization occurs after power failure. It is characterized by this. According to this feature, by means of a special process that omits the process of updating the value of the buffer, the special figure unit is set to a special mode, enabling a stable mode during the operation of the complete function. Furthermore, by clearing it together with other data during initialization by RAM clearing, the processing load can be reduced. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 146 to 151, Figure 168, Figure 170
[0101] [Feature 93] The gaming machine of Feature 93 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value regarding the difference between the gaming value used in the game and the gaming value to be given, When the counter value reaches the operating value, the progress of the game is restricted, It is provided with variable means, When the solenoid is in the first state, the variable means makes it easier for the gaming medium to pass through a specific area than when the solenoid is in the second state, When the gaming medium passes through the specific area, a gaming value is given, By updating the value in the solenoid buffer, it is possible to execute the normal process of changing the solenoid from the first state to the second state, When the counter reaches the operating value, a special process of changing the solenoid from the first state to the second state is executed without updating the value in the solenoid buffer. It is characterized by this. According to this feature, after activation, even if a ball enters, no prize balls are awarded. Therefore, by preventing the state of easy ball entry from continuing even after activation, as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 157, 158, 168, 170
[0102] [Feature 94] The gaming machine of Feature 94 is a gaming machine that can be controlled to an advantageous state, can calculate a counter value related to the difference between the gaming value used in the game and the gaming value given, when the counter value reaches the activation value, the progress of the game is restricted, is provided with variable means, when the solenoid is in the first state, the gaming medium can pass through a specific area provided corresponding to the variable means more easily than when the solenoid is in the second state, when the gaming medium passes through the specific area, a gaming value is given, there is a solenoid counter for setting the solenoid to the first state, by updating the value of the solenoid buffer, a normal process of changing the solenoid from the first state to the second state can be executed, without updating the value of the solenoid buffer, a special process of changing the solenoid from the first state to the second state can be executed, when the solenoid counter reaches the end value, the normal process is executed, when the counter value reaches the activation value due to the gaming medium passing through the specific area, even if the solenoid counter has not reached the end value, the special process is executed, and the variable means becomes the second state which is characterized by this. According to this feature, after activation, even if a ball enters, no prize balls are awarded. Therefore, by preventing the state of easy ball entry from continuing even after activation, as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 157, 158, 168, 170
[0103] [Feature 95] The gaming machine of Feature 95 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be awarded, when the counter value becomes the operating value, the progress of the game is restricted, equipped with variable means, when the solenoid is in the first state, the gaming medium can more easily pass through a specific area provided corresponding to the variable means than when the solenoid is in the second state, when the gaming medium passes through the 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, there is a solenoid counter for setting the solenoid to the first state, by updating the value of the solenoid buffer, it is possible to execute the normal process of changing the solenoid from the first state to the second state, without updating the value of the solenoid buffer, it is possible to execute a special process of changing the solenoid from the first state to the second state, when the solenoid counter reaches the end value, the normal process is executed, when the counter value becomes the operating value when the gaming medium passes through the predetermined area, even if the solenoid counter has not reached the end value, the special process is executed and the variable means becomes the second state which is characterized by this. According to this feature, after activation, even if a ball enters, no prize ball is awarded, so by preventing the state of easy ball entry from continuing even after activation, as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 157, 158, 168, 170
[0104] [Feature 96] The gaming machine of Feature 96 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value to be awarded, When the counter value reaches the operating value, the progress of the game is restricted, when a power failure occurs and recovery is made, the counter value is cleared, when the counter value becomes a test signal output value lower than the operating value, a specific test signal is output, when a power failure occurs and recovery is made, a process to end the output of the specific test signal is performed, when the counter value reaches the operating value, a process to end the output of the specific test signal is performed is characterized by this. According to this feature, by outputting a specific test signal to prompt a power failure, when the complete function operates, an event such as the inability to continue the test can be prevented. In the market, stable control can be performed by ending the output even when the complete function operates. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 151 to 153, Figure 161, Figure 168, Figure 170
[0105] [Feature 97] The gaming machine of Feature 97 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value reaches the operating value, the progress of the game is restricted, when a power failure occurs, the counter value is cleared, when the counter value becomes a test signal output value lower than the operating value, a specific test signal is output, when a power failure occurs and recovery is made, a process to end the output of the specific test signal is performed, the data in the buffer for the specific test signal is not initialized when the counter value reaches the operating value and then a power failure occurs and recovery is made, is initialized when the counter value reaches the operating value and then a power failure occurs and recovery is made with initialization is characterized by this. According to this feature, by outputting a specific test signal to prompt a power cut, the complete function is activated, preventing events such as the inability to continue the test. Since power-on for releasing the game stop due to the activation of the complete function requires a RAM clear operation, similar to the normal process, without clearing at power-on, the processing burden can be reduced by clearing together with other data through RAM clearing initialization, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 150, 151, 155, 156, 161
[0106] [Feature 98] The gaming machine of Feature 98 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value granted, when the counter value becomes the operating value, restricting the progress of the game, variable display means for indicating the variable display result of specific identification information by a light emission mode, and effect control side variable display means for indicating that variable display is being performed by a light emission mode, when the counter value becomes the operating value, setting the light emission mode of the variable display means to a mode that cannot be taken when the game is in progress, when the counter value becomes the operating value, setting the light emission mode of the effect control side variable display means to a mode that cannot be taken when the game is in progress which is characterized by this. According to this feature, according to the aspects of the special drawing unit and the fourth symbol unit, it is possible to suitably convey that the complete function is operating, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 138, 139
[0107] [Feature 99] The gaming machine of Feature 99 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value granted, When the counter value reaches the operating value when not controlled to the advantageous state, the progress of the game is restricted. When the counter value reaches the operating value when controlled to the advantageous state, the progress of the game is restricted after the end of the advantageous state. 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 reaches the operating value, the progress of the game is restricted after the ending period corresponding to the first advantageous state ends. In the second advantageous state, when the counter value reaches the operating value, the progress of the game is restricted after the ending period corresponding to the second advantageous state ends. It is characterized by this. According to this feature, by making the ending periods different due to the big win and being able to execute appropriate effects for each, in a gaming machine that can enhance the gaming interest, by operating the complete function at the timing of the end of the common ending period in any big win, the complete function can be stably operated, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 265
[0108] [Feature 100] The gaming machine of Feature 100 is A gaming machine capable of being controlled to an advantageous state, It is possible to calculate a counter value regarding the difference between the game value used in the game and the game value to be given, When the counter value reaches the operating value, the progress of the game is restricted, A display unit for displaying predetermined information regarding the giving of the game value is provided on the main board, When the counter value reaches the operating value, control is performed so as not to execute the process regarding the display unit. It is characterized by this. According to this feature, when the complete function is activated and the game cannot be played, by not executing the processing related to the performance display monitor, it is possible to ensure that the numerical value of the performance display monitor is the numerical value in the state where the game can be played. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 155, 156, 168
[0109] [Feature 101] The gaming machine of Feature 101 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value to be given, when the counter value becomes the operating value, restricting the progress of the game, a movable body, and light emission control means for controlling light emission means, The light emission control means controls the light emission means according to the luminance data table for movable body movement when the movable body moves, when the movable body is moving and the counter value becomes the operating value, controls the light emission means using a luminance data table corresponding to restricting the progress of the game, The light emission mode of the light emission means controlled by the luminance data table corresponding to restricting the progress of the game has a lower degree of emphasis than the light emission mode of the light emission means controlled by the luminance data table for movable body movement. It is characterized by this. According to this feature, even when the accessory is moving in the situation where the complete function is activated, by switching the light emission mode of the light emission means, it is possible to prevent the situation where it is considered that the activation of the complete function is being encouraged. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 266, 267
[0110] [Feature 102] The gaming machine of Feature 102 is a gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes the operating value, restrict the progress of the game, when a specific error occurs, or when the counter value becomes the operating value and the progress of the game is restricted, it is possible to output a specific external signal in either case, 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 becomes the operating value and the progress of the game is restricted to output a specific external signal, the specific external signal is output for a predetermined period which is characterized by the above. According to this feature, when the complete function operates, it is conceivable to operate a game parlor with the power turned on. Therefore, at that time, it is possible to prevent the security signal due to the operation of the complete function from continuously being output, and also, the output of the security signal due to an error is set to be output until the error is released, so that the cause of the security signal can be identified from the signal output form. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 155, 156, 168
[0111] [Feature 103] The gaming machine of Feature 103 is a gaming machine that can be controlled to an advantageous state, it is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes the operating value when not being controlled to the advantageous state, restrict the progress of the game, when the counter value becomes the operating value when being controlled to the advantageous state, restrict the progress of the game after the end of the advantageous state, it is possible to output a specific external signal, it is possible to output a predetermined external signal in relation to the control of the advantageous state, when the counter value becomes the operating value during the advantageous state and the progress of the game is restricted after the end of the advantageous state, end the output of the predetermined external signal and start the output of the specific external signal It is characterized by the following. According to this feature, as a situation where the complete function operates, the jackpot period can be considered. However, if the output of the external signal output to excite the player during the jackpot continues to be output even after the complete function has operated, there is a possibility that it may be regarded as fanning the fact that the complete function has operated. Therefore, by outputting a signal corresponding to the operation of the complete function while preventing this, the fact that the complete function has operated can be suitably conveyed, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 155, 156, 168
[0112] A mode for implementing the gaming machine according to the present invention will be described below based on examples.
[0113] As an example according to the present invention, it will be described separately as a feature part 1 mainly related to the effect display and a feature part 2 mainly related to the complete function. Note that although the feature part 1 and the feature part 2 relate to the same pachinko gaming machine 1, there are some parts in the feature part 2 where the configuration of a part of the pachinko gaming machine 1 is different exceptionally.
[0114] (Feature part 1) A mode for implementing the pachinko gaming machine of the present invention will be described below based on the feature part 1.
[0115] (Configuration, etc. of the pachinko gaming machine 1) Figure 1 is a front view of the pachinko gaming machine 1, showing the layout of the main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 constituting the game board surface and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.
[0116] The "variable display" of the special symbols, for example, means variably displaying a plurality of types of special symbols (the same applies to other symbols described later). The variations include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, enlargement / reduction of one or more symbols, etc. In the variation of the special symbols or the ordinary symbols described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbols described later, a plurality of types of decorative symbols are scroll-displayed or updated and displayed, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or a variation.
[0117] Note that the special symbol variably displayed in the first special symbol display device 4A is also referred to as the "first special figure", and the special symbol variably displayed in the second special symbol display device 4B is also referred to as the "second special figure". Also, the special figure game using the first special figure is referred to as the "first special figure game", and the special figure game using the second special figure is also referred to as the "second special figure game". Note that there may be one type of special symbol display device that performs variable display of special symbols.
[0118] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.
[0119] For example, on the screen of the image display device 5, in synchronization with the first special drawing game and the second special drawing game, variable display of a plurality of types of decorative identification information different from the special symbol, such as decorative symbols (symbols indicating numbers, etc.) is performed. Here, in synchronization with the first special drawing game or the second special drawing game, the decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in the respective decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". Incidentally, the special drawing game and the variable display of the decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0120] In addition, in the upper left of the display screen (display area) of the image display device 5, a display area 5S for displaying a first hold memory number (for example, the number "0", etc.), a second hold memory number (for example, the number "4", etc.), and a small symbol corresponding to the decorative symbol is provided, and the small symbol is variably displayed in response to the variable display of the decorative symbol.
[0121] Incidentally, regarding the first hold memory number, the second hold memory number, the hold display, the small symbol, an error display (not shown in the figure) indicating an error state that has occurred in the pachinko machine 1, a right hit notification image prompting the player to perform a right hit operation, a time-saving remaining number display indicating the remaining number of times of time-saving, etc., by being displayed on the front side (upper layer) rather than the production image such as a character (object image), while preventing the visibility of the first hold memory number, the second hold memory number, the small symbol, and the error display from being reduced due to overlapping production images, for the decorative symbol, it may be displayed on the back side (lower layer) rather than the production image so as to prevent the visibility of the production image from being reduced due to overlapping decorative symbols.
[0122] Incidentally, the above-mentioned small symbol is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that a special symbol (first special symbol, second special symbol) is variably displayed. For example, in a display device such as the image display device 5, it is variably displayed by a certain operation in a manner that can always be visually recognized. When the fourth symbol is variably displayed, an effect is performed such that the effect content including the variable display of the decorative symbol disappears from the screen in an instant, or an effect is performed such that the movable body 32 shields all or part of the screen of the image display device 5. Even if the decorative symbol is difficult to recognize, it becomes possible to recognize whether it is currently in a variably displayed state. Based on receiving the first variable display start command, the effect control CPU 120 operates the image display device 5 to perform variable display of the fourth symbol corresponding to the first special symbol. Further, based on receiving the second variable display start command, the effect control CPU 120 operates the image display device 5 to perform variable display of the fourth symbol corresponding to the second special symbol.
[0123] At the lower part of the screen of the image display device 5, there are provided display areas (special figure hold memory display area 5U, active display area 5F) for displaying hold displays corresponding to variable displays whose execution is pending and active displays corresponding to variable displays in execution. The hold display and the active display are collectively referred to as variable display corresponding displays corresponding to variable displays. In addition, in this feature part 1, a special figure hold memory display area 5U common to the first special symbol and the second special symbol is provided. However, a first special figure hold memory display area in which a first hold display representing a variable display whose execution of the first special symbol is pending is displayed, and a second special figure hold memory display area in which a second hold display representing a variable display whose execution of the second special symbol is pending is displayed, may be provided separately. In addition, in this feature part 1, the special figure hold memory display area 5U is a display area for displaying a hold display corresponding to the first special symbol when the game state is the normal state, and is a display area for displaying a hold display corresponding to the second special symbol when the game state is the time limit state or the probability variation state. Further, the active display area 5F is a display area for displaying an active display corresponding to the first special symbol when the game state is the normal state, and is a display area for displaying an active display corresponding to the second special symbol when the game state is the time limit state or the probability variation state.
[0124] At a predetermined position of the game board 2, a first hold display device 25A and a second hold display device 25B each including a plurality of LEDs are provided. The first hold display device 25A displays the first hold memory number according to the number of lit LEDs. The second hold display device 25B displays the second hold memory number according to 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 on the right side of the winning ball device 6A.
[0126] The winning ball device 6A forms a first start winning opening that is always kept in a certain open state in which game balls can enter by, for example, a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number (for example, 3) of prize balls are paid out, and the first special figure game can be started.
[0127] The variable winning ball device 6B (ordinary electric game device) forms a second starting winning opening that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B includes, for example, an electric game device having a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece stands up, resulting in a closed state where the game ball does not enter the second starting winning opening (it is also said that the second starting winning opening is in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece tilts, resulting in an open state where the game ball can enter the second starting winning opening (it is also said that the second starting winning opening is in the open state). When the game ball enters the second starting winning opening, a predetermined number (for example, 3) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B is not limited to the above as long as it can change 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 in the lower left of the game area and one position above the variable winning ball device 6B), a general winning opening 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when the game ball enters any of the general winning openings 10, a predetermined number (for example, 10) of game 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 having a large winning opening are provided. The first special variable winning ball device 7A includes a large winning opening door that is 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. The second special variable winning ball device 7B includes a large winning opening door that is 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 big winning opening door (for the special electric accessory) is in the off state, the big winning opening door closes the first big winning opening, and the game balls cannot enter (pass through) the first big winning opening. On the other hand, in the first special variable winning ball device 7A, when the solenoid 82 for the big winning opening door is in the on state, the big winning opening door opens the first big winning opening, and the game balls can easily enter the first big winning opening.
[0131] Similarly, in the second special variable winning ball device 7B, when the solenoid 83 for the big winning opening door (for the special electric accessory) is in the off state, the big winning opening door closes the second big winning opening, and the game balls cannot enter (pass through) the second big winning opening. On the other hand, in the second special variable winning ball device 7B, when the solenoid 83 for the big winning opening door is in the on state, the big winning opening door opens the second big winning opening, and the game balls can easily enter the second big winning opening.
[0132] The game balls that enter the first big winning opening are detected by the first count switch 23 (see Figure 2), and the game balls that enter the second big winning opening are detected by the second count switch 24 (see Figure 2). When the game balls are detected by these first count switch 23 and second count switch 24, that is, when the game balls enter the big winning opening, a predetermined number (for example, 15) of game balls are paid out as winning balls. When the game balls enter the big winning opening, more winning balls are paid out than when the game balls enter, for example, the first starting winning opening, the second starting winning opening, and the general winning opening 10.
[0133] The entry of game balls into each winning opening including the general winning opening 10 is also referred to as "winning". In particular, the winning at the starting openings (the first starting winning opening, the second starting winning opening) is also referred to as the starting winning.
[0134] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the lower left of the game area), a normal symbol display 20 is provided. As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9", lighting patterns such as "-", etc. The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0135] To the right of the image display device 5, a passage gate 41 through which the game balls can pass is provided. Based on the game balls passing through the passage gate 41, a normal symbol game is executed.
[0136] Below the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C includes, for example, 4 LEDs, and displays the number of normal symbol games whose execution is on hold, that is, the normal symbol hold memory number, by the number of lit LEDs.
[0137] On the surface of the game board 2, in addition to the above configuration, a windmill for changing the flow direction and speed of the game balls and a number of obstacle pins are provided. At the bottom of the game area, an out port is provided for taking in the game balls that have not entered any of the winning ports.
[0138] In addition, the game area in this feature part 1 is an area formed to the left of the image display device 5, and a left game area 2L where the game balls can win the general winning port 10 and the first start winning port formed by the winning ball device 6A when the game balls flow down, and an area formed to the right of the image display device 5, and a right game area 2R where the game balls can win the second start winning port formed by the variable winning ball device 6B, the first major winning port or the second major winning port formed by the special variable winning ball device 7 and can pass through the passage gate 41 when the game balls flow down.
[0139] The normal state in the feature part 1 is a gaming state where the player mainly launches the game ball towards the left gaming area 2L, and the time-limited state, the probability-variable state, and the big win gaming state in the feature part 1 are gaming states where the player launches the game ball towards the right gaming area 2R.
[0140] At the upper left and right positions of the gaming machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. At the upper position of the image display device 5 in the gaming machine frame 3, a main lamp 9a is provided. On the left and right of the main lamp 9a, side lamps 9b are provided so as to surround the gaming area. Below the game board 2, a button lamp 9e is provided. The main lamp 9a, the side lamps 9b, and the button lamp 9e provided on the gaming machine frame 3 are also referred to as "frame lamps".
[0141] At a predetermined position of the game board 2 (the upper position of the image display device 5 in FIG. 1), a movable body 32 that operates according to the effect is provided, and a movable body lamp 9d is provided on the movable body 32. In the vicinity of the special variable winning ball device 7 on the game board 2, an attacker lamp 9c is provided, and a decorative lamp 9f is provided on the left side of the game board 2. The attacker lamp 9c, the movable body lamp 9d, and the decorative lamp 9f provided on the game board 2 are also referred to as "board lamps". Also, the main lamp 9a, the side lamps 9b, the attacker lamp 9c, the movable body lamp 9d, the button lamp 9e, and the decorative lamp 9f may be collectively referred to as the game effect lamp 9. Incidentally, the main lamp 9a, the side lamps 9b, the attacker lamp 9c, the movable body lamp 9d, the button lamp 9e, and the decorative lamp 9f are configured to include LEDs. Also, various lamps will be described later.
[0142] At the lower right position of the gaming machine frame 3, a hitting operation handle (operation knob) 30 that is operated by the player or the like to launch the game ball towards the gaming area by the ball hitting and launching device is provided.
[0143] At a predetermined position of the gaming machine frame 3 below the gaming area, there is provided a hitting ball supply tray (upper tray) that holds (stores) the game balls paid out as prize balls or the game balls lent out by a predetermined ball lending machine in a manner that enables supply to the hitting ball launching device. Incidentally, the gaming machine frame 3 may be provided with a payout unit (hitting ball supply tray) that pays out prize balls when the upper tray is full, separately from the upper tray.
[0144] At a predetermined position of the gaming machine frame 3 below the gaming area, a stick controller 31A that can be gripped by the player and tilted is attached. The stick controller 31A is provided with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0145] At a predetermined position of the gaming machine frame 3 below the gaming area, a push button 31B is provided that enables the player to perform a predetermined instruction operation by pressing or the like. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 2).
[0146] In the pachinko gaming machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the player's actions (operations, etc.), but other detection means may also be provided.
[0147] (Outline of the progress of the game) By the player's rotational operation on the hitting operation handle 30 provided in the pachinko gaming machine 1, the game ball is launched toward the gaming area. When the game ball passes through the passing gate 41, a normal pattern game by the normal pattern display 20 is started. Incidentally, when the game ball passes through the passing gate 41 during the period of the previous normal pattern game execution or the like (when the game ball passes through the passing gate 41 but the normal pattern game based on the passing cannot be executed immediately), the normal pattern game based on the passing is held until a predetermined upper limit number (for example, 4).
[0148] In this normal symbol game, if a specific normal symbol (the symbol for a normal win) stops and is displayed, the display result of the normal symbols becomes "normal win". On the other hand, if a normal symbol other than the symbol for a normal win (the symbol for a normal miss), which is a determined normal symbol, stops and is displayed, the display result of the normal symbols becomes "normal miss". When it becomes "normal win", opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0149] When a game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol display device 4A starts the first special symbol game.
[0150] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol display device 4B starts the second special symbol game.
[0151] In addition, when a game ball enters (wins) the start winning opening during the period of executing the special symbol game or during the period controlled to be in the big win game state described later (a start win occurs but the special symbol game based on the start win cannot be immediately executed), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).
[0152] In the special symbol game, if a specific special symbol (big win symbol, for example, "7", the actual symbol varies according to the big win type described later) stops and is displayed as the determined special symbol, it becomes a "big win", and if a special symbol different from the big win symbol (losing symbol, for example, "-") stops and is displayed, it becomes a "loss".
[0153] After the display result in the special symbol game becomes a "big win", it is controlled to be in the big win game state, which is an advantageous state for the player.
[0154] In the big win gaming state, the first big winning opening and the second big winning opening formed by the special variable winning ball device 7 are opened in a predetermined manner. The open state continues until the earlier timing of either the elapse of a predetermined period (for example, 29 seconds or 1.8 seconds) or the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and is hereinafter also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state like this is called a round (round game). In the big win gaming state, the round can be repeatedly executed until a predetermined upper limit number of times (10 times, 6 times, etc.) is reached.
[0155] In the big win gaming state, the player can obtain prize balls by causing the game balls to enter the big winning opening. Therefore, the big win gaming state is an advantageous state for the player. The more rounds there are in the big win gaming state and the longer the opening upper limit period, the more advantageous it is for the player.
[0156] In addition, big win types are set for "big wins". For example, multiple types are prepared for the opening mode of the big winning opening (number of rounds and opening upper limit period) and the gaming state after the big win gaming state (normal state, time-saving state, probability-variable state, etc.), and the big win types are set accordingly. As big win types, there may be provided big win types that can obtain many prize balls, big win types with few prize balls, or big win types that can hardly obtain any prize balls.
[0157] After the big win gaming state ends, it may be controlled to a time-saving state or a probability-variable state according to the above big win type.
[0158] In the short-time state, control (short-time control) is executed to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state. In the short-time state, control (high-opening control, high-base control) is also executed to make it easier for game balls to enter the second start winning opening, such as shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or improving the probability of "winning per normal symbol" in the normal symbol game compared to the normal state. Since the short-time state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.
[0159] In the probability variation state, in addition to the short-time control, probability variation control is executed to increase the probability that the display result becomes a "big win" compared to the normal state. Since the probability variation state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "big win", it is an even more advantageous state for the player.
[0160] The short-time state and the probability variation state continue until any one of the end conditions, such as a predetermined number of special symbol games being executed or the next big win game state being started, is satisfied first. What is called "running out of times" when the execution of a predetermined number of special symbol games becomes the end condition (running out of times in short-time, running out of times in probability variation, etc.).
[0161] The normal state refers to a game state other than advantageous states such as a big win game state advantageous to the player, special states such as the short-time state and the probability variation state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in the normal symbol game becomes "winning per normal symbol" and the probability that the display result in the special symbol game becomes a "big win", is controlled to be the same as the initial setting state of the pachinko gaming machine 1 (when, for example, a system reset is performed and no predetermined return process is executed after power-on).
[0162] The state in which the probability variation control is being executed is also referred to as the high-probability state, and the state in which the probability variation control is not being executed is also referred to as the low-probability state. The state in which the time-saving control is being executed is also referred to as the high-base state, and the state in which the time-saving control is not being executed is also referred to as the low-base state. Combining these, the time-saving state is also referred to as the low-probability high-base state, the probability variation state is also referred to as the high-probability high-base state, the normal state is also referred to as the low-probability low-base state, etc. The high-probability state and the low-base state are also referred to as the high-probability low-base state.
[0163] In addition, in this feature part 1, the big winning openings that become the opening mode in a specific round (for example, the 6th round) differ according to the big winning type. In the big winning type in which the second winning opening becomes the opening mode in the specific round, the game balls enter the second big winning opening. That is, based on being detected by the second count switch 24, after the big winning game ends, the game state is controlled to the probability variation state (high-probability high-base state).
[0164] (Advancement of the performance, etc.) In the pachinko gaming machine 1, various performances (performances for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The said performance will be demonstrated below. In addition, the said performance is performed by displaying various performance images on the image display device 5. However, in addition to or instead of the said display, it may be performed as a performance using audio output from the speakers 8L and 8R, lighting or extinguishing of the game effect lamp 9, movement of the movable body 32, or any performance device including some or all of these.
[0165] As a performance executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5, the variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) stops being displayed in the first special figure game or the second special figure game, the determined decorative symbol (combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, also stops being displayed (derived).
[0166] During the period from the start to the end of the variable display of the decorative symbol, the mode of the variable display of the decorative symbol may become a predetermined reach mode (reach is established). Here, the reach mode means, for example, a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbol stopped and displayed on the screen of the image display device 5 constitutes a part of the jackpot combination described later.
[0167] In addition, a reach effect is executed in response to the reach mode being achieved during the variable display of the decorative symbol. In the pachinko gaming machine 1, a plurality of types of reach effects are executed in which the ratio (also called jackpot reliability or jackpot expectancy) at which the display result (display result of the special figure game or display result of the variable display of the decorative symbol) becomes a "jackpot" varies depending on the effect mode. Examples of reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.
[0168] When the display result of the special figure game becomes a "jackpot", on the screen of the image display device 5, a determined decorative symbol that becomes a predetermined jackpot combination is derived as the display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "jackpot"). As an example, the same decorative symbol (for example, "7", etc.) stops and is displayed aligned on a predetermined effective line in the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right".
[0169] When the display result of the special figure game becomes a "miss", the mode of the variable display of the decorative symbol does not become a reach mode, and a determined decorative symbol of a non-reach combination (also called "non-reach miss") may be stopped and displayed as the display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes "non-reach miss"). Also, when the display result becomes a "miss", after the mode of the variable display of the decorative symbol has become a reach mode, a determined decorative symbol of a predetermined reach combination that is not a jackpot combination (also called "reach miss") may be stopped and displayed as the display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes "reach miss").
[0170] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display-compatible displays (hold display and active display). Further, as other effects, for example, a preview effect for notifying the jackpot reliability is executed during the variable display of the decorative symbols. The preview effect includes a preview effect for notifying the jackpot reliability in the variable display being executed and a pre-read preview effect for notifying the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the pre-read preview effect, an effect may be executed to change the display mode of the variable display-compatible display (hold display and active display) to a mode different from the normal mode.
[0171] Further, in the image display device 5, a pseudo continuous effect may be executed to make a single variable display appear to be a plurality of variable displays by temporarily stopping the decorative symbols once during the variable display of the decorative symbols and then resuming the variable display.
[0172] Even during the jackpot gaming state, a jackpot-in effect for notifying the jackpot gaming state is executed. As the jackpot-in effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improved may be executed.
[0173] Further, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer-waiting demo effect is executed).
[0174] (Substrate configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 2. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged. Furthermore, a power supply board 17 is also installed. The various control boards include not only an electronic circuit board such as a printed wiring board on which a conductor pattern is formed and electrical components can be mounted, but also an electronic circuit mounting board configured by mounting electrical components on the electronic circuit board to realize a specific electrical function.
[0175] A power switch 91 is connected to the power supply board 17. By operating (turning on) the power switch 91, power can be supplied from an AC power source such as AC 100V in an external power source like a commercial power supply to electrical components including various control boards such as the main board 11 and the effect control board 12 from the power supply board 17. The power supply board 17 is provided with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC 12V or DC 5V), and the like.
[0176] The main board 11 is a main - side control board and has a function of controlling the progress of the above - mentioned games in the pachinko game machine 1 (including the execution of special - figure games (including the management of holds), the execution of general - figure games (including the management of holds), jackpot game states, game states, etc.). The main board 11 has a game - control microcomputer 100, a switch circuit 110, an output circuit 111, and the like.
[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 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11) by executing the programs stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as variable patterns described later, production control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. Part or all of the RAM 102 serves as a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko machine 1 is stopped. Incidentally, all or part of the programs stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0179] The random number circuit 104 countably updates numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0180] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., solenoid drive signals).
[0181] The switch circuit 110 captures detection signals (detection signals indicating that a game ball has passed or entered and the switch has been turned on, etc.) 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. By transmitting the detection signal, it is detected that a game ball has passed or entered.
[0182] The switch circuit 110 receives the reset signal, power-off signal, and 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 putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, a built-in IC of a watchdog timer, and a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is equal to or lower than the predetermined value continues for a power-off reference time or more. The clear signal becomes 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 the solenoid drive signal (for example, a signal for turning on the solenoid 81, solenoids 82 and 83) from the game control microcomputer 100 to the solenoid 81 for a normal electric accessory, the solenoid 82 for a big winning port door, and the solenoids 83.
[0184] Also, the pachinko game machine 1 in the present feature section 1 is also provided with a payout control board (not shown). The payout control board is driven to payout a predetermined number of game balls (for example, 3 balls, 5 balls, 10 balls, 15 balls, etc.) to the player based on receiving a payout signal, and is connected to a game ball detection sensor provided in a payout passage through which the game balls paid out by the payout device pass. It is possible to stop the drive of the payout device according to the mode 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 hitting operation handle 30 are connected to the payout control board. Based on the signals input from these sensors, the payout control board controls a launching device capable of launching game balls onto the game board 2. Further, a signal indicating whether or not the touch ring is detected and a signal indicating that a 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 an effect control command (a command specifying (notifying) the progress of the game, etc.) to the effect control board 12 according to the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special figure game (including the big win type), the variation pattern used when executing the special figure game (details will be described later)), the game situation (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of a win, the number of reserved memories, the game state), commands specifying the occurrence of an error, etc.
[0187] The effect control board 12 is a sub-side control board independent of the main board 11, and has a function of receiving an effect control command and executing an effect (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received effect control command.
[0188] The effect control board 12 is equipped with an effect 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 dedicated CPU 120 for performance control executes, by executing the programs stored in the ROM 121, processes for executing performances together with the display control unit 123 (processes for realizing the above functions of the performance control board 12, including determination of performances to be executed, etc.). At this time, various data stored in the ROM 121 (data such as various tables) are used, and the RAM 122 is used as the main memory.
[0190] The dedicated CPU 120 for performance control 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 output when an operation by a player is detected, and signals appropriately indicating the operation content).
[0191] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the dedicated CPU 120 for performance control.
[0192] The display control unit 123 supplies a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute a performance from the dedicated CPU 120 for performance control, thereby causing the image display device 5 to display a performance image. Also, display processing is performed to output the image data in the display image creation area of the VRAM area specified in the display register as a video signal. In this feature unit 1, the display image creation area and the drawing area are switched every V blank. For this reason, when drawing is performed on the area assigned as the drawing area in a certain V blank, in the next V blank, it switches to the display image creation area, so the image data drawn in the previous V blank is displayed and output, and during that time, drawing is also performed in the other area.
[0193] Further, as shown in FIG. 3, since the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, in the VRAM area, there are arranged a layer image drawing area for drawing and arranging the images of these respective layers, and a display image creation area for generating an image to be displayed on the image display device 5 by further superimposing (compositing) the images drawn and arranged in each layer image drawing area. Note that there are concepts of upper, middle, and lower in each layer image drawing area, and the image in the upper layer image drawing area is set to have a higher display priority in the image display device 5, and the image in the lower layer drawing area is set to have a lower display priority in the image display device 5.
[0194] As shown in FIG. 4, in the VRAM area, there are a layer 1 image drawing area for drawing and arranging a background image as the image of layer 1, a layer 2 image drawing area for drawing and arranging a decorative pattern as the image of layer 2, a layer 3 image drawing area for drawing and arranging an object image such as a character as the image of layer 3, a layer 4 image drawing area for drawing and arranging an enlarged effect image described later as the image of layer 4, a layer 5 image second area for drawing and arranging a decorative effect image described later as the image of layer 5, a layer 6 image drawing area for drawing and arranging a crack precursor image (such as a glass plate image) described later as the image of layer 6, a layer 7 image drawing area for drawing and arranging a glass plate image A as a crack target image to be displayed in place of the glass plate image and a fragment image generated by the cracking of the glass plate image A as the image of layer 7, a layer 8 image drawing area for drawing and arranging an operation effect image described later as the image of layer 8, a layer 9 image drawing area for drawing and arranging a whiteout image 003SG303 described later as the image of layer 9, a layer 10 image drawing area for drawing and arranging an operation promotion image described later as the image of layer 10, a layer 11 image drawing area for drawing and arranging a variable display corresponding display (hold display or active display) as the image of layer 11, a layer 12 image drawing area for drawing and arranging an image of a right-handed display or a left-handed display described later as the image of layer 12, and a layer 13 image drawing area for drawing and arranging a small pattern (fourth pattern) as the image of layer 13 are arranged.
[0195] The magnification effect in the feature section 1 is an image that imitates (is in a similar relationship with) the target image and is enlarged and displayed over time in each effect. It is an image with a higher transmittance than the target image, and the transmittance gradually increases as it is enlarged (see FIGS. 83 to 97). The decoration effect in the feature section 1 is an image with a different shape from the target image in each effect, and it is an image with at least the same transmittance (transmittance 0%) as the target image at the start of display (see FIGS. 98 and 99). Also, compared with the decoration effect, the development cost of the magnification effect is lower. Specifically, the decoration effect is an image that requires a certain amount of time for creation because dedicated material data is prepared and the material data is processed as appropriate, while the magnification effect can be created by diverting the material data of the decorative pattern, so it is an image that can be created in a short period of time. That is, the magnification effect is an image that can effectively make the target image to be noticed stand out while having a low development cost.
[0196] In the feature unit 1, an image to be displayed on the display screen of the image display device 5 can be generated by superimposing the respective images drawn and arranged in these layer 1 image drawing areas to layer 13 image drawing areas. Further, as shown in FIGS. 4 and 5, the image drawn in the layer 1 image drawing area is set to have the lowest display priority, the image drawn in the layer 2 image drawing area is set to have 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 is set to have 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 is set to have 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 is set to have 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 is set to have a higher display priority than the image drawn in the layer 5 image drawing area, the image drawn in the layer 7 image drawing area is set to have a higher display priority than the image drawn in the layer 6 image drawing area, the image drawn in the layer 8 image drawing area is set to have a higher display priority than the image drawn in the layer 7 image drawing area, the image drawn in the layer 9 image drawing area is set to have a higher display priority than the image drawn in the layer 8 image drawing area, the image drawn in the layer 10 image drawing area is set to have a higher display priority than the image drawn in the layer 9 image drawing area, the image drawn in the layer 11 image drawing area is set to have a higher display priority than the image drawn in the layer 10 image drawing area, the image drawn in the layer 12 image drawing area is set to have a higher display priority than the image drawn in the layer 11 image drawing area, and the image drawn in the layer 13 image drawing area is set to have a higher display priority than the image 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 in the bottom layer in the image display device 5, the image drawn in the layer 2 image drawing area is the image displayed in the upper layer (prioritized display) than 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 in the upper layer (prioritized display) than 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 in the upper layer (prioritized display) than 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 in the upper layer (prioritized display) than 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 in the upper layer (prioritized display) than the image drawn in the layer 5 image drawing area in the image display device 5, the image drawn in the layer 7 image drawing area is the image displayed in the upper layer (prioritized display) than the image drawn in the layer 6 image drawing area in the image display device 5, the image drawn in the layer 8 image drawing area is the image displayed in the upper layer (prioritized display) than the image drawn in the layer 7 image drawing area in the image display device 5, the image drawn in the layer 9 image drawing area is the image displayed in the upper layer (prioritized display) than the image drawn in the layer 8 image drawing area in the image display device 5, the image drawn in the layer 10 image drawing area is the image displayed in the upper layer (prioritized display) than the image drawn in the layer 9 image drawing area in the image display device 5, the image drawn in the layer 11 image drawing area is the image displayed in the upper layer (prioritized display) than the image drawn in the layer 10 image drawing area in the image display device 5, the image drawn in the layer 12 image drawing area is the image displayed in the upper layer (prioritized display) than the image drawn in the layer 11 image drawing area in the image display device 5, and the image drawn in the layer 13 image drawing area is the image displayed in the top layer in the image display device 5.
[0198] The display control unit 123 further supplies a sound designation signal (a signal for designating the sound to be output) to the sound control board 13 and a lamp signal (a signal for designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform sound output synchronized with the display of the effect image and lighting / extinguishing of the game effect lamp 9. Further, the display control unit 123 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 sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R.
[0200] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and lights / extinguishes the game effect lamp 9 in the mode designated by the lamp signal. In this way, the display control unit 123 controls the sound output and the lighting / extinguishing of the lamp.
[0201] Note that the control of the sound output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable body 32 (such as the supply of the signal for operating the movable body 32) may be executed by the effect control CPU 120.
[0202] The random number circuit 124 countably updates numerical data indicating various random values (random numbers for effects) used for executing various effects in a manner that can be updated. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0203] The I / O 125 mounted on the effect control board 12 includes an input port for capturing effect control commands transmitted from, for example, the main board 11 and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).
[0204] Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A pachinko gaming machine 1 may be provided with a plurality of sub-boards according to function, or one sub-board may be configured to have a plurality of functions.
[0205] FIG. 6(A) is an explanatory diagram showing an example of the content of the performance control command used in the present feature section 1. The performance control command has, for example, a two-byte configuration. The first byte indicates MODE (classification of the command), and the second byte represents EXT (type of the command). The leading bit (bit 7) of the MODE data is always set to "0", and the leading bit of the EXT data is set to "0". Note that the command format shown in FIG. 6(A) is 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 1, or may be a plurality of three or more.
[0206] In the example shown in FIG. 6(A), the command 8001H is the first variable display start command for specifying the start of variable display in the special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is the second variable display start command for specifying the start of variable display in the special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern specification command for specifying the variable pattern (variable time (variable display time)) of the decorative symbols (also referred to as performance symbols) variably displayed in the "left", "center", and "right" decorative symbol display areas 5L, 5C, 5R in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates that it is an unspecified hexadecimal number, and it may be any value set according to the instruction content by the performance control command. Note that in the variable pattern specification command, different EXT data is set according to the variable pattern to be specified.
[0207] Command 8CXXH is a variable display result specification command, which is an effect control command for specifying variable display results such as special symbols and decorative symbols. In the variable display result specification command, for example, as shown in FIG. 6(B), different EXT data are set according to the determination result (pre-determined result) as to whether the variable display result (also referred to as the variable display result) is "a loss" or "a big win", or the determination result (big win type determination result) as to which of multiple types the big win type should be when the variable display result is "a big win".
[0208] In the variable display result specification command, for example, as shown in FIG. 6(B), command 8C00H is the first variable display result specification command indicating the pre-determined result that the variable display result is "a loss". Command 8C01H is the second variable display result specification command notifying the pre-determined result and the big win type determination result that the variable display result is "a big win" and the big win type is "big win A". Command 8C02H is the third variable display result specification command notifying the pre-determined result and the big win type determination result that the variable display result is "a big win" and the big win type is "big win B". Command 8C03H is the fourth variable display result specification command notifying the pre-determined result and the big win type determination result that the variable display result is "a big win" and the big win type is "big win C".
[0209] Command 8F00H is a symbol confirmation command that specifies the stop (confirmation) of symbol variation in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5. Command 95XXH is a game state specification command that specifies the current game state in the pachinko gaming machine 1. In the game state specification command, for example, different EXT data is set according to the current game state in the pachinko gaming machine 1. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state (low probability low base state, normal state) in which neither time reduction control nor probability variation control is performed, command 9501H is set as the second game state specification command corresponding to a game state (low probability high base state, time reduction state) in which time reduction control is performed while probability variation control is not performed, and command 9502H is set as the third game state specification command corresponding to a game state (high probability high base state, probability variation state) in which both time reduction control and probability variation control are performed. Note that the high probability high base state may sometimes be simply referred to as the "probability variation state".
[0210] Command A0XXH is a jackpot start specification command (also referred to as a "fanfare command") that specifies the display of a production image indicating the start of a jackpot game. Command A1XXH is a big winning opening open notification command that notifies that it is a period during which the big winning opening is in an open state in the jackpot game state. Command A2XXH is a big winning opening post - open notification command that notifies that it is a period during which the big winning opening changes from an open state to a closed state in the jackpot game state. Command A3XXH is a jackpot end specification command that specifies the display of a production image at the end of the jackpot game.
[0211] In the winning start command or the winning end command, different EXT data may be set according to the pre-determined result or the jackpot type determination result, for example, by setting EXT data similar to the variable display result command. Alternatively, in the winning start command or the winning end command, the correspondence relationship between the pre-determined result, the jackpot type determination result, and the EXT data to be set may be made different from the correspondence relationship in the variable display result command. In the big winning opening notification command or the big winning opening post-notification command, for example, different EXT data are set corresponding to the number of times of execution of the round (for example, from "0" to "10") in the jackpot state described later.
[0212] Command B100H is a first start port winning designation command for notifying that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A is satisfied based on the fact that a game ball that has passed (entered) through the first start winning port formed by the winning ball device 6A is detected by the first start port switch 22A and a start winning (first start winning) has occurred. Command B200H is a second start port winning designation command for notifying that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B is satisfied based on the fact that a game ball that has passed (entered) through the second start winning port formed by the variable winning ball device 6B is detected by the second start port switch 22B and a start winning (second start winning) has occurred. Command B300H is a big winning port winning designation command for notifying that 15 bonus balls are to be paid out based on the fact that a game ball that has passed (entered) through the first big winning port or the second big winning port of the special variable winning ball device 7 is detected by the first count switch 23 or the second count switch 24 and a winning has occurred.
[0213] Command C1XXH is a first reserved memory number notification command that notifies the first special figure reserved memory number in order to identify the special figure reserved memory number. Command C2XXH is a second reserved memory number notification command that notifies the second special figure reserved memory number in order to identify the special figure reserved memory number. The first reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, based on the fact that a game ball has passed (entered) the first start winning opening and the first start condition has been satisfied, and the first start opening winning designation command is transmitted. The second reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, based on the fact that a game ball has passed (entered) the second start winning opening and the second start condition has been satisfied, and the second start opening winning designation command is transmitted. Also, the first reserved memory number notification command and the second reserved memory number notification command may be transmitted in response to, for example, the start of execution of the special figure game when either the first start condition or the second start condition is satisfied (when the reserved memory number decreases).
[0214] Commands C4XXH and C6XXH are effect control commands (winning determination result designation commands) that indicate the content of the winning determination result. Among these, command C4XXH is a symbol designation command that indicates, as the winning determination result, whether the variable display result is a "big win" or not and the determination result of the big win type (probability variable, non-probability variable, sudden probability variable). Also, command C6XXH is a variation category command that indicates, as the winning determination result, the determination result of which variation pattern the random number value for variation pattern determination becomes among "non-reach", "super reach", and "other (normal reach)".
[0215] Instead of the first reserved memory number notification command and the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be transmitted. That is, a total reserved memory number notification command for notifying an increase (or decrease) in the total reserved memory number may be used.
[0216] Command D000H is a V winning notification command for notifying that a game ball has won a prize in the second large winning opening in the big win game state, that is, that a game ball has been detected by the second count switch 24. Hereinafter, in this feature section 1, the detection of a game ball by the second count switch 24 during the big win game may be described as "V winning". "V winning" in this feature section 1 refers to the execution of both time shortening control and probability variation control (being controlled to the high probability high base state) in the high base state after the end of the big win game in which the winning occurred.
[0217] Command 9F00H is a customer waiting demo display designation command for designating the execution of a customer waiting demonstration display (customer waiting demo).
[0218] Note that the commands shown in FIG. 6(A) are examples, and it is also possible not to have some of these commands, to use different commands instead of these commands, or to add commands different from these commands. For example, a prize ball number notification command for specifying the number of prize balls paid out based on a game ball winning a prize at each winning opening, a gate passage notification command for notifying that a game ball has passed through the passage gate 41, a notification command for notifying the remaining variable display times for which probability variation control or time shortening control is executed, etc. may be provided.
[0219] FIG. 7 is an explanatory diagram illustrating random values counted on the side of the main board 11. As shown in FIG. 7, on the side of the main board 11, numerical data indicating each of the random value MR1 for special figure display result determination, the random value MR2 for big win type determination, the random value MR3 for variation pattern type determination, the random value MR4 for variation pattern determination, the random value MR5 for normal figure display result determination, and the random value MR6 for initial value determination of the random value MR5 is controlled to be countable. Note that, in order to enhance the game effect, random values other than these may be used. The random numbers used for controlling the progress of such games are also referred to as game random numbers.
[0220] The random number circuit 104 may be any circuit that counts numerical data indicating some or all of these random number values MR1 to MR6. For example, the CPU 103 may use 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), and update various numerical data by software to count the numerical data indicating some of the random number values MR1 to MR6.
[0221] The random number value MR1 for special figure display result determination is a random number value used to determine whether to control the variable display result such as a special symbol in the special figure game to the "big win" state and enter the big win game state. For example, it takes a value in the range of "0" to "65536". The random number value MR2 for big win type determination is a random number value used to determine the big win type as either "big win A", "big win B", or "big win C" when the variable display result is "big win". For example, it takes a value in the range of "0" to "99".
[0222] The random number value MR3 for variable pattern type determination is a random number value used to determine the variable pattern type in the variable display of the special symbol or the decorative symbol as either "non-reach", "normal reach", or "super reach". For example, it takes a value in the range of "0" to "4095".
[0223] The random number value MR4 for variable pattern determination is a random number value used to determine the variable pattern in the variable display of the special symbol or the decorative symbol as one of a plurality of types prepared in advance. For example, it takes a value in the range of "0" to "255".
[0224] The random number value MR5 for normal figure display result determination is a random number value used to make a determination such as whether the variable display result in the normal figure game by the normal figure display 20 is a "normal figure win" or a "normal figure miss". For example, it takes a value in the range of "3" to "13".
[0225] The random value MR6 for MR initial value determination is a random value used to determine the initial value of the random value MR5, and takes a value in the range of, for example, "3" to "13".
[0226] FIG. 8 shows a configuration example of the display result determination table stored in the ROM 101. In this feature section 1, as the display result determination table, a common display result determination table is used in the first special figure and the second special figure, but the present invention is not limited to this, and individual display result determination tables may be used for the first special figure and the second special figure.
[0227] The display result determination table is a table referred to for determining whether to control the variable display result as a "big win" and enter the big win game state based on the random value MR1 for special figure display result determination before the determined special figure with a variable display result is derived and displayed in a special figure game using the first special figure by the first special symbol display device 4A or a special figure game using the second special figure by the second special symbol display device 4B.
[0228] In the display result determination table, the value (determination value) to be compared with the random value MR1 for special figure display result determination is assigned to the special figure display results of "big win" and "loss" according to whether the game state in the pachinko machine 1 is in the normal state or the time-saving state (low probability state) or the probability variable state (high probability state).
[0229] In the display result determination table, the table data indicating the determination value to be compared with the random number value MR1 for special figure display result determination is the determination data assigned to the determination result of whether to control the jackpot game state with the special figure display result as "big win". In the display result determination table, when the game state is the probability variable state (high probability state), more determination values are assigned to the special figure display result of "big win" than when it is the normal state or the time shortening state (low probability state). As a result, compared with the probability that the pachinko gaming machine 1 determines to control the special figure display result as "big win" and enter the jackpot game state when in the time shortening state (low probability state) (about 1 / 300 in this feature part 1), the probability of determining to control the special figure display result as "big win" and enter the jackpot game state becomes higher (about 1 / 30 in this feature part 1). That is, in the display result determination table, when the game state of the pachinko gaming machine 1 is the probability variable state (high probability state), the determination data is assigned to the determination result of whether to control the jackpot game state so that the probability of determining to control the jackpot game state is higher than when in the normal state or the time shortening state.
[0230] FIG. 9(A) shows a configuration example of the jackpot type determination table stored in the ROM 101. The jackpot type determination table in this feature part 1 is a table referred to for determining one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined to control the jackpot game state with the special figure display result as "big win". In the jackpot type determination table, according to whether the special symbol that has undergone variable display (fluctuating display) in the special figure game is the first special figure (special figure game by the first special symbol display device 4A) or the second special figure (special figure game by the second special symbol display device 4B), the numerical value (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", "jackpot C".
[0231] Here, the jackpot types in this feature unit 1 will be described with reference to FIG. 9(B). In this feature unit 1, as jackpot types, Jackpot A, Jackpot B, and Jackpot C are provided, in which time shortening control is executed for up to 100 variable displays at most after the end of the jackpot gaming state. Further, these Jackpot A, Jackpot B, and Jackpot C are also jackpots in which probability variation control is executed for up to 100 variable displays at most after the end of the jackpot gaming state when a game ball wins in the second major winning port (so-called V winning) in the sixth round of the jackpot gaming state.
[0232] The jackpot gaming state by "Jackpot A" is a jackpot (a 6-round jackpot that cannot achieve V winning) gaming state in which the rounds that change the first major winning port to an open state advantageous to the player are repeatedly executed 6 times from the first round to the sixth round. The jackpot gaming state by "Jackpot B" is a jackpot (a 6-round jackpot that can achieve V winning) gaming state in which the first major winning port is changed to an open state advantageous to the player from the first round to the fifth round, while the second major winning port is changed to an open state advantageous to the player in the sixth round. The jackpot gaming state by "Jackpot C" is a jackpot (a 10-round jackpot that can achieve V winning) gaming state in which the first major winning port is changed to an open state advantageous to the player from the first round to the fifth round and from the seventh round to the tenth round, while the second major winning port is changed to an open state advantageous to the player in the sixth round.
[0233] In this feature unit 1, since at least time shortening control is executed after the end of the jackpot gaming state, when a jackpot occurs while the time shortening control is being executed, time shortening control (and probability variation control) is executed again after the end of the jackpot gaming state, and a so-called continuous winning state occurs in which jackpot gaming states continuously occur without passing through the normal state.
[0234] Note that, in this feature unit 1, a form in which three types of Jackpot A to Jackpot C are provided as jackpot types is exemplified, but the present invention is not limited to this, and two or less types or four or more types of jackpot types may be provided.
[0235] Further, as shown in FIG. 9(A), in the jackpot type determination table, depending on whether the variable display special figure is the first special figure or the second special figure, the assignment of the determination values for the jackpot types of "Jackpot A", "Jackpot B", and "Jackpot C" is different. That is, when the variable display special figure is the first special figure, the determination values within a predetermined range (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 variable display special figure is the second special figure, no determination values are assigned to the jackpot types of "Jackpot A" and "Jackpot B". With such a setting, when determining the jackpot type to be one of multiple types in the special figure game using the first special figure by the first special symbol display device 4A, and when determining the jackpot type to be one of multiple types in the special figure game using the second special figure by the second special symbol display device 4B, the ratio of determining the jackpot type to "Jackpot A" or "Jackpot B" with fewer rounds can be made different. In particular, in the special figure game using the second special figure, since it is determined that the jackpot type will not be controlled to a jackpot state with fewer rounds as "Jackpot A" or "Jackpot B", for example, in a game state where game balls easily enter the second start winning opening formed by the variable winning ball device 6B due to high release control associated with time reduction control, it is possible to prevent the frequent occurrence of a jackpot state with few winning balls obtained and the resulting decline in game interest.
[0236] FIGS. 10 and 11 are explanatory diagrams showing specific examples of the variation patterns in the present feature portion 1. The variation patterns of the present feature portion 1 are roughly composed of a losing variation pattern in which the variable display result is a loss and a jackpot variation pattern in which the variable display result is a jackpot.
[0237] As shown in FIG. 10, the deviation variation patterns can be broadly classified into: a non-reach deviation variation pattern (the variation pattern type is a non-reach variation pattern) where deviation occurs without executing any reach effect; a normal reach variation pattern (the variation pattern type is a normal reach variation pattern) where deviation occurs after executing the reach effect of a normal reach; a low-base weak super reach A variation pattern (the variation pattern type is a low-base weak super reach variation pattern) where deviation occurs after executing the reach effect of a low-base weak super reach A or a low-base weak super reach B in the normal state (low-base state); a low-base strong super reach A variation pattern (the variation pattern type is a low-base strong super reach A variation pattern) where deviation occurs after finally executing the reach effect of a low-base strong super reach A in the normal state (low-base state); a low-base strong super reach B variation pattern (the variation pattern type is a low-base strong super reach B variation pattern) where deviation occurs after finally executing the reach effect of a low-base strong super reach B in the normal state (low-base state); a low-base strong super reach C variation pattern (the variation pattern type is a low-base strong super reach C variation pattern) where deviation occurs after finally executing the reach effect of a low-base strong super reach C in the normal state (low-base state); a low-base strongest super reach variation pattern (the variation pattern type is a low-base strongest super reach variation pattern) where deviation occurs after finally executing the reach effect of a low-base strongest super reach in the normal state (low-base state); a high-base super reach A variation pattern (the variation pattern type is a high-base super reach A variation pattern) where deviation occurs after finally executing the reach effect of a high-base super reach A in the time-saving state or the probability-variable state (high-base state); a high-base super reach B variation pattern (the variation pattern type is a high-base super reach B variation pattern) where deviation occurs after finally executing the reach effect of a high-base super reach B in the time-saving state or the probability-variable state (high-base state).In the short-time state or the probability-variable state (high-base state), a variation pattern of the high-base super reach C (the variation pattern type is the variation pattern of the high-base super reach C) that will eventually result in a miss when the reach effect of the high-base super reach C is executed, and a variation pattern of the high-base super reach D (the variation pattern type is the variation pattern of the high-base super reach D) that will eventually result in a miss when the reach effect of the high-base super reach D is executed are provided.
[0238] As the variation pattern types of non-reach variation patterns, there are four types of variation patterns: PA1-1 where the special figure variation time is 12000 ms and no reach effect is executed when the number of reserved special figures for variable display in the normal state is 2 or less; PA1-2 where the special figure variation time is 5000 ms and no reach effect is executed when the number of reserved special figures for variable display in the normal state is 3; PA1-3 where the special figure variation time is 2000 ms and no reach effect is executed during short-time control (short-time state or probability-variable state); and PA1-4 where the special figure variation time is 8000 ms and no reach effect is executed during short-time control (short-time state or probability-variable state).
[0239] As the variation pattern types of normal reach variation patterns, there are three types of variation patterns: PA2-1A where the special figure variation time is 20000 ms and the reach effect of the normal reach will result in a miss; PA2-1B where the special figure variation time is 35000 ms and the reach effect of the normal reach will result in a miss after the pseudo-continuous effect is executed once; and PA2-1C where the special figure variation time is 50000 ms and the reach effect of the normal reach will result in a miss after the pseudo-continuous effect is executed twice.
[0240] As for the variation pattern type being the low-base weak super reach variation pattern, there are two types of variation patterns: PA2-2 where the special figure variation time is 73000 ms, and after two pseudo continuous performances, the reach performance of the normal reach and the reach performance of the low-base weak super reach A are executed and result in a miss; PA2-3 where the special figure variation time is 83000 ms, and after two pseudo continuous performances, the reach performance of the normal reach and the reach performance of the low-base weak super reach B are executed and result in a miss.
[0241] As for the variation pattern type being the low-base strong super reach A variation pattern, there are three types of variation patterns: PA2-4 where the special figure variation time is 103000 ms (93000 ms plus the 10000 ms of the miss notification period), and after two pseudo continuous performances, the reach performance of the normal reach, the reach performance of the low-base weak super reach A, and then the reach performance of the low-base strong super reach A are executed and result in a miss; PA2-5 where the special figure variation time is 113000 ms (103000 ms plus the 10000 ms of the miss notification period), and after two pseudo continuous performances, the reach performance of the normal reach, the reach performance of the low-base weak super reach B, and then the reach performance of the low-base strong super reach A are executed and result in a miss; PA2-6 where the special figure variation time is 50000 ms (40000 ms plus the 10000 ms of the miss notification period), and after the reach performance...
Claims
Claim 1 A gaming machine that can be controlled to a favorable state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value given, when the counter value becomes an operating value when not controlled to a favorable state, restricting the progress of the game, when the counter value becomes an operating value when controlled to a favorable state, restricting the progress of the game after the end of the favorable state, when the counter value becomes a pre-warning value, giving a pre-warning, when the counter value becomes an operating value when controlled to a favorable state, giving an operating warning notification, when an error occurs, giving an error notification, when restricting the progress of the game, giving a restriction notification by the display corresponding to the restriction and the light emission mode corresponding to the restriction in the light emission means, the operating warning notification and the error notification are displayed in different color schemes, equipped with light emission control means for controlling the light emission means, the light emission control means, in a situation where an operating warning notification is being given, when an error occurs, performs control to switch the light emission mode of the light emission means to the light emission mode corresponding to the error, in a situation where an error has occurred, when an operating warning notification is started, performs control to maintain the light emission mode of the light emission means in the light emission mode corresponding to the error, in a situation where an operating warning notification is being executed when an error has occurred, when the favorable state in which the operating warning notification was started ends, before switching from the display of the operating warning notification to the display corresponding to the restriction of the progress of the game due to the end of the favorable state, performs control to switch the light emission mode of the light emission means from the light emission mode corresponding to the error to the light emission mode corresponding to the restriction, a gaming machine.
Citation Information
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