gaming machines

The gaming machine optimizes player interaction by varying information output based on player actions, enhancing the gaming experience through adjustable display modes.

JP7775672B2Active Publication Date: 2025-11-26SANYO BUSSAN KK
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Patent Information

Application Number
JP2021193051
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-29
Publication Date
2025-11-26
Estimated Expiration
2041-11-29

AI Technical Summary

Technical Problem

The relationship between player operation and information output mode in gaming machines is not optimally balanced, lacking a suitable interaction mechanism.

Method used

A gaming machine that allows variable display of identification information based on a start condition, with multiple settings for information output, enabling detection of player interaction and adjusting the output mode accordingly, using guide means for specific object proximity and different output modes based on player operation.

Benefits of technology

Enhances the relationship between player operation and information output mode, providing a more engaging gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine in which a relationship between a player's operation and a change in an output mode of information is suitable.SOLUTION: A Pachinko machine 10 includes an NFC communication part Y1 capable of bringing a portable terminal closer, detects approach operation for bringing a player's portable terminal Y3 closer to the NFC communication part Y1, sets a radio PAN communication connection state via a radio PAN communication unit Y2, receives a change in customization or the like of information, such as a fish school performance, at a different fish school occurrence frequency, such as "normal (30%)", "large (50%)", and "very large (70%)", and can change an output mode through the portable terminal Y3. When a setting is changed to "extremely large" by operation of a determination button 81 or the like even in a state in which the setting is changed from "normal" to "very large" by predetermined changing operation in a portable terminal, an output mode of information is changed to a fish school occurrence frequency of 80% and information can be outputted at an "extremely large" fish school occurrence frequency.SELECTED DRAWING: Figure 577
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]

[0002] Conventionally, some gaming machines of this type output information that can be recognized by a player in different ways, for example. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-130333 A (see pages 79 to 83, Figures 51 to 56) DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]

[0004] However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, there is still room for improvement in the relationship between the player's operation and the change in the information output mode.

[0005] The present invention has been made in view of the above circumstances, and has as its object to provide a gaming machine that is suitable in terms of the relationship between the player's operation and changes in the information output mode. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention has the following configuration. That is, the invention described in claim 1 is as follows: A gaming machine configured to be able to perform a variable display of identification information based on the establishment of a start condition, The gaming machine includes: The information regarding the variation display of the identification information can be output, A plurality of settings associated with the output manner of the information are provided; The object is configured so that a player can approach the object to a predetermined position from a predetermined direction, A predetermined detection can be performed when the object is moved to the predetermined position, When the detection is made in a situation where one of the plurality of settings can be set, a predetermined control including the setting is performed, and the output mode of the information output during at least the subsequent variable display of the identification information can be the output mode corresponding to the one setting. 、 a guide means is provided that allows the object to approach from the predetermined direction; The output mode is variable depending on an operation on a predetermined object different from the object. 、 When a specific object different from the target object is brought into proximity, the output mode can be a specific one different from the output modes corresponding to the plurality of settings. It is characterized by the following.

[0007] [Operation and Effect] According to the invention described in claim 1, it is possible to provide a gaming machine that is suitable in terms of the relationship between the player's operation and the change in the information output mode. [Effects of the Invention]

[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine that is suitable in terms of the relationship between the player's operation and the change in the information output mode. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 1 is a front perspective view of a pachinko machine. [Figure 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] This is a right side view of the pachinko machine, showing the state in which the illumination cover is attached, along the AA cross section of Figure 1. [Figure 5] This is a left side view of the pachinko machine, showing the state in which the illumination cover is attached, along the BB cross section of Figure 1. [Figure 6] FIG. 1 is a plan view of a pachinko machine. [Figure 7] FIG. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] (a) shows the display content of the third pattern display device, and (b) is an explanatory diagram showing the hold display. [Figure 10] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 11] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 12] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 13] (a) is an example of the variable display effects for a normal jackpot reach and a normal miss reach, and (b) is an example of the variable display effects for a super jackpot reach and a super miss reach. [Figure 14] (a) is an example of the variable display effects of the jackpot super reach and the miss super reach, and (b) is an example of the variable display effects of the jackpot super reach and the miss super reach. [Figure 15] 10 is a table for determining an ending performance pattern. [Figure 16] 4 is a flowchart showing main processing by the main control device. [Figure 17] 10 is a flowchart showing normal processing by the main control device. [Figure 18] 10 is a flowchart showing the first pattern change processing. [Figure 19] 10 is a flowchart showing a fluctuation start process. [Figure 20] 10 is a flowchart showing the next game state setting process. [Figure 21] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 22] 10 is a flowchart showing a right-hit error determination process. [Figure 23] 10 is a flowchart showing a timer interrupt process. [Figure 24] A flowchart showing the start winning processing. [Figure 25] 10 is a flowchart showing a lottery process for advance reading. [Figure 26] 10 is a flowchart showing a launch control process. [Figure 27] 10 is a flowchart showing an NMI interrupt process. [Figure 28] 10 is a flowchart showing the main processing by the dispensing control device. [Figure 29] 10 is a flowchart showing a dispensing control process. [Figure 30] 10 is a flowchart showing a prize ball control process. [Figure 31] 10 is a flowchart showing a ball lending control process. [Figure 32] 10 is a flowchart showing main processing by the sub-control device. [Figure 33] 10 is a flowchart showing normal processing by the sub-control device. [Figure 34] 10 is a flowchart showing customer waiting effect processing by the sub-control device. [Figure 35] 10 is a flowchart showing frame button input monitoring and performance processing by the sub-control device. [Figure 36] 10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device. [Figure 37] 10 is a flowchart showing a selection button input monitoring and performance process performed by the sub-control device. [Figure 38] 10 is a flowchart showing a sound editing and output management process performed by the sub-control device. [Figure 39] 10 is a flowchart showing the performance execution management process performed by the sub-control device. [Figure 40] 10 is a flowchart showing a process of receiving a read-ahead fluctuation pattern designation command by the sub-control device. [Figure 41] 10 is a flowchart showing the opening and closing mode (jackpot) display setting process performed by the sub-control device. [Figure 42] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 43] 10 is a flowchart showing a process for setting the next game status display mode by the sub-control device. [Figure 44] A flowchart showing the right-hit error notification display mode setting process by the sub-control device. [Figure 45] 10 is a flowchart showing normal processing of the display control device. [Figure 46] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 47] 10 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 48] 10 is a flowchart showing a specific operation screen display process performed by the display control device. [Figure 49] 10 is a flowchart showing the jackpot opening round display process performed by the display control device. [Figure 50] 10 is a flowchart showing the big win ending display process performed by the display control device. [Figure 51] 10 is a flowchart showing a high probability support state transition display process performed by a display control device. [Figure 52] 10 is a flowchart showing a low-probability / support state transition display process performed by a display control device. [Figure 53] 10 is a flowchart illustrating a specific operation period notification process performed by the display control device. [Figure 54] A figure explaining the display mode during a specific operation period in the third pattern display device. [Figure 55] A figure explaining the display mode during a specific operation period during high-speed fluctuation of the main decorative pattern. [Figure 56] FIG. 10 is a diagram illustrating a display mode during a specific operation period after a reach is achieved. [Figure 57] FIG. 57 is a diagram illustrating the display mode during the specific operation period after the reaching of a winning position, following FIG. 56. [Figure 58]A figure explaining the display mode when the decision button is left pressed during a specific operation period during high-speed fluctuation. [Figure 59] A figure explaining the display mode when the decision button and selection button are pressed during a specific operation period during high-speed fluctuation. [Figure 60] FIG. 10 is a front view of a pachinko machine according to a second embodiment, with an illumination cover of a different size from that shown in FIG. 1 attached. [Figure 61] This is a right side view of the pachinko machine shown in Figure 60, showing the CC cross section with different sized illuminated covers attached. [Figure 62] This is a left side view of the pachinko machine shown in Figure 60, showing the state in which different sizes of illumination covers are attached in DD cross section. [Figure 63] 10(a) and 10(b) are diagrams illustrating adjustment of the light-emitting area when different sized illumination covers are attached. [Figure 64] 10(a) and 10(b) are diagrams illustrating adjustment of a light emitting region in Example 3. FIG. [Figure 65] FIG. 10 is a front view of a pachinko machine according to a fourth embodiment. [Figure 66] This is a left side view of the pachinko machine shown in Figure 65, showing the state in which the illumination cover is attached in EE cross section. [Figure 67] This is a front view of a pachinko machine with different sized illumination covers attached. [Figure 68] This is a left side view of the pachinko machine shown in Figure 67, showing the FF cross section with different sizes of illuminated covers attached. [Figure 69] 10(a) and 10(b) are diagrams illustrating adjustment of the light-emitting area when different sized illumination covers are attached. [Figure 70] 10 is a flowchart showing normal processing by the sub-control device. [Figure 71] FIG. 10 is a front view of a pachinko machine according to a fifth embodiment. [Figure 72] This is a left side view of the pachinko machine shown in Figure 71, showing the state in which the illumination cover is attached at the GG cross section. [Figure 73] This is a front view of a pachinko machine with an illuminated cover attached that has a different light-emitting area. [Figure 74] This is a left side view of the pachinko machine shown in Figure 73, showing the state in which different sizes of illumination covers are attached in HH cross section. [Figure 75] 10 is a flowchart showing normal processing by the sub-control device. [Figure 76] FIG. 13 is a front view of the game board of Example 6. [Figure 77] 77 is a cross-sectional view of the game board shown in FIG. 76, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 78] A front view of the game board with the movable illumination part protruding. [Figure 79] 79 is a cross-sectional view of the game board shown in FIG. 78 taken along the line JJ, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 80] 13A and 13B are diagrams illustrating adjustment of the light-emitting area of ​​the movable illumination part in Example 7. [Figure 81] FIG. 13 is a front view of the game board of Example 8. [Figure 82] 82 is a KK cross-sectional view of the game board shown in FIG. 81, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 83] This is a KK cross-sectional view of the game board shown in Figure 81, showing the adjustment of the light-emitting area when the movable illumination section is protruding. [Figure 84] FIG. 13 is a front view of the game board of Example 9. [Figure 85] 85 is a cross-sectional view of the game board shown in FIG. 84 taken along the line LL, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 86] A front view of the game board with the movable illumination part protruding. [Figure 87] This is an MM cross-sectional view of the game board shown in Figure 86, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 88] 13(a) and 13(b) are diagrams illustrating the mounting direction of the decorative illumination cover and the separate decorative illumination cover of the tenth embodiment. [Figure 89]13(a) and 13(b) are diagrams illustrating the illumination area of ​​the illumination cover of Example 11 before and after change. [Figure 90] 12(a) and 12(b) are diagrams illustrating the state before and after the change in the light-emitting area of ​​the third decorative cover of Example 12. FIG. [Figure 91] This is a table for the special chart 1 jackpot lottery in Example 13. [Figure 92] This is the table for the Special Chart 2 jackpot lottery. [Figure 93] This is a table for the special chart 1 jackpot ending performance. [Figure 94] This is a table for the special chart 2 jackpot ending performance. [Figure 95] 10 is a flowchart showing normal processing by the main control device. [Figure 96] 10 is a flowchart showing the opening and ending time determination process performed by the main control device. [Figure 97] 10 is a flowchart showing the process of opening and closing the large prize opening by the main control device. [Figure 98] FIG. 23 is a rear view of the pachinko machine of the fourteenth embodiment. [Figure 99] This is the table for the special jackpot lottery for Special Chart 1. [Figure 100] This is the table for the Special Chart 2 jackpot lottery. [Figure 101] This is a table for the special chart 2 jackpot ending performance. [Figure 102] This is a table for the special chart 2 jackpot ending performance following Figure 101. [Figure 103] This is a table for the special chart 2 jackpot ending performance, following Figure 102. [Figure 104] FIG. 10 is a diagram illustrating the display mode of the ending presentation. [Figure 105] 10A and 10B are diagrams illustrating another display mode of the ending presentation. [Figure 106] This is a table for producing the special chart 2 jackpot ending in Example 15. [Figure 107] This is a table for the special chart 2 jackpot ending performance, following Figure 106. [Figure 108] FIG. 10 is a diagram illustrating the display mode of the ending presentation. [Figure 109] 10A and 10B are diagrams illustrating another display mode of the ending presentation. [Figure 110] This is a table for producing the special chart 2 jackpot ending in Example 16. [Figure 111] This is a table for the special chart 1 jackpot lottery in Example 17. [Figure 112] This is the table for the Special Chart 2 jackpot lottery. [Figure 113] This is a time chart showing the opening timing of the large prize opening opening / closing member and the V-area opening / closing member. [Figure 114] 10 is a flowchart showing normal processing by the main control device. [Figure 115] A flowchart showing the V prize area opening and closing processing by the main control device. [Figure 116] This is a table for the special chart 1 jackpot lottery in Example 18, where (a) shows the table referenced in normal game mode, and (b) shows the table referenced in low probability support game mode. [Figure 117] This is a table for the special chart 2 jackpot lottery that is referenced in low probability support game mode. [Figure 118] This is a table for the Special Chart 2 jackpot lottery that is referenced in high probability game states. [Figure 119] This is a time chart showing the opening timing of the large prize opening opening / closing member and the V-area opening / closing member. [Figure 120] 10 is a flowchart showing the opening and ending time determination process performed by the main control device. [Figure 121] 121 is a flowchart showing the opening / ending time determination process following FIG. 120. [Figure 122] This is a flowchart showing the opening / ending time determination process following Figure 121. [Figure 123] A figure explaining the display mode of the effects that are performed during the jackpot round play and during value-added play. [Figure 124]This is a figure explaining the display mode of the effects that are performed during the jackpot round play and during the value-added play, following Figure 123. [Figure 125] A figure explaining another display mode of the effects that are performed during the jackpot round play and during value-added play. [Figure 126] This figure explains a different display mode from Figure 125 for the effects that are performed during the jackpot round play and during value-added play. [Figure 127] This is a diagram illustrating a display mode different from that of Figures 125 and 126 for the effects that are performed during the jackpot round game and during the value-added game. [Figure 128] FIG. 22 is a front view of the game board of Example 19. [Figure 129] This is the table for the special jackpot lottery for Special Chart 1. [Figure 130] This is the table for the Special Chart 2 jackpot lottery. [Figure 131] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Figure 132] 10 is a flowchart showing the process of opening and closing the large prize opening by the main control device. [Figure 133] This is a flowchart showing the small win opening interval time setting process by the main control device. [Figure 134] This is a time chart of the opening timing of the large prize opening opening and closing member and the starting prize device for the second special chart 1. [Figure 135] FIG. 26 is a front view of the game board of Example 20. [Figure 136] This is a lottery table for the special drawing 1. [Figure 137] This is the lottery table for Special Chart 2. [Figure 138] This is a table for setting a specific period for small wins that occur during value-added play after winning Special Chart 2. [Figure 139] This is a flowchart showing the small win opening interval time setting process by the main control device. [Figure 140] This is a time chart showing the timing of opening the large prize opening opening / closing member. [Figure 141]A figure explaining the display mode of the effects that are performed during the jackpot round play and during value-added play. [Figure 142] A figure explaining another display mode of the effects that are performed during the jackpot round play and during value-added play. [Figure 143] This is a table for setting a specific period for a small win that occurs during value-added play after winning special chart 2 in Example 21. [Figure 144] A figure explaining the display mode of the effects that are performed during the jackpot round play and during value-added play. [Figure 145] This is a table for setting a specific period for a small win that occurs during value-added play after winning special chart 2 in Example 22. [Figure 146] A figure explaining the display mode of the effects that are performed during the jackpot round play and during value-added play. [Figure 147] 23 is a flowchart showing the decision button input monitoring and performance processing by the sub-control device of Example 23. [Figure 148] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 149] 10 is a flowchart showing a long button press effect setting process performed by the sub-control device. [Figure 150] 10 is a flowchart showing a button long press effect display process performed by the display control device. [Figure 151] 10 is a time chart showing the long press response effects when a long press operation is performed. [Figure 152] This is a time chart showing the long press response effects when a long press operation is performed in a manner different from that shown in Figure 151. [Figure 153] This is a time chart showing the long press response effects when a long press operation is performed in a manner different from that of Figures 151 and 152. [Fig. 154] A figure showing the display mode of the long press response effect when a long press operation is performed. [Figure 155] A figure showing the display mode of the long press response effect when a long press operation different from that shown in Figure 154 is performed. [Figure 156] This figure shows the display mode of the long press response effect when a long press operation different from that of Figures 154 and 155 is performed. [Figure 157] A figure showing the display mode of the long press response effect when a long press operation is performed in Example 24. [Figure 158] A figure showing the display mode of the long press response effect when a long press operation is performed in Example 25. [Figure 159] 27 is a flowchart showing the decision button input monitoring and performance processing by the sub-control device of Example 27. [Figure 160] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 161] 10 is a flowchart showing the processing performed by the sub-control device when a read-ahead fluctuation pattern designation command is received. [Figure 162] 10A is a diagram illustrating hold display pattern A, and FIG. 10B is a diagram illustrating hold display pattern B. [Figure 163] 10 is a flowchart showing a hand-releasing effect display process performed by the display control device. [Fig. 164] 10 is a time chart showing the long press response effect when the first hand-releasing operation is performed. [Figure 165] 10 is a time chart showing the long press response effect when the following hand-releasing operation is performed. [Figure 166] 10 is a time chart showing the long press response effect when the final hand-releasing operation is performed. [Figure 167] Figure 166 is a time chart showing the long press response effect when the hand-release operation is held for too long. [Figure 168] A figure showing the display mode of the long press response effect when the first hand-releasing operation is performed. [Figure 169] A figure showing the display mode of the long press response effect when the next hand-release operation is performed. [Figure 170] This is a time chart showing the display mode of the long press response effect when the final hand-releasing operation is performed. [Figure 171]This figure shows the display mode of the long press response effect when the hand-release operation in Figure 170 is held for too long. [Fig. 172] 28 is a flowchart showing the hand-release effect display processing performed by the display control device of the twenty-eighth embodiment. [Figure 173] 10 is a time chart showing the long press response effect when the first hand-releasing operation is performed. [Fig. 174] 10 is a time chart showing the long press response effect when the following hand-releasing operation is performed. [Figure 175] 10 is a time chart showing the long press response effect when the final hand-releasing operation is performed. [Figure 176] A figure showing the display mode of the long press response effect when the first hand-releasing operation is performed. [Figure 177] A figure showing the display mode of the long press response effect when the next hand-release operation is performed. [Figure 178] A figure showing the display mode of the long press response effect when the final hand-releasing operation is performed. [Figure 179] 29 is a flowchart showing the hand-released effect display processing by the display control device of the twenty-ninth embodiment. [Figure 180] 10 is a flowchart showing a long press effect sound setting process performed by the sub-control device. [Figure 181] A figure showing the display mode of the long press response effect when the first hand-releasing operation is performed. [Figure 182] A figure showing the display mode of the long press response effect when the next hand-release operation is performed. [Figure 183] A figure showing the display mode of the long press response effect when the final hand-releasing operation is performed. [Figure 184] 30 is a flowchart showing the decision button input monitoring and performance processing by the sub-control device 262 of the 30th embodiment. [Figure 185] This is a table for selecting a charge pattern in the long press charge effect. [Figure 186] A figure showing the display mode of the long press response effect when the long press operation is performed without interruption. [Figure 187] A figure showing the display mode of the long press response effect when the long press operation is interrupted for a moment. [Figure 188] A figure showing the display mode of the long press mode presentation in Example 31. [Figure 189] A figure showing the display mode of the long press mode presentation in Example 32. [Figure 190] A flowchart showing the variable display mode setting process by the sub-control device of Example 33. [Figure 191] 10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device. [Figure 192] 10 is a flowchart showing a color change lottery process performed by the sub-control device. [Figure 193] This is a flowchart showing the color change lottery processing following Figure 192. [Figure 194] 10 is a flowchart showing a long press color change effect setting process performed by the CPU of the sub-control device. [Figure 195] 10 is a flowchart showing a long press color change effect display process performed by a CPU of the display control device. [Figure 196] 10 is a table for selecting a color change pattern. [Figure 197] This is a color change lottery table. [Figure 198] 10 is a graph showing color change displays for each color change pattern. [Figure 199] 10A to 10C are diagrams illustrating display modes of color changes for each color change pattern. [Figure 200] 10 is a graph showing color changes for each color change pattern when an operation other than a long press operation is performed. [Figure 201] 10A and 10B are diagrams illustrating the display mode of the long press color change effect of color change pattern A. [Figure 202] 10A and 10B are diagrams illustrating the display mode of the long press color change effect of color change pattern B. [Figure 203] 10A and 10B are diagrams illustrating the display mode of the long press color change effect of color change pattern C. [Figure 204]A figure explaining the display mode of the long press color change effect of color change pattern D. [Figure 205] 33 is a graph showing color changes for each color change pattern when an operation different from the long press operation of Example 34 is performed. [Figure 206] 10A to 10C are diagrams illustrating display modes of color changes for each color change pattern. [Figure 207] 35 is a flowchart showing the decision button input monitoring and performance processing by the sub-control device of Example 35. [Figure 208] 10 is a table for selecting a point-getting pattern. [Figure 209] This is a table for drawing long press points for each point acquisition pattern. [Figure 210] These are the results of the long press point lottery for each point get pattern. [Figure 211] 10 is a time chart of point get pattern A. [Figure 212] 212 is another time chart of the point get pattern A shown in FIG. 211. [Figure 213] 10 is a time chart of point get pattern C. [Figure 214] 214 is another time chart of the point get pattern C shown in FIG. 213. [Figure 215] FIG. 21 is a diagram showing a display mode corresponding to FIG. 211 of point get pattern A. [Figure 216] FIG. 216 is a diagram showing a display mode corresponding to FIG. 212 of point get pattern A. [Figure 217] FIG. 216 is a diagram showing a display mode corresponding to FIG. 213 of point get pattern C. [Figure 218] FIG. 216 is a diagram showing a display mode corresponding to FIG. 214 of point get pattern C. [Figure 219] 10A is a table for selecting a point get pattern in Example 36, and FIG. 10B is a drawing result of a long press point drawing for point get pattern S. [Figure 220] 10 is a time chart of point get pattern S. [Figure 221] 10 is a time chart of another point get pattern that is very similar to point get pattern S. [Figure 222] This is a display mode corresponding to the point-getting pattern S. [Figure 223] This is a display mode corresponding to another point-getting pattern that is very similar to the point-getting pattern S. [Figure 224] 10 is a time chart of point get pattern A shown in Example 38. [Figure 225] FIG. 10 is a diagram showing a display mode corresponding to point get pattern A. [Figure 226] 10 is a time chart showing a point get pattern of the fortieth embodiment. [Figure 227] FIG. 227 is a diagram showing the display mode of the point-getting pattern in FIG. 226. [Figure 228] 10 is a flowchart showing normal processing by the sub-control device of Example 41. [Figure 229] 10 is a flowchart showing the performance execution management process performed by the sub-control device. [Figure 230] 10 is a flowchart showing a process for checking consistency between display and sub counters by the sub-control device. [Figure 231] 10 is a flowchart showing a button long press effect display process performed by the display control device. [Figure 232] 10 is a flowchart showing a display count information error display process performed by the display control device. [Figure 233] 10A and 10B are diagrams illustrating a display mode of a display count information error. [Figure 234] 13 is a flowchart showing the display-sub counter consistency confirmation process performed by the sub-control device of Example 42. [Figure 235] 10 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 236] 10A and 10B are diagrams illustrating a display mode of a remaining change count information error. [Figure 237] FIG. 10 is a front view of the game board of Example 43. [Figure 238] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Figure 239] (a) is a table for selecting a normal winning combination, and (b) is a table for selecting a normal symbol variation pattern (normal electric device opening pattern). [Figure 240] (a) is a table for selecting the main decorative pattern change pattern of special chart 2 (first consecutive win zone), and (b) is a table for selecting the main decorative pattern change pattern of special chart 2 (second to fifth consecutive win zone). [Figure 241] FIG. 10 is a diagram illustrating the flow of the game. [Figure 242] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 243] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 244] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 245] This is a time chart showing the flow of the game related to Special Chart 2. [Figure 246] This is a time chart showing the flow of the game related to Special Chart 2. [Figure 247] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 248] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 249] A flowchart showing the start winning processing. [Figure 250] 10 is a flowchart showing the first pattern change processing. [Figure 251] This is a flowchart showing the special chart 2 change start processing. [Figure 252] This is a flowchart showing the special chart 2 pattern change processing. [Figure 253] 10 is a flowchart showing the second pattern change start processing. [Figure 254] This is a flowchart showing the normal electric accessory opening and closing process. [Figure 255] 10 is a flowchart showing the next game state setting process. [Figure 256] This is a flowchart showing the next game status setting process following Figure 255. [Figure 257] 10 is a flowchart showing a next game status display mode setting process. [Figure 258] 10 is a flowchart showing a display mode switching process. [Figure 259] This is a time chart showing the first variable display and jackpot round in the consecutive win zone of Example 44. [Figure 260] This is a time chart showing the second change display and the jackpot round in the consecutive win zone. [Figure 261] This is a time chart showing the fifth change display and jackpot round in the consecutive win zone. [Figure 262] This is a table for determining consecutive win suggestion effect display patterns. [Figure 263] This is a flowchart showing the special chart 2 advance reading lottery processing. [Figure 264] This is a flowchart showing the process of receiving a command specifying a variable pattern for advance reading of Special Chart 2. [Figure 265] 10 is a flowchart showing a display mode switching process. [Figure 266] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 259. [Figure 267] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 260. [Figure 268] This figure shows the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 261. [Figure 269] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 266 to 268. [Figure 270] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 266 to 269. [Figure 271]This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 266 to 270. [Fig. 272] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 266 to 271. [Fig. 273] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 266 to 272. [Fig. 274] 10 is a table for determining the ending time according to the forty-fifth embodiment. [Figure 275] 10 is a table for determining an ending performance pattern. [Figure 276] A figure explaining the display mode of the consecutive win suggestion effect in the ending effect. [Figure 277] This is a figure explaining the display mode of consecutive win suggestion effects, including a display mode different from that of Figure 276. [Fig. 278] 10(a) and 10(b) are diagrams showing a table for determining the V winning opening opening and closing pattern in Example 46. [Figure 279] FIG. 10 is a diagram showing the flow of the game. [Figure 280] This is a diagram showing the table for the special chart 1 jackpot lottery. [Figure 281] This is a diagram showing a different game flow from that shown in Figure 279. [Figure 282] 10(a) and 10(b) are diagrams showing another example of a table for determining a V winning opening opening / closing pattern. [Figure 283] This is a diagram showing another example of a table for drawing the jackpot for Special Chart 2. [Fig. 284] This is a table for the special chart 2 jackpot lottery in Example 47. [Figure 285] FIG. 10 is a diagram illustrating the flow of the game. [Figure 286] A diagram showing the display mode of the consecutive win suggestion effect. [Figure 287] This figure shows a display mode of a consecutive win suggestion effect different from that of Figure 286. [Figure 288] This is a diagram showing the display mode of the consecutive win suggestion effect following Figure 287. [Figure 289] FIG. 10 is a front view of the game board of Example 48. [Figure 290] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Figure 291] This is the table for the other special jackpot lottery. [Figure 292] (a) and (b) are tables for drawing lots for normal winnings, and (c) is a table for drawing lots for normal symbol variation patterns. [Figure 293] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Fig. 294] 1 is a time chart showing the flow of a game. [Figure 295] 1 is a time chart showing the flow of a game. [Figure 296] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 297] A flowchart showing the start winning processing. [Figure 298] 10 is a flowchart showing the first pattern change processing. [Figure 299] This is a flowchart showing the special chart 2 change start processing. [Figure 300] 10 is a flowchart showing the second pattern change start processing. [Figure 301] This is a flowchart showing the normal electric accessory opening and closing process. [Figure 302] 10 is a flowchart showing the next game state setting process. [Figure 303] This is a flowchart showing the next game status setting process following Figure 302. [Figure 304] 10 is a flowchart showing a next game status display mode setting process. [Figure 305] 10 is a flowchart showing a display mode switching process. [Figure 306] (a) is a table for drawing the special jackpot for Special Chart 1 in Example 49, and (b) is a table for drawing the special jackpot for Special Chart 2. [Figure 307] (a) is a table for drawing lots for other special chart 2 jackpots, and (b) is a table for selecting the special chart 1 main decorative pattern variation pattern. [Figure 308](a) is a table for selecting a normal pattern change pattern, and (b) is a table for selecting a special pattern 2 main decorative pattern change pattern. [Figure 309] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 310] 1 is a time chart showing the flow of a game. [Figure 311] This is a flowchart showing the special diagram 1 change processing. [Figure 312] This is a flowchart showing the special chart 1 change start processing. [Figure 313] A figure showing the display mode of the transition suggestion effect in Example 50. [Figure 314] A figure showing the display mode of the transition suggestion effect executed following Figure 313. [Figure 315] A figure showing the display mode of the transition suggestion effect executed following Figure 314. [Figure 316] A figure showing the display mode of the transition suggestion effect in Example 51. [Figure 317] A figure showing the display mode of the transition suggestion effect in Example 52. [Figure 318] A figure showing the display mode of the transition suggestion effect executed following Figure 317. [Figure 319] A figure showing the display mode of the transition suggestion effect in Example 53. [Figure 320] A figure showing the display mode of the transition suggestion effect in Example 54. [Figure 321] A figure showing the display mode of the transition suggestion effect in Example 55. [Figure 322] A figure showing the display mode of the transition suggestion effect executed following Figure 321. [Figure 323] A figure showing the display mode of the transition suggestion effect executed following Figure 322. [Figure 324] (a) is the table for the special chart 1 jackpot lottery in Example 56, and (b) is the table for the special chart 2 jackpot lottery. [Figure 325] (a) and (b) are tables for drawing lots for normal winnings during the time-saving state and non-time-saving state, and (c) is a table for drawing lots for normal symbol variation patterns. [Figure 326] (a) and (b) are tables for selecting the variation pattern of the main decorative pattern of special chart 2 in time-saving state A and time-saving state B. [Figure 327] This is a time chart showing the operation of a gaming machine when transitioning from time-saving state A to time-saving state B based on the fulfillment of a predetermined condition (number of reserved items: 1). [Figure 328] 10 is a time chart showing the operation of the gaming machine in time-saving state B. [Figure 329] A front view of the game board of Example 57. [Figure 330] FIG. 10 is a diagram illustrating the mechanism that operates the notification device. [Figure 331] This is a table for drawing jackpots for Special Chart 1 and Special Chart 2. [Figure 332] This is a table for selecting the main decorative pattern variation pattern for Special Chart 1 and Special Chart 2. [Figure 333] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 334] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 335] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 336] 10 is a time chart illustrating the flow of a game in a reach effect. [Figure 337] 10 is a time chart illustrating the flow of a game in a reach effect. [Figure 338] 10 is a flowchart illustrating the process of setting the origin position of a reel. [Figure 339] 10 is a flowchart illustrating the expected performance control process. [Figure 340] 10 is a flowchart illustrating the expected performance control process. [Figure 341] 10 is a flowchart illustrating the expected performance control process. [Figure 342] FIG. 10 is a schematic diagram illustrating the configuration of Modification 1 according to Example 57. [Figure 343] 10 is a time chart illustrating the configuration of Modification 1. [Figure 344] FIG. 10 is a schematic diagram illustrating the configuration of Modification 2 according to Example 57. [Figure 345] A flowchart explaining the first expected performance control processing of variant example 10 related to Example 57. [Figure 346] A flowchart explaining the first expected performance control processing of variant example 10 related to Example 57. [Figure 347] A flowchart explaining the second expected performance control processing of variant example 10 related to Example 57. [Figure 348] A flowchart explaining the second expected performance control processing of variant example 10 related to Example 57. [Figure 349] FIG. 13 is a schematic diagram illustrating the configuration of a seventeenth modification of the fifty-seventh embodiment. [Figure 350] FIG. 16 is a schematic diagram illustrating the configuration of Modification 18 according to Example 57. [Figure 351] FIG. 16 is a schematic diagram illustrating the configuration of a modified example 19 according to the fifty-seventh embodiment. [Figure 352] FIG. 22 is a schematic diagram illustrating the configuration of Modification 19. [Figure 353] 19 is a time chart illustrating the flow of a game in a reach effect according to Modification 19. [Figure 354] 10 is a flowchart illustrating the expected performance control process according to a modified example. [Figure 355] 13 is a flowchart illustrating the expected performance control process according to the nineteenth modification example. [Figure 356] 13 is a flowchart illustrating the expected performance control process according to the nineteenth modification example. [Figure 357] FIG. 13 is a schematic diagram illustrating the configuration of a modified example 20 according to the fifty-seventh embodiment. [Figure 358] 23 is a time chart illustrating the configuration of Modification 20. [Figure 359] FIG. 10 is a schematic diagram illustrating the configuration of a modified example 21 according to the fifty-seventh embodiment. [Figure 360] 23 is a time chart illustrating the configuration of Modification 21. [Figure 361]A figure showing the performance display and the movement of the movable object when an operation related to Example 58 is performed. [Figure 362] 10A and 10B are diagrams showing the effect display and the movement of the movable object when no operation is performed. [Figure 363] 10A and 10B are diagrams illustrating changes in the motion pattern of a movable object. [Figure 364] 10A and 10B are diagrams illustrating the performance display and the movement of multiple movable objects. [Figure 365] 10A and 10B are diagrams showing the effect display for accumulating points and the movement of a movable object. [Figure 366] 10A and 10B are diagrams showing the effect display and the movement of the movable object when points are not accumulated. [Figure 367] FIG. 10 is a diagram showing a case where points are continuously awarded to points awarded in an expected effect. [Figure 368] A front view of the game board for the pachinko machine of Example 59. [Figure 369] FIG. 2 is an exploded perspective view of the center frame as seen from the rear side. [Figure 370] FIG. 2 is a perspective view of the stage device as seen from the front side. [Figure 371] FIG. 2 is a perspective view of the stage device as seen from the rear side. [Figure 372] FIG. 10 is a front view of the stage device with the movable decorative part in the operating position (protruding position). [Figure 373] FIG. 10 is a front view of the stage device with the movable decorative part in the retracted position. [Figure 374] FIG. 10 is a top view of the stage device with the movable decorative part in the operating position (protruding position). [Figure 375] FIG. 10 is a top view of the stage device with the movable decorative part in the retracted position. [Figure 376] FIG. 2 is an exploded perspective view of the stage device. [Figure 377] FIG. 4 is an exploded perspective view of a second support portion. [Figure 378] (a)(b)(c) show the main parts of the support shaft mounting detection section, the functional block section, and the display mode of the occurrence of a special device error. [Figure 379] 10 is a flowchart showing a reel error determination process. [Figure 380] (a), (b), and (c) show the main parts of the stage installation detection unit, the functional block unit, and the display mode of the occurrence of a stage installation error. [Figure 381] 10 is a flowchart showing a stage attachment error determination process. [Figure 382] (a)(b)(c) show the main parts such as the device operation position detection unit, the functional block unit, and the display mode when a device operation error occurs. [Figure 383] 10 is a flowchart showing a reel operation error determination process. [Figure 384] 10 is a flowchart showing a movable decorative part operation control process. [Figure 385] FIG. 13 is a diagram showing a decorative pattern / catchphrase correspondence table for Example 60. [Figure 386] A diagram showing a third pattern display device. [Figure 387] A figure showing a variable display pattern in which there is regularity in the left decorative pattern column. [Figure 388] A figure showing a variable display pattern in which there is regularity in the left decorative pattern column. [Figure 389] A figure showing a variable display pattern in which there is regularity in the right decorative pattern column. [Figure 390] A figure showing a variable display pattern in which there is regularity in the left decorative pattern row and the right decorative pattern row. [Figure 391] A figure showing the stopping pattern of the left decorative pattern row. [Figure 392] 10A and 10B are diagrams showing stop patterns of the left decorative pattern row at different timings. [Figure 393] This is a diagram showing the stopping pattern of the left decorative pattern row with high expectation. [Figure 394] A figure showing the stopping pattern of the left decorative pattern row after pressing the button. [Figure 395] A figure showing the stopping pattern of the left decorative pattern row after pressing the button. [Figure 396] This figure shows a variable display pattern in which the left decorative pattern row has regularity only during a favorable game state. [Figure 397] A figure showing a variable display mode in which the number part has regularity without changing the decorative part. [Figure 398] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 399] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 400] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 401] This is a table for selecting a jackpot symbol stopping pattern of the main decorative symbol. [Figure 402] This is a table for selecting a missing symbol stopping pattern of the main decorative symbol. [Figure 403] 10 is a flowchart showing a timer interrupt process. [Figure 404] A flowchart showing the start winning processing. [Figure 405] A figure showing the variable display mode indicating the formation of a chance eye in Example 61. [Figure 406] A diagram showing the variable display mode indicating that a chance symbol has not been formed. [Figure 407] A diagram showing a variable display mode in which chance symbols appear consecutively. [Figure 408] A diagram showing a variable display mode in which different chance symbols appear in succession. [Figure 409] A figure showing a variable display mode that emphasizes the number part of the chance eye. [Figure 410] A diagram showing the variable display mode that changes the decorative part of the chance eye. [Figure 411] This is a diagram showing the variable display mode in which the device operates when a chance symbol is formed. [Figure 412] This is a table for selecting a missing symbol stopping pattern of the main decorative symbol. [Figure 413] 10 is a flowchart showing a fluctuation start process. [Figure 414] A figure showing the variable display mode indicating the formation of a chance eye in Example 62. [Figure 415] This is a diagram showing the variable display mode when a chance symbol is formed and a button is pressed. [Figure 416]A diagram showing a variable display mode in which the same chance symbol appears consecutively. [Figure 417] This is a diagram showing a variable display mode in which the same pattern appears continuously only at the left stop position. [Figure 418] FIG. 10 is a diagram showing a variable display mode indicating the formation of different chance symbols. [Fig. 419] This figure shows the variable display mode in which the left decorative pattern column in Example 63 violates the rules. [Figure 420] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 421] 10 is a flowchart showing a fluctuation start process. [Figure 422] This figure shows the variable display mode in which the left decorative pattern column in Example 64 violates the rules. [Figure 423] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 424] This is a diagram showing a variable display mode in which the left decorative pattern row violates the rules from the middle. [Figure 425] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 426] 10 is a flowchart showing a fluctuation start process. [Figure 427] A figure showing the variable display mode indicating two pseudo consecutive wins (misses) in Example 65. [Figure 428] This is a diagram showing the variable display mode indicating three pseudo consecutive wins (wins). [Figure 429] This is a diagram showing a variable display mode showing pseudo consecutive wins 1 to 3 times (changing decorative symbols). [Fig. 430] This is a diagram showing the variable display mode indicating three pseudo consecutive reaches (wins). [Figure 431] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 432] A figure showing the variable display pattern with regularity in the pending display of Example 66. [Figure 433] This is a diagram showing a variable display pattern in which the pending display continues irregularly. [Fig. 434]This is a diagram showing a variable display pattern in which the pending display changes irregularly. [Figure 435] A front view of the board to explain the pachinko machine of Example 67. [Figure 436] This is a diagram explaining the movable props and their surrounding components. [Figure 437] FIG. 10 is a diagram illustrating the operation of the movable props. [Fig. 438] This is the table for the Special Chart 1 and Special Chart 2 jackpot lottery. [Figure 439] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Fig. 440] 10 is a table detailing the control of the movable support component; [Figure 441] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 442] 10 is a flowchart illustrating the reel origin position setting process, which is part of the normal processing of the sub-control device. [Figure 443] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device. [Figure 444] 10 is a flowchart illustrating the reel lifting process, which is part of the processing of the sub-controller. [Figure 445] A diagram illustrating a modified example of a movable prop. [Figure 446] A diagram illustrating a modified example of a movable prop. [Figure 447] This is a table for selecting the main decorative pattern variation pattern of special chart 1 in a modified example. [Figure 448] 10 is a table illustrating details of control of a movable support part according to a modified example. [Figure 449] FIG. 10 is a schematic diagram illustrating the flow of a game according to a modified example. [Figure 450] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device according to the modified example. [Figure 451] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device according to the modified example. [Figure 452]A diagram explaining a movable accessory and its surrounding components in a modified example. [Figure 453] This is a diagram explaining the movable accessory of variant example 11 and its surrounding components, as well as the stopping mode of the movable accessory. [Figure 454] 10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Figure 455] This is a diagram explaining the movable accessory of variant 12, its surrounding components, and the stopping mode of the movable accessory. [Figure 456] 10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Figure 457] This is a diagram explaining the movable accessory and its surrounding parts of variant example 13, and another example of the movable accessory. [Figure 458] This is a diagram explaining the movable accessory and its surrounding parts of variant example 14. [Fig. 459] This is a diagram explaining the movable accessories and their surrounding parts related to Example 68. [Figure 460] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 461] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 462] A diagram explaining the movable accessories and their surrounding parts in Example 69. [Figure 463] FIG. 1 is a schematic diagram illustrating the flow of a game. [Fig. 464] FIG. 2 is a schematic diagram illustrating a movement path of a movable body. [Figure 465] 10A and 10B are diagrams illustrating details of a movable body according to a modified example. [Figure 466] 10A and 10B are schematic diagrams illustrating the operation of a movable body according to a modified example. [Figure 467] FIG. 10 is a diagram illustrating a pachinko machine according to Example 70. [Fig. 468] FIG. 2 is a diagram illustrating a configuration of a movable member and its surroundings. [Figure 469] 10A and 10B are diagrams showing details of the contact point on the right side of the support rod and the control of the movable support part. [Figure 470] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D. FIG. [Figure 471] 470(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D, continuing from FIG. [Figure 472] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E. FIG. [Figure 473] 47(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E, following FIG. 472. [Fig. 474] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F. FIG. [Figure 475] 47(d) to (e) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F, continuing from FIG. 474. [Figure 476] 10(a) is a diagram showing the contact point on the right side of the support rod of Modification 1 and details of the control of the movable support part. FIG. [Figure 477] 10(a) and 10(b) are diagrams illustrating the operation of the movable member in the stretch pattern Dfake. [Figure 478] 10(d) and (e) are diagrams illustrating the operation of the movable member in the stretch pattern Efake. [Figure 479] 10(a) is an enlarged view of the contacted portion on the right side of the support rod of the second modified example. FIG. [Figure 480] A diagram explaining the operation of the movable member and the display mode of the third pattern display device in expansion / contraction pattern D. [Figure 481] A diagram explaining the operation of the movable member in expansion / contraction pattern E and the display mode of the third pattern display device. [Figure 482] A figure explaining the operation of the movable member and the display mode of the third pattern display device in the expansion / contraction pattern Dfake. [Figure 483] A diagram explaining the operation of the movable member in the expansion / contraction pattern Efake and the display mode of the third pattern display device. [Figure 484] An explanatory diagram showing an overview of various counters used for game control in Example 71. [Figure 485](a) is a table for drawing the jackpot for special chart 1 and special chart 2 when the probability is low, (b) is a table for drawing the jackpot for special chart 1 and special chart 2 when the probability is high, (c) is a table for drawing the jackpot for the fall, and (d) is a table for drawing the special time-saving lottery for special chart 2. [Figure 486] (a) is a table for selecting the special chart 2 variation pattern when the winner falls off after 1 to 30 spins, (b) is a table for selecting the special chart 2 variation pattern when the winner falls off, (c) is a table for selecting the special chart 2 variation pattern when the winner falls off after 31 spins or later, and (d) is a table for selecting the special chart 2 special time-saving variation pattern. [Figure 487] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 488] A flowchart showing the start winning processing. [Figure 489] 10 is a flowchart showing the first pattern change processing. [Figure 490] This is a flowchart showing the special chart 1 change start processing. [Figure 491] This is a flowchart showing the special chart 2 change start processing. [Figure 492] 10 is a flowchart showing the next game state setting process. [Figure 493] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 494] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 495] (a) is a table for the special time-saving lottery of special chart 2 of variant example 1, and (b) is a table for selecting the special time-saving lottery variation pattern of special chart 2 of variant example 1. [Figure 496] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 497] This is a flowchart showing the special chart 2 change start processing. [Figure 498] 10 is a flowchart showing the next game state setting process. [Figure 499] 10 is a flowchart showing the next game state setting process. [Figure 500] 10 is a flowchart showing the next game state setting process. [Figure 501] (a) is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 can be stored, and (b) is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 cannot be stored. [Figure 502] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 503] 10 is a flowchart showing the next game state setting process. [Figure 504] 10 is a flowchart showing the next game state setting process. [Figure 505] 10 is a flowchart showing the next game state setting process. [Figure 506] FIG. 13 is a schematic diagram showing the flow of the game in Modification 7. [Figure 507] This is a flowchart showing the special chart 2 change start processing. [Figure 508] 10 is a flowchart showing the next game state setting process. [Figure 509] 10 is a flowchart showing the next game state setting process. [Figure 510] (a) is a time chart of Example 72 showing the flow of a game in which a player falls out of the accumulation mode and misses the jackpot lottery, (b) is a time chart of a game in which a player falls out of the accumulation mode and wins the jackpot lottery, and (c) is a time chart of Example 72 showing the flow of a game in which a player falls out of the accumulation mode and wins the jackpot lottery. [Figure 511] This is a time chart showing the flow of a game in which a drop-off win occurs from the consumption mode. [Figure 512] (a) and (b) are time charts different from Figure 487, which show the flow of the game from the accumulation mode to the drop-out winning mode. [Figure 513] FIG. 510(a) is a diagram showing a display mode corresponding to FIG. [Figure 514] FIG. 510(b) is a diagram showing a display mode corresponding to FIG. [Figure 515] FIG. 510(c) is a diagram showing a display mode corresponding to FIG. [Figure 516] This is a diagram showing the display mode following Figure 515. [Figure 517]A diagram showing the display mode when a drop-off win occurs from the consumption mode. [Figure 518] FIG. 512 is a diagram showing a display mode corresponding to FIG. 511. [Figure 519] This is a diagram showing the display mode following Figure 518. [Figure 520] This figure shows the display mode when a consecutive start win occurs accidentally in consumption mode and a drop win occurs. [Figure 521] FIG. 512(a) is a diagram showing a display mode corresponding to FIG. [Figure 522] FIG. 512(b) is a diagram showing a display mode corresponding to FIG. [Figure 523] (a) is a time chart of variant 1 showing the flow of play in which a player falls out of the accumulation mode and wins the special time-saving lottery (1 / 10), and (b) is a time chart of variant 1 showing the flow of play in which a player continues to lose the special time-saving lottery. [Figure 524] FIG. 524 is a diagram showing a display mode corresponding to FIG. 523. [Figure 525] (a) is a time chart of variant 2 showing the flow of the game in which a special time-saving lottery (1 / 10) is held at the same time as a drop-out win from the accumulation mode, and the player ultimately wins, and (b) is a time chart of variant 2 showing the flow of the game in which the player continues to lose the special time-saving lottery. [Figure 526] FIG. 525 is a diagram showing a display mode corresponding to FIG. [Figure 527] (a) is a time chart showing the flow of play in which a special time-saving lottery (1 / 10) is held at the same time as a fall-off win from the consumption mode and a win is made, and (b) is a time chart showing the flow of play in which a win is made in the special time-saving lottery. [Figure 528] FIG. 528 is a diagram showing a display mode corresponding to FIG. 527. [Figure 529] This is a time chart of Example 73 showing the flow of gameplay from transitioning from accumulation mode to consumption mode / depletion mode, and then returning from depletion mode to accumulation mode. [Fig. 530] FIG. 529 is a diagram showing a display mode corresponding to FIG. [Figure 531] This is a time chart of variant 1 showing the flow of a game in which mode transition suggestion information is displayed only when transitioning from consumption mode to accumulation mode. [Fig. 532] FIG. 532 is a diagram showing a display mode corresponding to FIG. 531. [Figure 533] A front view of a pachinko machine according to Example 74. [Fig. 534] FIG. 1 is a plan view of a pachinko machine. [Fig. 535] FIG. 1 is a functional block diagram of a pachinko machine. [Fig. 536] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Figure 537] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Figure 538] FIG. 1 is a schematic diagram illustrating the flow of a game. [Fig. 539] 10 is a table for selecting a fish school occurrence pattern. [Fig. 540] 10 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side. [Figure 541] 10 is a flowchart illustrating processing during communication on the mobile terminal side. [Fig. 542] 10 is a flowchart illustrating a disconnection process on the mobile terminal side. [Figure 543] 10 is a flowchart illustrating normal processing of the sub-control device. [Fig. 544] 10 is a flowchart illustrating performance execution process management. [Figure 545] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 546] 10 is a flowchart illustrating a mobile terminal input monitoring and rendering process. [Figure 547] 10 is a flowchart illustrating an NFC activation process. [Figure 548] 10 is a flowchart illustrating a pairing and communication establishment process. [Fig. 549] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Fig. 550] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 551] 10 is a flowchart illustrating processing during communication (screen capture processing). [Figure 552] 10 is a flowchart illustrating processing during communication (mission and game result output processing). [Figure 553] 10 is a flowchart illustrating a communication disconnection process. [Figure 554] FIG. 10 is an explanatory diagram regarding the effects when capturing a screen. [Figure 555] 10A is an explanatory diagram regarding the mission, and FIG. 10B is an explanatory diagram regarding the output of the game result. [Figure 556] 10 is a flowchart illustrating processing during communication (changing setting data) according to Modification 2. [Figure 557] 13 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side according to Modification 3. [Figure 558] This is a flowchart that explains the pairing communication establishment process on the side of a mobile terminal that is different from that shown in Figure 557. [Figure 559] 13 is a flowchart illustrating an NFC activation process according to a fourth modification. [Fig. 560] This is a flowchart explaining an NFC activation process different from that shown in Figure 559. [Fig. 561] 13 is a flowchart illustrating a process during communication (screen capture process) according to Modification 5. [Fig. 562] 13 is a flowchart illustrating a communication disconnection process according to Modification 6. [Fig. 563] This is a flowchart explaining a communication disconnection process different from that shown in Figure 562. [Fig. 564] FIG. 13 is a schematic diagram illustrating a modification in which a cutting NFC is placed in a hole according to Modification 7. [Figure 565] 10 is a flowchart illustrating a communication disconnection process. [Fig. 566] 19 is a flowchart illustrating a disconnection process for preventing unauthorized multi-access according to Modification 8. [Fig. 567] An explanatory diagram regarding the presentation related to Example 75. [Fig. 568] 10 is a table for selecting a fish school occurrence pattern. [Fig. 569] 10 is a flowchart illustrating a communication process (setting data change process). [Fig. 570] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 571] FIG. 10 is an explanatory diagram regarding the effect according to the first modified example. [Figure 572] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 573] This is a flowchart explaining the processing during communication following Figure 572. [Figure 574] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 575] FIG. 10 is an explanatory diagram regarding the effect according to the second modified example. [Fig. 576] An explanatory diagram of the display mode during the decision button row operation period in Example 76. [Figure 577] 10A and 10B are schematic diagrams illustrating display modes during a period when the enter button is being operated. [Figure 578] 10 is a table for selecting a fish school occurrence pattern. [Figure 579] 10 is a flowchart illustrating a decision button input monitoring and performance process. [Fig. 580] 10 is a flowchart illustrating a process of changing the volume and the like. [Figure 581] An explanatory diagram regarding the presentation related to Example 77. [Fig. 582] 10 is a table for selecting a fish school occurrence pattern. [Fig. 583] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 584] FIG. 10 is a schematic diagram illustrating the effects at the time of screen capture according to Modification 1. [Figure 585] 10 is a flowchart illustrating processing during communication (mission and game result output processing). [Fig. 586] FIG. 10 is a schematic diagram illustrating the effect when there is no change in the predetermined number variation setting in Modification Example 2. [Figure 587]10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 588] This is a flowchart explaining the processing during communication following Figure 587. [Figure 589] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 590] FIG. 13 is a schematic diagram illustrating a display screen of a mobile terminal according to Example 78. [Fig. 591] FIG. 10 is a schematic diagram illustrating the flow of the presentation. [Fig. 592] 10 is a table for selecting a fish school occurrence pattern. [Fig. 593] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Fig. 594] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 595] FIG. 10 is a schematic diagram illustrating a process when communication is disconnected according to Modification 1. [Fig. 596] FIG. 10 is a schematic diagram illustrating the flow of a game when communication is interrupted. [Figure 597] 10 is a table for selecting a fish school occurrence pattern. [Fig. 598] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 599] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 600] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 601] FIG. 10 is a schematic diagram illustrating the flow of a game when a machine type according to Modification Example 2 has not been selected. [Figure 602] 10 is a table for selecting a fish school occurrence pattern. [Figure 603] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 604] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 605] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 606] FIG. 10 is a schematic diagram illustrating the flow of the presentation according to Modification 3. [Figure 607] 10 is a flowchart illustrating an invalid input display process during communication. [Figure 608] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 609] 10 is a flowchart illustrating processing during communication (re-input determination processing). [Figure 610] 10 is a flowchart illustrating a process when communication is disconnected. DETAILED DESCRIPTION OF THE INVENTION

[0010] This specification also discloses the following inventions relating to gaming machines and the problems that the inventions aim to solve.

[0011] <1st assignment> Conventionally, as a gaming machine of this type, there is a gaming machine that executes a transition display effect such as a jackpot ending effect that displays a jackpot ending image on a display device when the gaming state transitions from a predetermined gaming state, such as a jackpot round gaming state, to the next gaming state (for example, JP 2013-230281 A (pages 28-29, Figures 9 and 10)). However, the conventional example having such a configuration has the following problems. That is, although this transition display effect is included in the predetermined game state when this effect is started, in conventional gaming machines, this transition display effect may be mistakenly recognized as being included in the next game state. In this case, the player may start an operation required for the next game state (for example, an operation to launch a game ball) even while the ending effect is in progress. In this case, various disadvantages may occur due to the player mistaking the current time when the transition display effect is being executed for the next game state. For example, when a transition is made to a support game state after a jackpot round game state, if the player launches a game ball before the transition to the support game state, the player will not be able to benefit from the support game state and the ball will be wasted. The invention relating to (A1) below has been made in consideration of these circumstances, and aims to provide a gaming machine that can reduce the disadvantages that arise from mistaking the current time when the transition display effect is being executed for the next gaming state. The invention according to (A1) below has the following configuration to achieve this object.

[0012] (A1) When a game state transitions from a predetermined game state (for example, a jackpot round game state) to a next game state (for example, a support game state), an execution means executes a transition display effect (for example, a jackpot ending effect) that displays a predetermined image on a display means from a predetermined timing at the end of the predetermined game state (for example, after the end of the final round) to a start timing of the next game state (for example, the start timing of the support game state); During the execution of the transition display performance, a notification means is provided for notifying the player of non-arrival suggestion information (for example, right-hit information 44k during ending, information 44l about the approach of the next game state, and information 44v about ending countdown) that suggests to the player that the timing to start the next game state has not yet arrived. A gaming machine characterized by:

[0013] According to the gaming machine described in (A1) above, when a game state transitions from a predetermined game state to a next game state, the execution means executes a transition display effect, displaying a predetermined image on the display means, from a predetermined timing at the end of the predetermined game state to the start timing of the next game state. During the execution of this transition display effect, the notification means notifies the player of pending information, informing the player that the start timing of the second game state has not yet arrived. This makes it easier for the player to recognize that the current time when the transition display effect is being executed is the predetermined game state; in other words, that the current time when the transition display effect is being executed is not yet the next game state. This reduces the disadvantages that may arise from mistaking the current time when the transition display effect is being executed for the next game state.

[0014] (A2) In the gaming machine described in (A1), The predetermined gaming state is a first gaming state (for example, a jackpot round gaming state) that is advantageous to the player, the next gaming state is a second gaming state (e.g., a high probability support state, a low probability support state) that is different from the first gaming state and allows the player to acquire another advantageous gaming value while operating the operating means; The non-arrival suggestion information includes advantageous game state non-arrival suggestion information (for example, right-hit information 44k during ending, next game state approach information 44l, ending countdown information 44v) that suggests to the player that the timing to start the second game state has not arrived during the execution of the transition display performance. A gaming machine characterized by:

[0015] According to the gaming machine described in (A2), the next gaming state (second gaming state) to which a predetermined gaming state (first gaming state) transitions is a different advantageous gaming state from the first gaming state, including a gaming state in which a player can acquire a different advantageous gaming value while operating the operating means. Therefore, a player may mistakenly believe that the current time when the transition display effect is being executed is the second gaming state and operate the operating means to acquire the different advantageous gaming value. However, because this operation is performed during the first gaming state, the player cannot acquire the different advantageous gaming value. However, during the execution of the transition display effect, information indicating that the start timing of the second gaming state has not yet arrived is notified, making it difficult to mistakenly believe that the current time when the transition display effect is being executed is the second gaming state. Furthermore, by preventing the player from operating the operating means under the mistaken belief that the different advantageous gaming value can be acquired, wasted operations can be reduced. Therefore, it is possible to reduce the disadvantages that may arise from mistaking the current time when the transition display effect is being executed as the second gaming state.

[0016] (A3) In the gaming machine described in (A2), The first game state is a round game state in which, based on the result of the lottery by the lottery means triggered by the ball entering the ball entry means being a specific result, a round game is performed a predetermined number of times, with one round being the time from when the specific ball entry means is opened to when it is closed, The transition display effect is a round game state end effect in which a predetermined image is displayed on the display means from a predetermined timing after the specific ball entry means is closed in the final round of the round game state until the start timing of the next game state (start timing of the support game state). A gaming machine characterized by:

[0017] According to the gaming machine described in (A3) above, the first gaming state is a round gaming state in which, based on the result of a lottery by the lottery means triggered by a ball entering the ball entry means being a specific result, a predetermined number of round games are played, with one round being the time from when the specific ball entry means is opened to when it is closed. The transition display effect is a round gaming state end effect that displays a predetermined image on the display means from a predetermined timing after the specific ball entry means is closed in the final round of the round gaming state until the start of the next gaming state. Therefore, it is possible to reduce the disadvantage caused by mistaking the current time when the round gaming state end effect is being executed for the next gaming state.

[0018] (A4) In the gaming machine described in (A3), a variable ball entry means that changes between an open state in which a game ball can easily enter the game and a closed state in which a game ball cannot easily enter the game, and the entry of the ball triggers a lottery by the lottery means; and an actuation ball entry means for allowing a game ball to enter the game, the actuation ball entry being an opportunity for an actuation lottery to activate the variable ball entry means. The second game state is a support game state in which the result of the activation lottery based on the ball entering the activation ball entering means is likely to be a specific result that activates the variable ball entering means, The advantageous gaming state not yet arrived indication information indicates to the player that the timing to start the support gaming state has not yet arrived during the execution of the transition display effect. A gaming machine characterized by:

[0019] According to the gaming machine described in (A4) above, the variable ball entry means is a ball entry means that changes between an open state, which makes it easier for a game ball to enter, and a closed state, which makes it more difficult for a game ball to enter, and the entry of the ball triggers a lottery by the lottery means. The activated ball entry means is a ball entry means into which a game ball enters, and the entry of the ball triggers an activation lottery to activate the variable ball entry means. The second game state is a support game state in which the result of the activation lottery based on the entry of a game ball into the activated ball entry means is more likely to result in a specific result that activates the variable ball entry means. The information suggesting that the advantageous game state has not yet arrived indicates to the player that the timing to start the support game state has not yet arrived during the execution of the transition display effect. As a result, because the player wants the game ball to enter the activated ball entry means as soon as possible in the support game state, they are likely to accidentally launch the game ball during the execution of the transition display effect before transitioning to the support game state. In this regard, by viewing the information suggesting that a favorable game state has not yet arrived while the transition display effect is being executed, it is possible to reduce the disadvantages that arise from mistakenly believing that the current time when the transition display effect is being executed is a support game state.

[0020] (A5) In the gaming machine described in (A3), the second gaming state is a high-probability gaming state in which the probability that the result of the lottery by the lottery means will be the specific result is higher than in a normal gaming state; The information indicating that the advantageous gaming state has not yet arrived indicates to the player that the timing for starting the high probability gaming state has not yet arrived during the execution of the transition display effect. A gaming machine characterized by:

[0021] According to the gaming machine described in (A5), the second gaming state is a high-probability gaming state in which the probability that the result of the lottery by the lottery means will result in a specific outcome is higher than in the normal gaming state. The information suggesting that the advantageous gaming state has not yet arrived indicates to the player that the timing to start the high-probability gaming state has not yet arrived while the transition display effect is being executed. This reduces the disadvantage caused by mistaking the current time when the transition display effect is being executed as a high-probability gaming state.

[0022] (A6) In the gaming machine described in (A4), The second gaming state is a supported high probability gaming state in which the probability that the result of the lottery by the lottery means will be a specific result and the probability that the result of the activation lottery by the activation lottery means will be a specific result are higher than in a normal gaming state. The information indicating that the advantageous gaming state has not yet arrived indicates to the player that the timing for starting the supported high probability gaming state has not yet arrived during the execution of the transition display effect. A gaming machine characterized by:

[0023] According to the gaming machine described in (A6) above, the second gaming state is a specific high-probability gaming state in which the probability that the result of the lottery by the lottery means will be a specific result and the probability that the result of the activation lottery by the activation lottery means will be a specific result are higher than in the normal gaming state. The information suggesting that the advantageous gaming state has not yet arrived suggests to the player that the timing to start the high-probability gaming state with support has not yet arrived while the transition display effect is being executed. This reduces the disadvantage caused by mistaking the current time when the transition display effect is being executed for the high-probability gaming state with support.

[0024] (A7) In the gaming machine described in (A1), The transition display effect is a display effect in which a plurality of types of images are displayed in succession in a predetermined combination, When the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of the specific result; The non-arrival suggestion information suggests to the player that the start timing of the next game state has not arrived until the timing at which the plurality of types of images are continuously executed in the predetermined combination is completed. A gaming machine characterized by:

[0025] According to the gaming machine described in (A7) above, the transition display effect involves sequentially displaying multiple types of images in a predetermined combination. If the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of the specific result. Therefore, in the past, if a player mistakenly believed that the end of the display time of a certain image in the transition display effect was the end of the series of transition display effects, he or she might mistakenly believe that the display time of the subsequent image was a transition to the next game state, which could result in a disadvantage. However, in the present invention, the non-arrival suggestion information indicates to the player that the start of the next game state has not yet arrived until the multiple types of images have been displayed in succession in the predetermined combination. This reduces the risk of the player experiencing the above-mentioned disadvantage during the transition display effect, since the non-arrival suggestion information indicates that the start of the next game state has not yet arrived until the multiple types of images have been displayed in succession in the predetermined combination.

[0026] (A8) In the gaming machine described in (A7), the transition display effects have a plurality of combination patterns formed by combining predetermined images from the plurality of types of images, The combination pattern differs depending on the type of the specific gaming state. A gaming machine characterized by:

[0027] According to the gaming machine described in (A8), the transition display effect has a plurality of combination patterns made up of combinations of predetermined images from a plurality of types of images, and the combination patterns differ depending on the type of specific gaming state, so that the player can be shown a combination of images that is preferable to the player depending on the type of specific gaming state as the transition display effect.

[0028] (A9) In the gaming machine described in (A8), The transition display effect corresponding to the specific game state of a predetermined type has a predetermined combination pattern in which the plurality of types of images are combined in a predetermined combination, The transition display effect corresponding to the specific game state of another type is configured by removing one or more images from the plurality of types of images included in the predetermined combination pattern. A gaming machine characterized by:

[0029] According to the gaming machine described in (A9), the transition display effects corresponding to a predetermined type of specific game state have a predetermined combination pattern in which multiple types of images are combined in a predetermined combination, and the transition display effects corresponding to another type of specific game state are configured by removing one or more of the multiple types of images included in this predetermined combination pattern. This reduces the processing burden on the gaming machine when determining the transition display effects corresponding to the type of specific game state. Furthermore, since the combination pattern of transition display effects is determined for each type of specific game state, it becomes easier to provide the player with transition display effects associated with the type of specific game state.

[0030] (A10) In the gaming machine described in (A1), The transition display effect is a display effect in which a plurality of types of images are displayed in succession in a predetermined combination, When the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of identification information variable display effect corresponding to the specific result, The non-arrival suggestion information suggests to the player that the start timing of the next game state has not arrived until the timing at which the plurality of types of images are continuously executed in the predetermined combination is completed. A gaming machine characterized by:

[0031] According to the gaming machine described in (A10), the transition display effect involves sequentially executing a predetermined combination of multiple types of images. If the result of the lottery by the lottery means results in a specific result, the predetermined combination is displayed in a different combination depending on the identifier variable display effect corresponding to the specific result. This reduces the disadvantage caused by the same transition display effect being displayed when a specific result that generates a certain type of specific game state is reached but the type of identifier variable display effect leading up to that specific result is different. Furthermore, during the transition display effect, the non-arrival indication information indicates that the start timing of the next game state has not yet arrived until the sequential execution of the predetermined combination of multiple types of images has ended. Therefore, even if the same specific result is reached but a different transition display effect is displayed, the risk of suffering the disadvantage described above is reduced.

[0032] (A11) In the gaming machine described in (A9), the transition display effects have a plurality of combination patterns formed by combining predetermined images from the plurality of types of images, The combination pattern varies depending on the length of time for which the variable display of the identification information is performed. A gaming machine characterized by:

[0033] According to the gaming machine described in (A11) above, the transition display effect has a plurality of combination patterns formed by combining predetermined images from a plurality of types of images, and the combination patterns differ depending on the length of time for which the identification information change display effect is performed, so that the player can be shown a combination of images that is preferable to the player as the transition display effect depending on the length of time for the identification information change display effect.

[0034] (A12) In the gaming machine described in (A9), the transition display effects have a plurality of combination patterns formed by combining predetermined images from the plurality of types of images, The combination pattern varies depending on the expectation of the specific result occurring in the identification information variation display performance. A gaming machine characterized by:

[0035] According to the gaming machine described in (A12), the transition display effect has a plurality of combination patterns formed by combining predetermined images from a plurality of types of images, and the combination patterns differ depending on the expectation of a specific result occurring in the identification information change display effect, so that a combination of images that is preferable to the player can be shown to the player as the transition display effect depending on the expectation of a specific result occurring in the identification information change display effect.

[0036] (A13) In the gaming machine described in (A9), the transition display effects have a plurality of combination patterns formed by combining predetermined images from the plurality of types of images, The combination pattern differs depending on the number of times the identification information variable display effect is executed from the occurrence of the previous specific game state until the occurrence of the next specific game state. A gaming machine characterized by:

[0037] According to the gaming machine described in (A13), the transition display effect has a plurality of combination patterns formed by combining predetermined images from a plurality of types of images, and the combination patterns differ depending on the number of times the identification information change display effect is executed from the occurrence of the previous specific game state until the occurrence of the next specific game state, so that a combination of images that is preferable to the player can be shown to the player as the transition display effect depending on the number of times the identification information change display effect is executed from the occurrence of the previous specific game state until the occurrence of the next specific game state.

[0038] (A14) In the gaming machine described in (A1), The combination pattern of the plurality of types of images in the transition display effect varies depending on whether the result of the lottery by the lottery means triggered by the ball entering the ball entry means is a specific result or whether the result of the lottery by the lottery means triggered by the ball entering the variable ball entry means is a specific result. A gaming machine characterized by:

[0039] According to the gaming machine described in (A14) above, the combination pattern of the plurality of types of images in the transition display effect varies depending on whether the result of the lottery by the lottery means triggered by a ball entering the ball entry means is a specific result, or whether the result of the lottery by the lottery means triggered by a ball entering the variable ball entry means is a specific result. This makes it possible to show the player a combination of images that is preferable to the player as the transition display effect depending on the difference in the trigger of the lottery.

[0040] (A15) In the gaming machine described in (A3), The non-arrival suggestion information suggests to the player that the timing for starting the next game state has not yet arrived immediately after the end of the final round in the round game state. A gaming machine characterized by:

[0041] According to the gaming machine described in (A15) above, the non-arrival suggestion information indicates to the player that the timing for starting the next gaming state has not yet arrived immediately after the end of the final round in the round gaming state, thereby reducing the disadvantages that may arise as a result of the player mistakenly believing that the transition to the next gaming state has occurred immediately after the end of the final round in the round gaming state.

[0042] (A16) In the gaming machine described in (A3), The non-arrival suggestion information indicates to the player that the timing to start the next game state has not yet arrived, simultaneously with the execution of the transition display effect. A gaming machine characterized by:

[0043] According to the gaming machine described in (A16) above, the execution of the transition display effect simultaneously indicates to the player that the timing for starting the next gaming state has not yet arrived, thereby reducing the disadvantages that may arise as a result of the player mistakenly believing that the transition to the next gaming state is occurring simultaneously with the execution of the transition display effect.

[0044] (A17) In the gaming machine described in (A3), The non-arrival suggestion information suggests to the player that the timing for starting the next game state has not arrived after a predetermined time has elapsed since the execution of the transition display effect during the execution of the transition display effect. A gaming machine characterized by:

[0045] According to the gaming machine described in (A17) above, when the transition display effect is being executed and after a predetermined time has passed since the execution of the transition display effect, the player is informed that the timing to start the next gaming state has not yet arrived, and therefore it is possible to reduce the disadvantages that arise as a result of the player mistakenly believing that the transition to the next gaming state has occurred after a predetermined time has passed since the execution of the transition display effect, even though the transition display effect is being executed.

[0046] (A18) When the game state transitions from a predetermined state (for example, a jackpot round game state, a player's own character selection state in a battle-type reach development effect) to the next state (for example, a support game state, a battle execution state in a battle-type reach development effect), an execution means executes a transition display effect (for example, a jackpot ending effect, a player's own character selection effect in a battle-type reach development effect) that displays a predetermined image on the display means from a predetermined timing of the predetermined state (for example, after the end of the final round, when the player's own character selection starts) to a predetermined timing of the next state (for example, the start timing of the support game state, the start timing of the battle in a battle-type reach development effect); and a notification means for notifying the player of non-arrival suggestion information (for example, specific operation period end approach information 44e, right-hit information during ending 44k, next game state approach information 44l, ending countdown information 44v) that suggests to the player that the timing to start the next state has not arrived during the execution of the transition display performance. A gaming machine characterized by:

[0047] According to the gaming machine described in (A18) above, when the gaming state transitions from a predetermined state (for example, a jackpot round gaming state, a state in which one's own character can be selected in a showdown-type reach development effect) to the next state (for example, a support gaming state, a showdown execution state in a showdown-type reach development effect), the gaming machine is provided with an execution means for executing a transition display effect (for example, a jackpot ending effect, a showdown-type reach development effect) that displays a predetermined image on the display means from a predetermined timing of the predetermined state (for example, after the end of the final round, when one's own character selection begins) to a predetermined timing of the next state (for example, the start timing of the support gaming state, the start timing of the showdown in a showdown-type reach development effect), and a notification means for notifying the player of non-arrival suggestion information (for example, specific operation period end approach information 44e, right hit information during ending 44k, next gaming state approach information 44l, ending countdown information 44v) that suggests to the player that the start timing of the next state has not yet arrived during the execution of the transition display effect. This makes it easier for the player to recognize that the current time when the transition display effect is being executed is a predetermined state, in other words, that the current time when the transition display effect is being executed is not yet the next state, thereby reducing the disadvantages that may arise from mistaking the current time when the transition display effect is being executed for the next state.

[0048] (A19) In the gaming machine described in (A18), The predetermined state is a predetermined game state (for example, a jackpot round game state), the next state is the next game state that occurs after the predetermined game state (for example, a support game state), the predetermined timing of the predetermined state is the end of the predetermined game state (for example, the timing after the end of the final round), and the predetermined timing of the next state is the start timing of the next game state (the start timing of a support game state), and the gaming machine is characterized by notifying the yet-to-arrive suggestion information (for example, information 44e indicating proximity to the end of a specific operation period, information 44k indicating right-hitting during ending, information 44l indicating proximity to the next game state, and information 44v indicating end countdown).

[0049] According to the gaming machine described in (A19), the gaming machines described in (A1) to (A17) can be realized.

[0050] (A20) In the gaming machine described in (A18), The predetermined state is a predetermined display state (a state in which one's own character can be selected) in a predetermined display presentation (for example, a battle-type reach development presentation), the next state is a next display state (a battle execution state) that occurs after a predetermined display state in the predetermined display presentation, the predetermined timing of the predetermined state is a predetermined timing in a predetermined display presentation (for example, the timing at which one's own character selection starts in a reach development presentation), and the predetermined timing of the next state is a predetermined timing in the next display state (for example, the timing at which the battle starts in a battle-type reach development presentation), and the gaming machine is characterized in that it notifies the yet-to-arrive suggestion information (for example, information 44e about the approach of the end of a specific operation period).

[0051] According to the gaming machine described in (A20), the predetermined state is a predetermined display state (a state where the player's character can be selected) in a predetermined display effect (e.g., a battle-type reach development effect), the next state is a next display state (a battle execution state) that occurs after the predetermined display state in the predetermined display effect, the predetermined timing of the predetermined state is a predetermined timing in the predetermined display effect (e.g., the timing when the player's character selection starts in a reach development effect), the predetermined timing of the next state is a predetermined timing in the next display state (e.g., the timing when the battle starts in a battle-type reach development effect), and information suggesting upcoming events (e.g., specific operation period end approach information 44e) is notified. This makes it easier for the player to recognize that the current time when the transition display effect is being executed is a predetermined display state in the predetermined display effect; in other words, the current time when the transition display effect is being executed is not yet the next display state in the predetermined display effect. This reduces the disadvantages that arise from mistaking the current time when the transition display effect is being executed for the next display state in the predetermined display effect.

[0052] (A21) In the gaming machine described in (A20), The transition display effect (for example, a player's own character selection effect in a battle-type reach development effect) is a display effect in which a plurality of types of images (for example, first player information PYA, second player information PYB, third player information PYC, and fourth player information) are displayed in succession in a predetermined combination, When the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of the specific result (for example, in the case of a probability jackpot, the first player information PYA to the fourth player information PYD are displayed, and in the case of a normal jackpot, the first player information PYA to the third player information PYC are displayed), The non-arrival suggestion information (for example, the specific operation period end approach information 44e) suggests to the player that the start timing of the next display state has not arrived until the timing when the plurality of types of images have been continuously executed in the predetermined combination (for example, until the display of the first player information PYA to the fourth player information PYD has been completed twice). A gaming machine characterized by:

[0053] According to the gaming machine described in (A21), the transition display effect (for example, the player's character selection effect in a showdown-type reach development effect) is a transition display effect in which multiple types of images (for example, first player information PYA, second player information PYB, third player information PYC, and fourth player information PYD) are executed in succession in a predetermined combination, and when the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of specific result (for example, in the case of a special jackpot, the first player information PYA to the fourth player information PYD are displayed, and in the case of a normal jackpot, the first player information PYA to the third player information PYC are displayed), and the information suggesting the next display state (for example, specific operation period end proximity information 44e) suggests to the player that the start timing of the next display state has not arrived until the multiple types of images have been executed in succession in the predetermined combination (for example, in the case of a special jackpot, until the first player information PYA to the fourth player information PYD have been displayed twice). As a result, in the past, if a player mistakenly believed that the end of the display time of a certain image in a transition display effect was the end of the series of transition display effects, he or she might mistakenly believe that the display time of the subsequent image was a transition to the next game state, which could result in a disadvantage. However, in the present invention, during the transition display effect, the not-yet-arrival suggestion information suggests that the start time of the next game state has not yet arrived until the multiple types of images have been displayed in succession in the predetermined combination, thereby reducing the risk of the player suffering the disadvantage described above.

[0054] <Second assignment> Conventionally, as a gaming machine of this type, for example, when a player operates an operation means within a predetermined period during which the identification information is displayed to change (for example, a period during which symbols are rapidly changing), an image for volume adjustment operation is displayed to allow the player to perform setting operations such as volume adjustment using the operation means, but when the operation means is operated outside the predetermined period during which the identification information is displayed to change (for example, a period during which a reach is displayed), the image for volume adjustment operation is not displayed (for example, JP 2016-193546 A (page 43, Figure 28)). However, the conventional example having such a configuration has the following problems. In other words, even though the specified period during which the identification information is displayed variably has passed, it is easy to mistakenly believe that this specified period has not passed, and the period for volume adjustment operation passes without the player being able to perform the volume adjustment operation, meaning that the player cannot enjoy the identification information display variably at a comfortable volume. The invention relating to (B1) below has been made in consideration of these circumstances, and aims to provide a gaming machine that can reduce the disadvantages that arise from the mistaken belief that the current time during the display of changing identification information is capable of displaying an image for a specific operation.

[0055] (B1) An execution means for, when a player operates an operation means (for example, the decision button 81) within a predetermined period (for example, the display period of the normal screen 43a, the demo screen 43b, or the high-speed fluctuation screen 43c), executing a display of an image for a specific operation (for example, display of the specific operation screen 44b with a volume adjustment display) for allowing at least a specific operation (a volume adjustment operation) using the operation means, and not executing the display of the image for the specific operation when the operation means is operated outside the predetermined period (for example, during the reach display period); and a notification means for notifying the player of non-arrival suggestion information (for example, specific operation period information 44a and specific operation period end approach information 44e, which will be described later) that suggests to the player that the end timing of the period during which the image for specific operation can be displayed has not yet arrived during the predetermined period. A gaming machine characterized by:

[0056] According to the gaming machine described in (B1) above, when the player operates the operation means within a predetermined period, the execution means executes displaying an image for a specific operation that requires the player to perform at least a specific operation using the operation means, and when the operation means is operated outside the predetermined period, the execution means does not execute displaying the image for a specific operation. During the predetermined period, the notification means notifies the player of non-arrival suggestion information that indicates to the player that the end of the period during which the image for a specific operation can be displayed has not yet arrived. This makes it easier for the player to recognize that the end of the period during which the image for a specific operation can be displayed has not yet arrived, in other words, that the image for a specific operation can be displayed at the current time. Therefore, it is possible to reduce disadvantages caused by mistakenly believing that the image for a specific operation can be displayed at the current time.

[0057] (B2) In the gaming machine described in (B1), The non-arrival suggestion information includes a specific operation available period notification image that notifies that the specific operation image can be displayed during that period. A gaming machine characterized by:

[0058] According to the gaming machine described in (B2), the upcoming indication information includes a specific operation possible period notification image that notifies the player that the specific operation image can be displayed during the period in which the specific operation image can be displayed, which makes it easier for the player to recognize that the specific operation can be performed during the predetermined period during which the indicator variable display is being displayed.

[0059] (B3) In the gaming machine described in (B1), The non-arrival suggestion information includes a remaining time notification image that notifies the remaining time of the displayable period of the image for specific operation or a remaining time suggestion image that suggests the remaining time of the displayable period of the image for specific operation. A gaming machine characterized by:

[0060] According to the gaming machine described in (B3), the upcoming indication information includes a remaining time notification image that notifies the remaining time of the period in which the specific operation image can be displayed or a remaining time indication image that indicates the remaining time of the period in which the specific operation image can be displayed. This makes it easier for the player to recognize the remaining time in which the specific operation can be performed during the predetermined period during which the indicator variable display is in progress.

[0061] (B4) When the image for specific operation is displayed within the predetermined period, a non-notification period is provided after which the non-arrival suggestion information is not notified. A gaming machine characterized by:

[0062] According to the gaming machine described in (B4) above, when an image for a specific operation is displayed within a predetermined period, a non-notification period is set in which the image for a specific operation is not displayed thereafter. This reduces the possibility that the image for a specific operation is frequently displayed within the predetermined period (i.e., the player performs an operation to display the image for a specific operation), preventing the player from fully viewing the effects within the predetermined period.

[0063] (B5) In the gaming machine described in (B1), The non-arrival suggestion information continues to be notified even if the image for specific operation is displayed within the predetermined period. A gaming machine characterized by:

[0064] According to the gaming machine described in (B5), the non-arrival suggestion information continues to be notified even if an image for a specific operation is displayed within a predetermined period. This makes it easy for the player to correct the content of a specific operation that causes an image for a specific operation to be displayed within the predetermined period.

[0065] (B6) In the gaming machine described in (B1), The non-arrival suggestion information is displayed even while the image for specific operation is being displayed. A gaming machine characterized by:

[0066] According to the gaming machine described in (B6) above, the non-arrival suggestion information is displayed even while the specific operation image is being displayed. This makes it easier for the player to recognize the end of the display period for the specific operation image even when he or she is looking at the display screen for the specific operation screen after seeing the non-arrival suggestion information and operating the operating means.

[0067] (B7) In the gaming machine described in (B1), The image being displayed during the predetermined period is visible even while the image for the specific operation is being displayed. A gaming machine characterized by:

[0068] According to the gaming machine described in (B7), the image being displayed during the predetermined period can be viewed even while the image for a specific operation is being displayed. This makes it easier for the player to recognize what the image being displayed during the predetermined period will be like even while the screen for a specific operation is being displayed.

[0069] (B8) In the gaming machine described in (B1), The non-arrival suggestion information can be displayed during a high-speed fluctuation period during the identification information fluctuation display period, and cannot be displayed after the high-speed fluctuation period even during the identification information fluctuation display period. A gaming machine characterized by:

[0070] According to the gaming machine described in (B8) above, the non-arrival suggestion information can be displayed during the high-speed fluctuation period during the identification information fluctuation display period, and cannot be displayed after the high-speed fluctuation period even during the identification information fluctuation display period. As a result, even during the identification information fluctuation display period, the period after the high-speed fluctuation period is the period when the player wants to see / see the information (display of the result of the fluctuation display or reach effect), so the inconvenience caused by the display of the specific operation image can be reduced.

[0071] (B9) In the gaming machine described in (B1), The non-arrival suggestion information can be displayed during the transition effect from the specific game state to the next game state when the specific game state transitions to the next game state and the specific operation image cannot be displayed in the next game state. A gaming machine characterized by:

[0072] According to the gaming machine described in (B9), when a specific game state transitions to a next game state and the image for a specific operation cannot be displayed in the next game state, the non-arrival suggestion information can be displayed during the transition effect from the specific game state to the next game state. This can reduce the inconvenience caused by not being able to perform a specific operation after the specific game state transitions to the next game state.

[0073] <3rd assignment> Conventionally, as this type of gaming machine, for example, there is a gaming machine in which a right-hand play is performed in a gaming state with a jackpot round gaming state and a subsequent support state (for example, JP 2013-255733 A (pages 2-3)). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine needs to notify the player that it is a right-hand play during the jackpot round game state or during the game state with the subsequent support state, so it notifies the player that it is a right-hand play by the main display screen or LED. This right-hand play notification is also made during the ending performance that takes place after the end of the final round in the jackpot round game state. Therefore, even though the jackpot round game has ended and the support state has not yet begun during the ending performance period, the player is tempted by the right-hand play notification to play a right-hand play, resulting in wasted balls. The invention related to (C1) below was made in consideration of these circumstances, and aims to provide a gaming machine that can reduce the disadvantages that arise from mistaking the current time for the timing to execute a right-hand play. The invention according to (C1) below has the following configuration to achieve this object.

[0074] (C1) a first notification means for notifying a player that a game will be played by hitting the right hand in a predetermined game state; A second notification means for notifying the player that a game will be played by hitting right in the next game state that occurs after the end of the predetermined game state; When the predetermined game state is transitioned to the next game state, an execution means is provided for executing a transition display effect that displays a predetermined image on a display means from the end timing of a right-hand hit game in the predetermined game state to the start timing of the next game state, The first notification means performs a right-hit notification in a first manner during a right-hit game in the predetermined game state, and performs a right-hit notification in a second manner that has changed to a manner different from the first manner during execution of the transition display performance. A gaming machine characterized by:

[0075] According to the gaming machine described in (C1) above, the first notification means issues a right-hit notification to notify the player that a game will be played by hitting the right in a predetermined game state. The second notification means issues a right-hit notification to notify the player that a game will be played by hitting the right in the next game state that occurs after the predetermined game state has ended. The execution means, when transitioning from the predetermined game state to the next game state, executes a transition display effect that displays a predetermined image on the display means from the end timing of right-hit play in the predetermined game state to the start timing of the next game state. The first notification means issues a right-hit notification in a first manner during right-hit play in the predetermined game state, and during the execution of the transition display effect, issues a right-hit notification in a second manner that has changed to a manner different from the first manner. This makes it easier for the player to realize that the current time is not during right-hit play in the predetermined game state but during the execution of the transition display effect, and that it is not the timing to execute right-hit play, because of the difference in notification mode between the right-hit notification that is given until the execution of the transition display effect in the predetermined game state and the right-hit notification during the execution of the transition display effect. Therefore, it is possible to reduce the disadvantages that arise from mistaking the current time during the execution of the transition display effect as the timing to execute right-hit play.

[0076] (C2) In the gaming machine described in (C1), The predetermined game state is a round game state in which, based on the result of the lottery by the lottery means being a specific result, a round game is performed a predetermined number of times, with one round being the time from when the specific ball entry means is opened to when it is closed, the next gaming state is an advantageous gaming state that is advantageous to the player and occurs after the end of the round gaming state based on the result of the lottery being the specific result, The transition display effect is executed from the end timing of the final round in the round game state to the start timing of the advantageous game state when transitioning from the round game state to the advantageous game state, The first notification means performs a right hit notification in the first manner during the round game, and performs a right hit notification in the second manner during the execution of the transition display effect. A gaming machine characterized by:

[0077] According to the gaming machine described in (C2), the predetermined gaming state is a round gaming state in which, based on the result of the lottery by the lottery means being a specific result, a predetermined number of round games are played, with one round consisting of the time from when the specific ball entry means is opened to when it is closed. The next gaming state is an advantageous gaming state that occurs after the round gaming state ends, based on the result of the lottery being a specific result, and is advantageous to the player. When transitioning from the round gaming state to the advantageous gaming state, the transition display effect is executed from the end of the final round in the round gaming state to the start of the advantageous gaming state. The first notification means issues a right-hit notification in a first manner during round gaming, and issues a right-hit notification in a second manner while the transition display effect is being executed. This makes it easier for the player to notice that the current time is not during round gaming but when the transition display effect is being executed, and that it is not the time to execute right-hit gaming, based on the difference in notification manner between the right-hit notification during round gaming and the right-hit notification while the transition display effect is being executed. Therefore, it is possible to reduce the disadvantages that arise from mistaking the current time when the transition display effect is being executed as the timing to execute right-hand play in a favorable game state.

[0078] (C3) In the gaming machine described in (C1), The second mode is a mode that makes it more difficult for the player to perform a right-hit operation than the first mode. A gaming machine characterized by:

[0079] According to the gaming machine described in (C3), the second mode of the right-hit notification is a mode that makes it more difficult for the player to perform a right-hit operation than the first mode of the right-hit notification. This reduces the recognition that the timing for performing a right-hit game is low during the execution of the transition display effect, thereby reducing the disadvantage caused by mistaking the current time during the execution of the transition display effect for the timing for performing a right-hit game in an advantageous game state. Modes that make it difficult to perform a right-hit operation include, for example, an image that discourages a right-hit operation or an image that is less noticeable, as described below.

[0080] (C4) In the gaming machine described in (C1), The second mode is less noticeable to the player than the first mode. A gaming machine characterized by:

[0081] According to the gaming machine described in (C4), the second mode of the right-hit notification is less noticeable to the player than the first mode of the right-hit notification. This reduces the player's awareness that the timing for right-hit play is being executed while the transition display effect is being executed, thereby reducing the disadvantage caused by the player mistaking the current time during the execution of the transition display effect for the timing for right-hit play in an advantageous game state. An example of a less noticeable mode is that if the right-hit notification is an image, the image is small in size or has a light color. The image of the right-hit notification may gradually become smaller, or the color of the image may gradually become lighter.

[0082] (C5) In the gaming machine described in (C1), The first notification means performs a right-hit notification in a third mode suggesting a return from the second mode to the first mode at the end of the transition display performance. A gaming machine characterized by:

[0083] According to the gaming machine described in (C5), the first notification means notifies the player of a right hit in a third manner, which indicates a return from the second manner to the first manner, at the end of the transition display effect. This allows the player to quickly resume the right hit notification when the transition display effect transitions to the next game state.

[0084] (C6) a first notification means for notifying a player that a game will be played by hitting the right hand in a predetermined game state; A second notification means for notifying the player that a game will be played by hitting right in the next game state that occurs after the end of the predetermined game state; When the predetermined game state is transitioned to the next game state, an execution means executes a transition display effect that displays a predetermined image on a display means from the end timing of a right-hand hit game in the predetermined game state to the start timing of the next game state; and a next game state approaching information informing means for informing the next game state approaching information indicating that the start timing of the next game state is approaching in the transition display performance. A gaming machine characterized by:

[0085] According to the gaming machine described in (C6), the next game state approaching information notifying means notifies the next game state approaching information indicating that the start timing of the next game state is approaching during the transition display effect. This makes it possible to reduce disadvantages caused by mistaking the current time during the execution of the transition display effect as the execution timing of the right-hand hit game of the next game state.

[0086] (C7) a first notification means for notifying a player that a game will be played by hitting the right hand in a predetermined game state; A second notification means for notifying the player that a game will be played by hitting right in the next game state that occurs after the end of the predetermined game state; When the predetermined game state is transitioned to the next game state, an execution means executes a transition display effect that displays a predetermined image on a display means from the end timing of a right-hand hit game in the predetermined game state to the start timing of the next game state; and a next game operation start time approaching information informing means for informing next game operation start time approaching information indicating that the timing for starting the right hit operation for the next game state is approaching. A gaming machine characterized by:

[0087] According to the gaming machine described in (C7), the next gaming operation start time approaching information notifying means notifies the next gaming operation start time approaching information indicating that the start timing of the next gaming state is approaching. This makes it easier to grasp the start timing of the right hit operation for the next gaming state. Therefore, it is possible to reduce the disadvantage caused by not being able to properly grasp the start timing of the right hit operation for the next gaming state.

[0088] (C8) In the gaming machine described in (C7), The next game operation start time approaching information notifying means notifies the next game operation start time approaching information from the transition display performance to the next game state. A gaming machine characterized by:

[0089] According to the gaming machine described in (C8), the next gaming operation start time approaching information notifying means notifies the next gaming operation start time approaching information from the transition display effect to the next gaming state. This allows the player to be aware of the right hit operation for the next gaming state during the transition display effect period, and to quickly execute the right hit operation at the appropriate timing after entering the next gaming state.

[0090] (C9) In the gaming machine described in (C7), The next game operation start time approaching information notifying means notifies the next game operation start time approaching information in the transition display performance. A gaming machine characterized by:

[0091] According to the gaming machine described in (C9), the next game operation start time approaching information notifying means notifies the next game operation start time approaching information during the transition display effect. This allows the player to perform a right-hit operation for the next game state at an appropriate timing during the transition display effect.

[0092] <4th assignment> Conventionally, as this type of gaming machine, there is, for example, a gaming machine in which the player can change the volume (for example, Japanese Patent Application Laid-Open No. 2007-089649 (pages 41-42)). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has the problem that the operation of the player to change the volume is not very interesting. The invention described below in (D1) was made in consideration of these circumstances, and aims to provide a gaming machine that can increase the enjoyment of players when changing the volume. The invention according to (D1) below has the following configuration to achieve this object.

[0093] (D1) a display means capable of displaying display effects relating to games; a sound output means for outputting a sound in accordance with the display performance; an operating means operable by a player; a volume change control means for changing the volume of the sound output from the sound output means based on an operation on the operation means; The volume change control means may set the operation sound when changing the volume to a sound related to the display effect being displayed during the period when the volume can be changed. A gaming machine characterized by:

[0094] The gaming machine described in (D1) above includes display means capable of displaying display effects, sound output means for outputting sounds in accordance with the display effects, operation means operable by a player, and volume change control means for changing the volume of the sound output from the sound output means based on the operation of the operation means, and the volume change control means can change the operation sound when changing the volume to a sound related to the display effect being displayed during the period when the volume can be changed. This allows the player to change the volume while listening to the sound related to the display effect, thereby improving the enjoyment of the operation of changing the volume.

[0095] (D2) In the gaming machine described in (D1), The gaming machine is characterized in that, when the display presentation is changed to a different display presentation upon volume change, the operation sound is a sound related to the changed display presentation.

[0096] According to the gaming machine described in (D2) above, when the display effect at the time of volume change is changed to a different display effect, the operation sound is a sound related to the changed display effect. This allows the player to change the volume while listening to the sound related to the display effect being displayed at the time of the change operation, so that the optimal volume can be set at the time of the change operation.

[0097] (D3) In the gaming machine described in (D1), A gaming machine characterized in that the operation sound is a sound related to the display effect when the display effect when the volume is changed is a predetermined display effect that can be associated, and is a sound unrelated to the display effect when the display effect when the volume is changed is a predetermined display effect that cannot be associated.

[0098] According to the gaming machine described in (D3) above, the operation sound is a sound related to the display effect when the display effect when the volume is changed is a predetermined display effect that can be associated, and is a sound unrelated to the display effect when the display effect when the volume is changed is a predetermined display effect that cannot be associated. This makes it possible to prevent the player from feeling uncomfortable or inconvenienced by forcibly associating the display effect with an inappropriate display effect when the display effect when the volume is changed is a predetermined display effect that cannot be associated.

[0099] (D4) In the gaming machine described in any one of (D1) to (D3), The display means is capable of displaying the display effects and volume information when the volume is changed.

[0100] According to the gaming machine described in (D4), the display means can display the display effects and volume information when changing the volume. This allows the player to change the volume while watching the display effects and listening to the sounds related to the display effects, thereby improving the player's interest in changing the volume.

[0101] (D5) In the gaming machine described in any one of (D1) to (D4), The image of the display effect displayed during the volume change operation is displayed in a smaller size than the image of the display effect displayed before the volume change operation.

[0102] According to the gaming machine described in (D5) above, the image of the display effect displayed during the volume change operation is displayed in a smaller size than the image of the display effect displayed before the volume change operation. This makes it easier to change the volume because the image of the display effect is reduced during the volume change operation. Furthermore, since the player can check the currently displayed display effect in the reduced image while changing the volume, the player can change the volume with confidence without worrying that the display effect will end during the volume change operation.

[0103] (D6) In the gaming machine described in any one of (D1) to (D4), A gaming machine characterized in that the image of the display effect displayed during the volume change operation is superimposed behind the image for the volume change operation in a manner that makes at least a portion of it visible.

[0104] According to the gaming machine described in (D6) above, the image of the display effect displayed during the volume change operation is superimposed on the image for the volume change operation in a manner that allows at least a portion of it to be visible. This ensures that there is sufficient space to display the image for the volume change operation, making it easier to change the volume. Furthermore, since the player can check the display effect being displayed by the image superimposed on the background while performing the volume change operation, the player can perform the volume change operation with confidence without worrying that the display effect will end while performing the volume change operation.

[0105] <5th assignment> BACKGROUND ART Conventionally, as this type of gaming machine, there is, for example, a gaming machine that performs a display effect to display information that can be seen by a player (for example, Japanese Patent Application Laid-Open No. 2006-081588 (pages 44 to 46)). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has a problem in that the patterns in which information is displayed are fixed, and therefore the display presentation lacks interest. The invention relating to (E1) below has been made in consideration of these circumstances, and aims to provide a gaming machine that can improve the entertainment value of display presentations. The invention according to (E1) below has the following configuration to achieve this object.

[0106] (E1) a display means capable of displaying display effects relating to games; a display control means for controlling the display of the display performance on the display means in a predetermined pattern; The predetermined pattern is a first pattern in which predetermined display information is displayed for a predetermined display time in a predetermined display manner; a second pattern in which the predetermined display information is displayed for a display time shorter than the predetermined display time and in a display manner different from the predetermined display manner; A gaming machine characterized by:

[0107] The gaming machine described in (E1) above includes a display means capable of displaying game-related display effects and a display control means for controlling the display means to display the display effects in predetermined patterns, the predetermined patterns including a first pattern in which predetermined display information is displayed in a predetermined display manner for a predetermined display time, and a second pattern in which the predetermined display information is displayed for a display time shorter than the predetermined display time in a display manner different from the predetermined display manner. This allows for a wide variety of display effects with different display times and display manners for displaying the predetermined display information. As a result, the entertainment value of the display effects can be improved.

[0108] (E2) In the gaming machine described in (E1), the first pattern is a pattern in which the predetermined display information is displayed in a predetermined order, The gaming machine is characterized in that the second pattern is a pattern in which the predetermined display information is displayed in the predetermined order while shortening the predetermined display time.

[0109] According to the gaming machine described in (E2), the first pattern is a pattern in which predetermined display information is displayed in a predetermined order, and the second pattern is a pattern in which the predetermined display information is displayed in the predetermined order but for a shortened predetermined display time. This allows for an increase in the variety of display effects without compromising the consistency of the content and appearance of the display effects between the first and second patterns.

[0110] (E3) In the gaming machine described in (E1), the first pattern is a pattern in which the predetermined display information is displayed in a predetermined order, The gaming machine is characterized in that the second pattern is a pattern in which the predetermined information that was displayed in the predetermined order is displayed in a combined state.

[0111] According to the gaming machine described in (E3), the first pattern is a pattern in which predetermined display information is displayed in a predetermined order, and the second pattern is a pattern in which the predetermined information displayed in the predetermined order is displayed in a composite state. This allows for an increase in the variety of display effects without compromising the identity of the content of the display effects between the first pattern and the second pattern.

[0112] (E4) In the gaming machine according to any one of (E1) to (E3), A gaming machine characterized in that the length of the display period of the display effect executed in the first pattern is the same as the length of the display period of the display effect executed in the second pattern.

[0113] According to the gaming machine described in (E4) above, the length of the display period of the display effect executed in the first pattern is the same as the length of the display period of the display effect executed in the second pattern. As a result, by shortening the display time for displaying the predetermined display information in the display effect executed in the second pattern, the resulting surplus time can be used to increase the variety of the display effects.

[0114] (E5) In the gaming machine described in (E1) to (E4), The predetermined display information is ending presentation information after a big win round of play.

[0115] According to the gaming machine described in (E5), the predetermined display information is ending effect information after a big win round, which increases the variety of ending effects after a big win round.

[0116] (E6) In the gaming machine described in (E1) to (E4), The predetermined display information is suggestive performance information displayed during a reach performance.

[0117] According to the gaming machine described in (E6) above, the suggestive effect information is displayed during the reach effect, which can increase the variety of suggestive effects displayed during the reach effect.

[0118] <6th assignment> Conventionally, as this type of gaming machine, for example, there is a gaming machine that performs a display effect that displays information that can be seen by a player (for example, JP 2006-081588 A (pages 44 to 46)). Even in this type of gaming machine, there are cases where a display that requires operation of an operating means is performed during the display effect. However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has a problem in that a part of the display effects is replaced with a display that requires the operation of the operating means, which reduces the interest of the display effects. The invention relating to (F1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of display presentations. The invention according to (F1) below has the following configuration to achieve this object.

[0119] (F1) a display means for displaying display effects relating to games; an operation means operable by a player in response to the display effects; a display control means for controlling the display of the display performance on the display means; The display control means an operation request execution means for controlling the display of an operation request image requesting the player to operate the operation means during the display performance; and an operation display effect execution means for controlling the display of an operation display effect using the operation means during the display effect, in response to an operation by a player in response to the operation request image, The predetermined pattern is a first pattern in which, when the operation request image is displayed and the player does not perform an operation in response to the operation request image, predetermined display information is displayed for a predetermined display time in a predetermined display manner; a second pattern in which, when the operation request image is displayed and the player performs an operation in response to the operation request image, the predetermined display information is displayed for a shorter display time than the first pattern and in a display manner different from the first pattern, and the operation display effect is executed after the display of the predetermined display information has ended. A gaming machine characterized by:

[0120] The gaming machine described in (F1) above comprises a display means for displaying display effects related to the game, an operation means that can be operated by the player in accordance with the display effects, and a display control means for controlling the display of the display effects on the display means, and the display control means comprises an operation request execution means for controlling the display of an operation request image that requests the player to operate the operation means during the display effects, and an operation display effect execution means for controlling the display of an operation display effect using the operation means during the display effects, triggered by the player's operation on the operation request image, and the predetermined patterns include a first pattern in which, when an operation request image is displayed and the player does not operate the operation request image, predetermined display information is displayed for a predetermined display time and in a predetermined display manner, and a second pattern in which, when an operation request image is displayed and the player operates the operation request image, the predetermined display information is displayed for a display time shorter than that of the first pattern and in a display manner different from that of the first pattern, and the operation display effect is executed after the display of the predetermined display information has ended. As a result, when the operating means is effectively operated in response to the operation request image, the interest of the display presentation can be improved by making the operation display presentation enjoyable without significantly impairing the interest of the display presentation.

[0121] (F2) In the gaming machine described in (F1), the first pattern is a pattern in which the predetermined display information is displayed in a predetermined order for the predetermined display time, The gaming machine is characterized in that the second pattern is a pattern in which the predetermined display information is displayed in the predetermined order while shortening the predetermined display time.

[0122] According to the gaming machine described in (F2), the first pattern is a pattern in which predetermined display information is displayed in a predetermined order for a predetermined display time, and the second pattern is a pattern in which the predetermined display information is displayed in the predetermined order but for a shortened predetermined display time. This allows for an increase in the variety of operation display effects without compromising the consistency of the content and appearance of the display effects between the first pattern and the second pattern.

[0123] (F3) In the gaming machine described in (F1), the first pattern is a pattern in which the predetermined display information is displayed in a predetermined order for the predetermined display time, The second pattern is a pattern in which the predetermined display information that was displayed in the predetermined order is displayed in a composite state in which the predetermined display time is shortened.

[0124] According to the gaming machine described in (F3), the first pattern is a pattern in which predetermined display information is displayed in a predetermined order for a predetermined display time, and the second pattern is a pattern in which the predetermined display information that was displayed in the predetermined order is displayed in a composite state in which the predetermined display time is shortened by compositely displaying the predetermined display information. This makes it possible to increase the variety of operation display effects without compromising the identity of the content of the display effects between the first pattern and the second pattern.

[0125] (F4) In the gaming machine described in any one of (F1) to (F3), A gaming machine characterized in that the length of the display period of the display effect executed in the first pattern is the same as the length of the display period of the display effect executed in the second pattern.

[0126] According to the gaming machine described in (E4) above, the length of the display period of the display effect executed in the first pattern is the same as the length of the display period of the display effect executed in the second pattern. As a result, in the display effect executed in the second pattern, the display time for displaying the predetermined display information is shortened, and the resulting surplus time can be used to increase the variety of the operation display effect.

[0127] (F5) In the gaming machine described in (F1) to (F4), The predetermined display information is ending presentation information after a big win round of play.

[0128] According to the gaming machine described in (F5), the predetermined display information is ending presentation information after a jackpot round, which increases the variety of operation display presentations that are performed during the ending presentation after a jackpot round.

[0129] (F6) In the gaming machine described in (F1) to (F4), The predetermined display information is suggestive performance information displayed during a reach performance.

[0130] According to the gaming machine described in (F6), the predetermined display information is suggestive effect information displayed during the reach effect. This increases the variety of operation display effects performed during the suggestive effect displayed during the reach effect.

[0131] <Task 7> Conventionally, as this type of gaming machine, there is, for example, a gaming machine that displays an ending image after the end of a big win round game (for example, JP 2017-205375 A (pages 89 to 90)). However, the conventional example having such a configuration has the following problems. In other words, this type of gaming machine has the problem that it is difficult to further improve the entertainment value of the ending presentation. The invention of (G1) below has been made in consideration of these circumstances, and aims to provide a gaming machine that can improve the entertainment value of the ending presentation. The invention according to (G1) below has the following configuration to achieve this object.

[0132] (G1) a display means capable of displaying a display effect triggered by a lottery based on the establishment of a start condition; a display control means for controlling the display of the display performance on the display means; The display control means A specific effect execution means for controlling execution of a specific effect during the display effect; and an ending performance execution means for controlling the display of an ending performance that displays predetermined information during an ending period from the end of a round game that is executed a predetermined number of times, with one round being the period from when the variable ball entry means is set to an open state where the game ball can enter until when the variable ball entry means is set to a closed state where the game ball cannot enter, based on the result of the lottery being a specific result, to the start of the next game, The ending performance execution means is capable of controlling to display, in the ending performance, information related to the specific performance executed during the display performance. A gaming machine characterized by:

[0133] According to the gaming machine described in (G1), the gaming machine includes display means capable of displaying a display effect triggered by a lottery based on the establishment of a starting condition, and display control means for controlling the display of the display effect on the display means, the display control means including specific effect execution means for controlling the execution of a specific effect during the display effect, and ending effect execution means for controlling the display of an ending effect that displays predetermined information during an ending period from the end of a predetermined number of round games, each of which is executed based on the result of the lottery, and the start of the next game, with one round being the period from when the variable ball entry means is set to an open state allowing the game ball to enter until it is set to a closed state preventing the game ball from entering, and the ending effect execution means is capable of controlling the display of information related to the specific effect executed during the display effect in the ending effect. As a result, the ending effect and the display effects leading up to the ending effect are associated by the specific effect, and the excitement of the display effect continues into the ending effect through the specific effect, thereby improving the interest of the ending effect.

[0134] (G2) In the gaming machine described in (G1), A gaming machine characterized in that the information related to the specific effect is information indicating components of the specific effect.

[0135] According to the gaming machine described in (G2), the information related to the special effect is information indicating the components of the special effect. This makes it easier to remember the displayed effect by displaying the components of the special effect, thereby further increasing the interest of the ending effect.

[0136] (G3) In the gaming machine described in (G1), A gaming machine characterized in that the information related to the specific effect is information indicating the impact that the specific effect has had on the player.

[0137] According to the gaming machine described in (G3), the information related to the special effects is information indicating the impact that the special effects had on the player. This makes it possible to appeal to the player who was affected by the special effects, thereby further increasing the interest of the ending effects.

[0138] (G4) In the gaming machine described in (G1) to (G3), A gaming machine characterized in that the display effect in which the specific effect is executed is a variable display effect of identification information that makes it possible to identify whether the result of the lottery will be the specific result.

[0139] According to the gaming machine described in (G4), the display effect in which the specific effect is executed is a variable display effect of identification information that makes it possible to identify whether the result of the lottery will be a specific result. This makes it easier to remember the specific effect along with the variable display effect, thereby improving the interest of the ending effect.

[0140] (G5) In the gaming machine described in (G4), The display effect in which the specific effect is executed is a reach display effect of the identification information.

[0141] According to the gaming machine described in (G5), the display effect in which the specific effect is executed is the reach display effect of the identification information. This makes it easier to remember the specific effect along with the reach display effect, thereby improving the interest of the ending effect.

[0142] (G6) In the gaming machine described in (G1) to (G3), The display effect in which the specific effect is executed is a round display effect displayed during the round game.

[0143] According to the gaming machine described in (G6), the display effect in which the special effect is executed is the round display effect displayed during the round game. This makes it easier to remember the special effect along with the round display effect, thereby improving the interest of the ending effect.

[0144] (G7) In the gaming machine described in (G1) to (G6), The gaming machine is characterized in that the specific effect is a specific suggestion effect that suggests that the possibility of the specific result being achieved is higher than if the specific effect is not executed.

[0145] According to the gaming machine described in (G7), the specific effect is a specific suggestion effect that suggests that the possibility of a specific result is higher than if the specific effect is not executed. This makes it easier for players who understand the meaning of the suggestion to remember the specific suggestion effect, thereby increasing the interest of the ending effect.

[0146] (G8) In the gaming machine described in (G1) to (G6), The gaming machine is characterized in that the specific effect is a specific notification effect that notifies that the possibility of the specific result being achieved is higher than if the specific effect is not executed.

[0147] According to the gaming machine described in (G8), the specific effect is a specific notification effect that notifies the player that the possibility of a specific result is higher than if the specific effect is not executed. This makes it easier for a player who sees, hears, or experiences the notification to remember the specific notification effect, thereby increasing the interest of the ending effect.

[0148] (G9) In the gaming machine described in (G1) to (G8), the display control means comprises a selection request execution means for controlling the display of a selection request image that requests a player to make a predetermined selection during the display performance; The specific effect is executed when a predetermined selection requested by the selection request image is made.

[0149] According to the gaming machine described in (G9), the display control means includes a selection request execution means for controlling the display of a selection request image that requests the player to make a predetermined selection during the display effect, and the specific effect is executed when the player makes the predetermined selection requested by the selection request image. This makes it easier for the player to remember the specific effect along with the fact that the player made the predetermined selection requested by the operation request image, thereby improving the interest of the ending effect.

[0150] (G10) In the gaming machine described in (G1) to (G9), The gaming machine is characterized in that the selection request image is displayed during a variable display presentation of identification information that makes it possible to identify whether the result of the lottery will be the specific result.

[0151] According to the gaming machine described in (G10), the selection request image is displayed during the display of the variable display of the identification information that allows the player to identify whether the lottery result will be a specific result. This makes it easier for the variable display effect and the specific effect to leave a strong impression, thereby increasing the interest of the ending effect.

[0152] (G11) In the gaming machine described in (G1) to (G9), The gaming machine is characterized in that the selection request image is displayed during the ending presentation, simultaneously with information related to the specific presentation, or after displaying information related to the specific presentation.

[0153] According to the gaming machine described in (G11), the selection request image is displayed during the ending presentation simultaneously with or after the information related to the specific presentation is displayed. This allows the player to reconsider whether to make a predetermined selection while or after viewing the information related to the specific presentation, thereby improving the interest of the ending presentation.

[0154] (G12) In the gaming machine described in (G1) to (G11), The gaming machine is characterized in that the specific effects include those that are executed when it becomes possible to execute the specific effects as a result of a lottery based on the establishment of the starting condition.

[0155] According to the gaming machine described in (G12) above, the specific effect may be executed when it is possible to execute the specific effect as a result of a lottery based on the establishment of a starting condition.

[0156] <8th assignment> Typical examples of conventional gaming machines include pachinko machines and slot machines. Some gaming machines of this type are equipped with decorative components that have light-emitting areas (see, for example, Patent Document: JP 2012-100905 A (pages 4 to 8, figures 3 to 8)). However, the conventional example having such a configuration has the following problems. That is, in conventional pachinko machines, for example, there is a problem in that it is difficult to suitably change the light-emitting area. The inventions (H0), (H00), and (H1) below were made in consideration of the above circumstances, and aim to provide a gaming machine that can suitably change the light-emitting area.

[0157] (H0) Irradiation means for irradiating light; and a control means for controlling, when the light irradiated from the irradiating means causes a first light-emitting region to emit light, the state of the light irradiated from the irradiating means to a first state that allows the first light-emitting region to emit light; When the light irradiated from the irradiation means causes the second light-emitting region to emit light, the control means controls the manner of the light irradiated from the irradiation means to a second manner that allows the second light-emitting region to emit light. A gaming machine characterized by:

[0158] According to the gaming machine described in (H0), whether the light irradiated from the irradiation means causes the first light-emitting area to emit light or the light irradiated from the irradiation means causes the second light-emitting area to emit light, the type of light irradiated from the irradiation means can be controlled to accommodate this, so the light-emitting area can be changed appropriately.

[0159] (H00) A decorative member disposed on the front side of the gaming machine body; and an illumination means for irradiating light toward the back side of the decorative member. The gaming machine is capable of shifting a predetermined area of ​​the decorative member that receives light irradiated from the irradiating means to a different position, a control means for executing a first control to make the predetermined area located at the first position emit light as a first light-emitting area with light irradiated from the irradiating means when the predetermined area is located at a first position, and for executing a second control to make the predetermined area located at the second position emit light as a second light-emitting area with light irradiated from the irradiating means when the predetermined area is located at a second position; A gaming machine characterized by:

[0160] The gaming machine described in (H00) above includes a decorative member disposed on the front side of the gaming machine main body, and an illumination means for emitting light toward the back side of the decorative member. The gaming machine is capable of shifting a predetermined area of ​​the decorative member that receives light irradiated from the illumination means to different positions, thereby changing the impression of the front side of the gaming machine according to the change in the position of the predetermined area of ​​the decorative member. The gaming machine is equipped with control means that, when the predetermined area is located at a first position, executes a first control to cause the predetermined area located at the first position to emit light as a first light-emitting area with the light irradiated from the illumination means, and, when the predetermined area is located at a second position, executes a second control to cause the predetermined area located at the second position to emit light as a second light-emitting area with the light irradiated from the illumination means. Therefore, the light irradiating direction can be optimized in accordance with the shift in the predetermined area of ​​the decorative member, thereby allowing the light-emitting area to be suitably changed.

[0161] (H1) a decorative member disposed on the front side of the gaming machine body; and an illumination means for irradiating light toward the back side of the decorative member. The gaming machine is capable of shifting a predetermined surface of the decorative member that receives the light irradiated from the irradiating means to a different position, a control means for executing a first control to make the predetermined surface located at the first position emit light as a first light-emitting region with light irradiated from the irradiating means when the predetermined surface is located at a first position, and for executing a second control to make the predetermined surface located at the second position emit light as a second light-emitting region with light irradiated from the irradiating means when the predetermined surface is located at a second position; A gaming machine characterized by:

[0162] The gaming machine described in (H1) above includes a decorative member disposed on the front side of the gaming machine main body, and an illumination means for emitting light toward the back side of the decorative member. The gaming machine is capable of shifting a predetermined surface of the decorative member that receives light irradiated from the illumination means to different positions, thereby changing the impression of the front side of the gaming machine according to the change in the position of the predetermined surface of the decorative member. The gaming machine is equipped with control means that, when the predetermined surface is located at a first position, executes a first control to cause the predetermined surface located at the first position to emit light as a first light-emitting area with the light irradiated from the illumination means, and, when the predetermined surface is located at a second position, executes a second control to cause the predetermined surface located at the second position to emit light as a second light-emitting area with the light irradiated from the illumination means. Therefore, the light irradiating direction can be optimized in accordance with the shift in the predetermined surface of the decorative member, thereby suitably changing the light-emitting area.

[0163] (H2) In the gaming machine described in (H1), The decorative member is a replaceable decorative cover disposed on the front side of the gaming machine body, The first light-emitting area is provided on the predetermined surface of the decorative cover, The second light-emitting area is provided on the predetermined surface of another decorative cover that is replaced with the decorative cover. A gaming machine characterized by:

[0164] According to the gaming machine described in (H2) above, even if the decorative cover arranged on the front side of the gaming machine main body is replaced with a different decorative cover, the light emitting area can be suitably changed.

[0165] (H3) In the gaming machine described in (H1) or (H2), The gaming machine is characterized in that the illumination means is a light-emitting substrate mounted on a front portion that constitutes the front surface of the gaming machine main body.

[0166] According to the gaming machine described in (H3) above, even if the decorative cover arranged on the front part that constitutes the front of the gaming machine main body is replaced with a different decorative cover, and the light-emitting substrate is provided on the front part side rather than on the decorative cover side, the light-emitting area can be suitably changed.

[0167] (H4) In the gaming machine described in any one of (H1) to (H3), the first control includes at least one of setting an irradiation angle of the light irradiated from the irradiation means with respect to the first light-emitting region to a first irradiation angle, setting an irradiation area of ​​the light irradiated from the irradiation means with respect to the first light-emitting region to a first irradiation area, or setting an irradiation distance between a predetermined point (e.g., a center point) of the first light-emitting region and a predetermined point (e.g., a center point) of the irradiation means to a first irradiation distance, The second control includes at least one of setting a second irradiation angle different from the first irradiation angle, setting a second irradiation area different from the first irradiation area, or setting a second irradiation distance different from the first irradiation distance. A gaming machine characterized by:

[0168] According to the gaming machine described in (H4) above, the light emitting area can be suitably changed by changing at least one of the illumination angle, the illumination area, and the illumination distance.

[0169] (H5) In the gaming machine described in (H2) to (H4), The gaming machine is characterized in that the second light-emitting area of ​​the separate decorative cover changes depending on its shape.

[0170] According to the gaming machine described in (H5) above, even if the shape of the separate decorative cover is changed from the shape of the decorative cover before the change, the light emitting area can be changed appropriately.

[0171] (H6) In the gaming machine described in (H2) to (H5), The decorative cover and the separate decorative cover are replaceable without using tools.

[0172] According to the gaming machine described in (H6) above, the replacement work for suitably changing the light emitting area can be easily performed.

[0173] (H7) In the gaming machine described in (H1) to (H6), The gaming machine is characterized in that the irradiation means is capable of at least one of rotating, turning, tilting, bending, curving, stretching and shrinking, and moving in the front-back direction and the left-right direction.

[0174] According to the gaming machine described in (H7) above, whether the light emitted from the illumination means illuminates the first light-emitting area or the light emitted from the illumination means illuminates the second light-emitting area, the illumination angle can be easily adjusted by rotating, turning, or tilting. Furthermore, the illumination area can be easily adjusted by bending the device if it has a bendable structure such as a hinge, bending the device if it is a flexible substrate, or extending or contracting the device if it has a structure that can be extended or contracted such as a sliding mechanism. The illumination distance may also be easily adjusted by moving the device in directions including forward / backward and left / right.

[0175] (H8) In the gaming machine described in (H1) to (H7), a light transmitting means for transmitting the light irradiated from the irradiating means to the first light emitting region or the second light emitting region, The light transmitting means is capable of at least one of rotation, turning, tilting, bending, curving, stretching and shrinking, and movement including forward and backward directions and left and right directions. A gaming machine characterized by:

[0176] According to the gaming machine described in (H8) above, not only when the illumination means is configured to be tiltable, but also when the light-transmitting means is configured to be tiltable, at least one of the illumination angle, illumination area, and illumination distance can be easily adjusted, as in (H7).

[0177] (H9) In the gaming machine described in (H2), The control means changes the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed during the process of replacing the decorative cover with the other decorative cover. A gaming machine characterized by:

[0178] According to the gaming machine described in (H9), the light-emitting area can be suitably changed in the process of replacing the decorative cover with another decorative cover.

[0179] (H10) In the gaming machine described in (H9), The control means includes an input means for inputting a force generated in the process of replacing the decorative cover with the other decorative cover, and an output means for changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed based on the input force. A gaming machine characterized by:

[0180] According to the gaming machine described in (H10), the light-emitting area can be suitably changed by utilizing the force generated in the process of replacing the decorative cover with the other decorative cover.

[0181] (H11) In the gaming machine described in (H10), The input means is a means for pushing the irradiation means into the other decorative cover in the process of replacing the decorative cover with the other decorative cover. A gaming machine characterized by:

[0182] According to the gaming machine described in (H11), the light-emitting area can be suitably changed by utilizing the force with which the other decorative cover presses the illumination means in the process of replacing the decorative cover with the other decorative cover.

[0183] (H12) In the gaming machine described in (H10) or (H11), The output means causes the irradiation means to perform at least one of rotation, rotation, tilt, bending, curvature, stretching and contraction, and movement including forward / backward and left / right directions based on the input force, thereby changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed. A gaming machine characterized by:

[0184] According to the gaming machine described in (H12), at least one of the irradiation angle, irradiation area, and irradiation distance can be easily adjusted by utilizing the force input during the process of attaching a different decorative cover to the front part in place of the decorative cover.

[0185] The configurations described in (H2) to (H12) above may be provided in the gaming machines described in (H0) and (H00) above or (I1) and (J1) described below.

[0186] <9th assignment> Typical examples of conventional gaming machines include pachinko machines and slot machines. Some gaming machines of this type are equipped with decorative components that have light-emitting areas (see, for example, Patent Document: JP 2012-100905 A (pages 4 to 8, figures 3 to 8)). However, the conventional example having such a configuration has the following problems. That is, in conventional pachinko machines, for example, there is a problem in that it is difficult to suitably change the light-emitting area. The invention (I1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can suitably change the light-emitting area.

[0187] (I1) A decorative member disposed on the front side of the gaming machine body; and an illumination means for illuminating the decorative member with light. a driving means for moving a predetermined surface of the decorative member, which is illuminated by the light emitted from the illuminating means, between a first position and a second position; a control means for executing a first control to make the predetermined surface located at the first position emit light as a first light-emitting region with light irradiated from the irradiating means when the predetermined surface is moved to the first position by the driving means, and for executing a second control to make the predetermined surface located at the second position emit light as a second light-emitting region with light irradiated from the irradiating means when the predetermined surface is moved to the second position by the driving means. A gaming machine characterized by:

[0188] The gaming machine described in (I1) above includes a decorative member disposed on the front side of the gaming machine main body and an illumination means for illuminating the decorative member. The gaming machine includes a drive means for shifting a predetermined surface of the decorative member, illuminated by light irradiated from the illumination means, between a first position and a second position. This makes it possible to easily shift the illuminated portion of the decorative member, since the illuminated portion is not uniform. The gaming machine also includes a control means for executing a first control when the predetermined surface is shifted to the first position by the drive means, in which the light irradiated from the illumination means causes the predetermined surface located at the first position to emit light as a first light-emitting region, and for executing a second control when the predetermined surface is shifted to the second position by the drive means, in which the light irradiated from the illumination means causes the predetermined surface located at the second position to emit light as a second light-emitting region. This facilitates shifting the illuminated portion, and by optimizing the illumination direction of the light in accordance with the shifting of the illuminated portion, it is possible to suitably change the illuminated region.

[0189] (I2) In the gaming machine described in (I1), The gaming machine main body is a pachinko machine main body, The pachinko machine body is An outer frame that forms the outer shell of the pachinko machine body; an inner frame supported so as to be openable and closable relative to the outer frame with one side of the outer frame as an opening / closing axis; a front frame attached to the inner frame so as to be able to open and close freely with one side of the inner frame as an opening and closing axis, The inner frame includes a resin base that forms its outer shape, and a game board that has a game area where game balls attached to the resin base flow down, The game board is provided with a pattern display device having a display screen on which a display effect during a specific game state that occurs when the pattern variation display and the pattern variation display result in a specific game result are displayed, and an opening that makes the display screen visible, The front frame includes a transparent member frame portion surrounding a transparent member that allows the game area and the display screen to be viewed, The decorative member is visible from the front side of the front frame of the pachinko machine body. A gaming machine characterized by:

[0190] According to the gaming machine described in (I2) above, the decorative member is visible from the front side of the front frame of the pachinko machine body, which makes it easy to change the light-emitting point on the front side of the front frame of the pachinko machine body, and by optimizing the direction of light irradiation in accordance with the change in the light-emitting point, the light-emitting area can be suitably changed.

[0191] (I3) In the gaming machine described in (I2), A gaming machine characterized in that the decorative member is attached to the transparent member frame portion of the front frame of the pachinko machine body.

[0192] According to the gaming machine described in (I3) above, the decorative member is attached to the visual member frame on the front frame of the pachinko machine body, making it easy to change the light-emitting point on the visual member frame on the front frame of the pachinko machine body, and by optimizing the direction of light irradiation in accordance with the change in the light-emitting point on the visual member frame, the light-emitting area on the visual member frame can be suitably changed.

[0193] (I4) In the gaming machine described in (I2), The decorative member is attached to the front frame of the pachinko machine body behind the transparent member, and is visible through the transparent member.

[0194] According to the gaming machine described in (I4), the decorative member is attached behind the transparent member of the front frame of the pachinko machine body and is visible through the transparent member, which makes it easy to shift the light-emitting point behind the transparent member of the pachinko machine body, and by optimizing the direction of light irradiation in accordance with the shift of the light-emitting point behind the transparent member, the light-emitting area behind the transparent member can be suitably changed.

[0195] (I5) In the gaming machine according to any one of (I2), A gaming machine characterized in that the decorative member is arranged on any one of the upper, lower, left and right sides within the gaming area of ​​the gaming board.

[0196] According to the gaming machine described in (I5), the light emitting area can be suitably changed at any position on the upper, lower, left or right side within the playing area of ​​the gaming board.

[0197] (I6) In the gaming machine according to any one of (I2), A gaming machine characterized in that the decorative member is arranged on any one of the upper, lower, left and right sides within the opening of the gaming board.

[0198] According to the gaming machine described in (I6), the light emitting area can be suitably changed at any position within the opening of the gaming board, whether it is at the top, bottom, left or right side.

[0199] (I7) In the gaming machine described in any one of (I1) to (I6), The illumination means includes a light-emitting substrate and a position change means for changing the position of the light-emitting substrate relative to the predetermined surface of the decorative member. A gaming machine characterized by:

[0200] According to the gaming machine described in (I7), the irradiation means comprises a light-emitting substrate and a posture change means for changing the posture of the light-emitting substrate relative to the specified surface of the decorative member, so that the light-emitting area can be suitably changed at each position.

[0201] (I8) In the gaming machine described in any one of (I1) to (I7), the first control includes at least one of setting the irradiation angle of the light irradiated from the irradiation means onto the first light-emitting region to a first irradiation angle, setting the irradiation area of ​​the light irradiated from the irradiation means onto the first light-emitting region to a first irradiation area, or setting the irradiation distance between a predetermined point (e.g., a center point) of the first light-emitting region and a predetermined point (e.g., a center point) of the irradiation means to a first irradiation distance; The second control includes at least one of setting a second irradiation angle different from the first irradiation angle, setting a second irradiation area different from the first irradiation area, or setting a second irradiation distance different from the first irradiation distance. A gaming machine characterized by:

[0202] According to the gaming machine described in (I8), the decorative member is configured to move, and by changing at least one of the illumination angle, illumination area, and illumination distance, the light-emitting area can be suitably changed.

[0203] (I9) In the gaming machine described in any one of (I1) to (I8), An operation means for receiving an operation from a player is provided, The decorative member operates in response to the operation of the operating means.

[0204] According to the gaming machine described in (I9) above, even when the decorative member moves in response to the operation of the operating means, the light emitting area can be suitably changed at each position.

[0205] (I10) In the gaming machine described in (I9), The decorative member operates in response to operation of the operating means during standby display, excluding when the display effect is being displayed on the pattern display device.

[0206] According to the gaming machine described in (I10), when the pattern display device operates in response to the operation of the operating means during standby display, the light-emitting area can be suitably changed at each position in response to the operation.

[0207] (I11) In the gaming machine described in (I9), The decorative member operates in response to operation of the operating means while a display effect is being displayed on the symbol display device.

[0208] According to the gaming machine described in (I11), even if the decorative member operates while a display effect is being displayed on the pattern display device, the light-emitting area can be suitably changed at each position according to the operation.

[0209] (I12) In the gaming machine according to any one of (I1) to (I11), The illumination means is capable of rotating, turning, tilting, bending, curving, stretching and contracting, and moving in the front-back and left-right directions in accordance with the movement of the decorative member.

[0210] (I13) In the gaming machine according to any one of (I1) to (I12), The control means changes the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed during the process in which the predetermined surface of the decorative member moves from the first position to the second position. A gaming machine characterized by:

[0211] According to the gaming machine described in (I13), the light emitting area can be suitably changed in the process in which the predetermined surface of the decorative member moves from the first position to the second position.

[0212] (I14) In the gaming machine described in (I13), The control means includes an input means for inputting a force generated in the process of the predetermined surface of the decorative member moving from the first position to the second position, and an output means for changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed based on the input force. A gaming machine characterized by:

[0213] According to the gaming machine described in (I14), the light-emitting area can be suitably changed by utilizing the force generated in the process of the specified surface of the decorative member moving from the first position to the second position.

[0214] (I15) In the gaming machine described in (I14), The input means is a means for applying a force to the irradiation means to rotate, turn, tilt, bend, curve, stretch, or contract, or to move in a front-back or left-right direction, during the process of the predetermined surface of the decorative member moving from the first position to the second position. A gaming machine characterized by:

[0215] According to the gaming machine described in (I15), the light-emitting area can be suitably changed by utilizing the force applied to the irradiation means during the process in which a specified surface of the decorative member moves from a first position to a second position.

[0216] (I16) In the gaming machine described in (I14) or (I15), The output means causes the irradiation means to perform at least one of rotation, rotation, tilt, bending, curving, stretching and contracting, and movement including forward and backward directions and left and right directions based on the input force, thereby changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed. A gaming machine characterized by:

[0217] According to the gaming machine described in (I16), at least one of the irradiation angle, irradiation area, and irradiation distance can be easily adjusted by utilizing the force input during the process in which a specified surface of the decorative member moves from a first position to a second position.

[0218] The configurations described in (I2) to (I16) above may be provided in the gaming machines described in (H0), (H00), and (H1) above or (J1) described below.

[0219] <Task 10> Typical examples of conventional gaming machines include pachinko machines and slot machines. Some gaming machines of this type are equipped with decorative components that have light-emitting areas (see, for example, Patent Document: JP 2012-100905 A (pages 4 to 8, figures 3 to 8)). However, the conventional example having such a configuration has the following problems. That is, in conventional pachinko machines, for example, there is a problem in that it is difficult to suitably change the light-emitting area. The invention of (J1) below has been made in consideration of the above circumstances and has an object to provide a gaming machine that can suitably change the light-emitting area.

[0220] (J1) a decorative member disposed on the front side of the gaming machine body; and an illumination means for illuminating the decorative member with light. The gaming machine is capable of moving a predetermined surface of the decorative member that receives the light irradiated from the irradiating means between a first position and a second position, a detection means capable of detecting a displacement of the predetermined surface of the decorative member; a control means for executing a first control to make the predetermined surface located at the first position emit light as a first light-emitting region with light irradiated from the irradiating means when it is detected that the predetermined surface has moved to the first position, and for executing a second control to make the predetermined surface located at the second position emit light as a second light-emitting region with light irradiated from the irradiating means when it is detected that the predetermined surface has moved to the second position A gaming machine characterized by:

[0221] The gaming machine described in (J1) above includes a decorative member disposed on the front side of the gaming machine body and an illumination means for illuminating the decorative member. The gaming machine is capable of shifting a predetermined surface of the decorative member, illuminated by light irradiated from the illumination means, between a first position and a second position, thereby changing the impression of the front side of the gaming machine according to the change in the position of the predetermined surface of the decorative member. The gaming machine is equipped with a detection means for detecting the shift of the predetermined surface of the decorative member, thereby recognizing the shift of the predetermined surface of the decorative member. The gaming machine is equipped with a control means for executing a first control when it is detected that the predetermined surface has shifted to the first position, causing the predetermined surface located at the first position to emit light with light irradiated from the illumination means as a first light-emitting area, and for executing a second control when the predetermined surface has shifted to the second position, causing the predetermined surface located at the second position to emit light with light irradiated from the illumination means as a second light-emitting area. This allows the light-emitting area to be suitably changed by recognizing the shift of the predetermined surface of the decorative member and optimizing the direction of light irradiation in accordance with the shift of the predetermined surface.

[0222] The "detection means" includes both non-contact and contact types.

[0223] (J2) In the gaming machine described in (J1), The control means includes input means for inputting a force generated in the process of the predetermined surface of the decorative member moving from the first position to the second position, contact-type detection means capable of detecting, based on the input force, that the predetermined surface of the decorative member has moved from the first position to the second position, and output means for changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed when it is detected that the predetermined surface has moved from the first position to the second position. A gaming machine characterized by:

[0224] According to the gaming machine described in (J2) above, the light emitting area can be suitably changed by utilizing the force generated in the process of the predetermined surface of the decorative member moving from the first position to the second position.

[0225] (J3) In the gaming machine described in (J2), The input means is a means for receiving a force generated in the process of the predetermined surface of the decorative member moving from the first position to the second position, and pressing the contact-type detection means. A gaming machine characterized by:

[0226] According to the gaming machine described in (J3), the light-emitting area can be suitably changed by accepting the force generated in the process of a predetermined surface of the decorative member changing from a first position to a second position and utilizing the force that pushes the contact-type detection means.

[0227] (J4) In the gaming machine described in (J1) to (J3), The decorative member is a transparent resin member that is configured to make the control means difficult to see. A gaming machine characterized by:

[0228] According to the gaming machine described in (J4) above, the decorative member is a transparent resin member, but is configured so that the control means is difficult to see, so that the control means can be made inconspicuous.

[0229] (J5) In the gaming machine described in (J1) to (J4), The gaming machine is characterized in that the control means is arranged so as not to overlap the front of the light-emitting unit mounting surface of the irradiation means.

[0230] In the gaming machine described in (J5) above, the control means is arranged so as not to overlap the front of the light-emitting unit mounting surface of the irradiation means, so that the light-emitting area can be suitably changed without obstructing the light-emitting unit mounting surface.

[0231] (J6) In the gaming machine described in (J5), A gaming machine characterized in that the input means is provided on either the left or right side of the illumination means when the specified surface of the decorative member is moved upward or downward when viewed from the front of the gaming machine.

[0232] According to the gaming machine described in (J6) above, the input means is provided on either the left or right side of the illumination means when a predetermined surface of the decorative member is shifted upward or downward when viewed from the front of the gaming machine, so that the light-emitting area that shifts upward and downward is less likely to be obstructed, and the light-emitting area can be changed appropriately.

[0233] (J7) In the gaming machine described in (J5), A gaming machine characterized in that the input means is provided on either the upper or lower side of the illumination means when the specified surface of the decorative member is displaced leftward or rightward when viewed from the front of the gaming machine.

[0234] According to the gaming machine described in (J7) above, when a predetermined surface of the decorative member is shifted to the left or right when viewed from the front of the gaming machine, the input means is provided on either the upper or lower side of the illumination means, so that the light-emitting area that shifts left and right is less likely to be obstructed, and the light-emitting area can be changed appropriately.

[0235] (J8) In the gaming machine described in (J5), The gaming machine is characterized in that the control means is provided on the rear side of the irradiation means.

[0236] According to the gaming machine described in (J8), the control means is provided on the back side of the irradiation means, so that the light-emitting area can be suitably changed without blocking the light-emitting area being changed, while ensuring a sufficient light-emitting area on the front side of the control means.

[0237] (J9) In the gaming machine described in (J8), The input means is provided on the rear side of the irradiation means in a position where, when the specified surface of the decorative member is displaced diagonally upward or downward when viewed from the front of the gaming machine, the force generated in the process of the specified surface displacing diagonally upward or downward can be input.

[0238] According to the gaming machine described in (J9), the input means is provided on the rear side of the irradiation means in a position where, when a predetermined surface of the decorative member is displaced diagonally upward or downward when viewed from the front of the gaming machine, the input means can input the force generated in the process of the predetermined surface displacing diagonally upward or downward, thereby not interfering with the displacement of the decorative member and allowing the light-emitting area to be suitably changed without blocking the displaced light-emitting area.

[0239] The configurations described in (J2) to (J9) above may be provided in the gaming machine described in (H0), (H00), (H1) or (I1) above.

[0240] <Assignment 11> A typical example of a conventional gaming machine is a pachinko machine. In this type of gaming machine, for example, when a lottery based on the detection of a gaming ball in a predetermined ball entry portion results in a specific result, the gaming state may be shifted to an open / close gaming state in which the specific ball entry portion is opened or closed (see, for example, Patent Document: JP 2011-239836 A (page 10, Figure 8)). However, the conventional example having such a configuration has the following problems. In other words, conventional pachinko machines have the problem that it is difficult to further improve the entertainment value of the game. The invention of (K1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game.

[0241] (K1) a game board having a game area where game balls flow down; A ball entry means into which a game ball flowing down the game area can enter; A specific ball entry means into which a game ball flowing down the game area can enter; A detection means for detecting a game ball that has entered the ball entry means; a lottery means for performing a lottery to determine whether a specific game state advantageous to a player will occur based on the detection of the game ball by the detection means; a variable display control means for displaying the result of the lottery by the lottery means on a display means as a result of variable display of a pattern that can be visually recognized by a player; a state transition means for transitioning the specific ball entry means to an open / close game state in which an open / close game is executed a predetermined number of times, the open / close game being one time from an open state in which the specific ball entry means can enter a game ball to a closed state in which the specific ball entry means cannot easily enter a game ball, when the variable display of the symbols is stopped and displayed as a specific combination of symbols based on the result of the lottery by the lottery means being a specific result; and a specific period control means for changing a specific period that can be determined in advance in the open / close game state in accordance with the number of times the symbols change when the result of the lottery becomes the specific result. A gaming machine characterized by:

[0242] According to the gaming machine described in (K1), the game situation, such as the number of times the symbols change at the time of a specific result, can be appropriately reflected in the open / close game state, thereby improving the interest of the game.

[0243] (K2) In the gaming machine described in (K1), The specific period is at least one of an opening period that notifies the start of the opening and closing game state, an interval period between each opening and closing game, and an ending period that notifies the end of the opening and closing game state.

[0244] According to the gaming machine described in (K2) above, the gaming situation can be suitably reflected in the open / close gaming state by changing the specific period.

[0245] (K3) In the gaming machine described in (K1) or (K2), The specific period control means changes the specific period according to the number of fluctuations from the time when the immediately preceding specific result was achieved to the time when the specific result is achieved.

[0246] According to the gaming machine described in (K3) above, the number of games played from the time when the previous specific result was reached to the time when the specific result was reached can be suitably reflected in the opening / closing gaming state.

[0247] (K4) In the gaming machine described in any one of (K1) to (K3), The specific period control means changes the specific period in the opening and closing game state transitioned from a limited number high probability game state in which the state in which the result of the lottery is more likely to be the specific result than in the normal game state continues until a predetermined number of fluctuations occurs.

[0248] According to the gaming machine described in (K4) above, the opening and closing game state can be appropriately reflected depending on whether the state is an opening and closing game state transitioned from a normal game state or an opening and closing game state transitioned from a limited number of times high probability game state.

[0249] (K5) In the gaming machine described in (K4), The gaming machine is characterized in that the specific period control means changes the specific period to a first time that is shorter than the reference specific period in a first state in which the number of fluctuations that has been consumed out of the predetermined number of fluctuations is less than the number of fluctuations remaining.

[0250] According to the gaming machine described in (K5) above, the role of the zone where open / close games occur consecutively can be further enhanced, and the game situation can be suitably reflected in the open / close game state.

[0251] (K6) In the gaming machine described in (K5), A gaming machine characterized in that, in the first state, the variable display control means sets the variable display time to a first variable display time that is shorter than a reference variable display time.

[0252] According to the gaming machine described in (K6) above, the time required for the variable display can be shortened, and the role of the zone where opening and closing games occur continuously can be further enhanced.

[0253] (K7) In the gaming machine described in (K5) or (K6), The specific period control means changes the specific period to a second time that is at least longer than the first time in the first state.

[0254] According to the gaming machine described in (K7) above, a balance can be achieved by inserting a longer specific period in the first state.

[0255] (K8) In the gaming machine described in any one of (K5) to (K7), The gaming machine is characterized in that the specific period control means changes the specific period to the second time that is at least longer than the first time in a second state in which the number of fluctuations that have been consumed out of the specified number of times is longer than the number of fluctuations that remain.

[0256] According to the gaming machine described in (K8) above, a balance can be achieved by inserting a longer specific period in the second state (for example, a so-called stuck state).

[0257] (K9) In the gaming machine described in (K8), A gaming machine characterized in that, in the second state, the variable display control means sets the variable display time to a second variable display time that is at least longer than the first variable display time.

[0258] According to the gaming machine described in (K9) above, it is possible to reduce the likelihood of the high probability gaming state being easily terminated in the second state (for example, a so-called stuck state).

[0259] (K10) In the gaming machine described in (K8) or (K9), The gaming machine is characterized in that the specific period control means changes the specific period to a time that is at least shorter than the second time in the second state.

[0260] According to the gaming machine described in (K10) above, it is possible to reduce the feeling of prolongation in the opening and closing game state in the second state (for example, the so-called stuck state).

[0261] (K11) In the gaming machine described in (K10), A gaming machine characterized in that, in the second state, the variable display control means sets the variable display time to a variable display time that is at least shorter than the second variable display time.

[0262] According to the gaming machine described in (K11), a high-speed consumption zone with a short fluctuation time is provided even in the second state (for example, the so-called stuck state), making it possible to create a game that quickly shows the flow from the fluctuation there to the opening and closing game.

[0263] <Task 12> A typical example of a conventional gaming machine is a pachinko machine. In this type of gaming machine, for example, when a lottery based on the detection of a gaming ball in a predetermined ball entry portion results in a specific result, the gaming state may be shifted to an open / close gaming state in which the specific ball entry portion is opened or closed (see, for example, Patent Document: JP 2011-239836 A (page 10, Figure 8)). However, the conventional example having such a configuration has the following problems. In other words, conventional pachinko machines have the problem that it is difficult to further improve the entertainment value of the game. The invention of (L00) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game.

[0264] (L00) counting means for counting numerical information relating to games; a display means capable of displaying the numerical information; a performance execution means for executing a predetermined performance based on the occurrence of a specific event; a selection means for selecting a predetermined period during which the predetermined effect is to be performed based on the occurrence of the specific event; the length of the predetermined period varies depending on the numerical information, The longer the length of the predetermined period, the more advantageous information the predetermined effect includes for the player. A gaming machine characterized by:

[0265] According to the gaming machine described in (L00), the length of a predetermined presentation selected based on the occurrence of a specific event changes depending on the numerical information related to the game, so that the interest of the game can be improved depending on the counting status of the numerical information displayed on the display means.

[0266] (L01) In the gaming machine described in (L00), The counting means counts numerical information relating to a game being executed and displayed on the display means.

[0267] According to the gaming machine described in (L01) above, the interest in the game can be improved according to the counting status of the numerical information relating to the game being displayed on the display means and executed.

[0268] (L02) In the gaming machine described in (L00) or (L01), The counting means counts numerical information displayed on the display means that increases or decreases as a game is played.

[0269] According to the gaming machine described in (L02) above, the interest of the game can be improved according to the counting status of the numerical information displayed on the display means, which increases or decreases as the game is played.

[0270] (L03) In the gaming machine described in any one of (L00) to (L02), A game board having a game area where game balls flow down; A ball entry means into which a game ball flowing down the game area can enter; A specific ball entry means into which a game ball flowing down the game area can enter; A detection means for detecting a game ball that has entered the ball entry means; and a lottery means for performing a lottery to determine whether or not a specific game state advantageous to a player will occur based on the detection of the game ball by the detection means, The display means is capable of displaying the numerical information together with a predetermined display effect based on a lottery as to whether or not the specific gaming state will occur.

[0271] According to the gaming machine described in (L03), the entertainment value of the game can be improved by the predetermined display effect displayed on the display means based on the lottery of whether or not a specific gaming state will occur, and the counting status of the numerical information.

[0272] (L04) In the gaming machine described in any one of (L00) to (L03), the counting means counts the number of times information relating to a game in which a lottery is performed to determine whether or not the specific game state will occur; The display means is capable of displaying the number of times information together with a predetermined display effect based on a lottery as to whether or not the specific gaming state will occur.

[0273] According to the gaming machine described in (L04), the entertainment value of the game can be improved by displaying a predetermined display effect based on a lottery to determine whether or not a specific game state will occur, which is displayed on the display means, and by counting the number of times information regarding the game in which the lottery to determine whether or not a specific game state will occur is performed.

[0274] (L05) In the gaming machine described in (L03) or (L04), The effect execution means executes the predetermined effect when the specific event occurs based on the lottery by the lottery means.

[0275] According to the gaming machine described in (L05) above, the interest in the game can be increased by the occurrence of a specific event based on the lottery by the lottery means.

[0276] (L06) In the gaming machine described in (L03) or (L04), The selection means selects the predetermined period during which the predetermined effect is to be performed based on the occurrence of the specific event based on a lottery drawn by the lottery means.

[0277] According to the gaming machine described in (L06) above, the interest in the game can be increased by selecting a specific period during which a specific presentation is performed based on the occurrence of a specific event based on a lottery by a lottery means.

[0278] (L07) In the gaming machine described in any one of (L03) to (L06), a variable display control means for causing the display means to display the result of the lottery by the lottery means as a result of variable display of a pattern that can be visually recognized by a player; a state transition means for transitioning the specific ball entry means to an open / close game state in which an open / close game is executed a predetermined number of times, the open / close game being executed once from an open state in which the specific ball entry means can enter a game ball to a closed state in which the specific ball entry means cannot enter a game ball, when the variable display of the symbols is stopped and displayed with a specific combination of symbols based on the result of the lottery by the lottery means being a specific result indicating the occurrence of the specific event; a specific period control means for changing a specific period including an opening period, which is a predetermined period during which the predetermined effect for notifying the start of the opening / closing game state is performed, and an ending period, which is a predetermined period during which the predetermined effect for notifying the end of the opening / closing game state is performed, in accordance with at least the number of times the pattern changes at the time when the result of the lottery becomes the specific result; an image display control means for controlling the display of a specific period corresponding image associated with the specific period; The image display control means displays the advantageous information during the display of the specific period corresponding image in accordance with the display period of the specific period corresponding image. A gaming machine characterized by:

[0279] According to the gaming machine described in (L07) above, the interest in the open / close gaming state can be improved according to the display time of the specific period corresponding image.

[0280] (L08) In the gaming machine described in (L07), The image display control means displays an image corresponding to a specific period with a longer display period the longer the specific period, and displays more advantageous information the longer the display period of the image corresponding to the specific period.

[0281] According to the gaming machine described in (L08) above, the interest in the open / close gaming state can be improved depending on the length of the display period of the specific period corresponding image.

[0282] (L09) In the gaming machine described in (L08), The image display control means displays an opening period corresponding image with a longer display period the longer the opening period, and displays more advantageous information the longer the display period of the opening period corresponding image.

[0283] According to the gaming machine described in (L09) above, the interest in the opening and closing gaming state can be improved depending on the length of the display period of the opening period corresponding image.

[0284] (L10) In the gaming machine described in (L08), The image display control means displays an ending period corresponding image with a longer display period the longer the ending period, and displays more advantageous information the longer the display period of the ending period corresponding image.

[0285] According to the gaming machine described in (L10) above, the interest in the open / close gaming state can be improved according to the length of the display period of the ending period corresponding image.

[0286] (L11) In the gaming machine described in (L08), The image display control means displays an opening / ending period corresponding image with a longer display period the longer the total time of the opening / ending period and the ending period, and displays the advantageous information that is more advantageous the longer the display period of the opening / ending period corresponding image.

[0287] According to the gaming machine described in (L11) above, the interest in the opening and closing gaming state can be improved according to the length of the display period of the image corresponding to the opening and ending period.

[0288] (L12) In the gaming machine described in any one of (L07) to (L11), The image display control means is capable of displaying other information different from the advantageous information in the specific period corresponding image, and when the other information is displayed, the advantageous information is less likely to be displayed.

[0289] According to the gaming machine described in (L12) above, the interest in the open / close gaming state can be increased depending on whether or not other information different from the advantageous information is displayed.

[0290] (L13) In the gaming machine described in (L12), The image display control means of the gaming machine is characterized in that the longer the period for which the other information is displayed, the more difficult it is for the advantageous information to be displayed.

[0291] According to the gaming machine described in (L13) above, the interest in the open / close gaming state can be increased depending on the length of the period during which the separate information is displayed.

[0292] (L14) In the gaming machine described in any one of (L07) to (L13), The specific period control means changes the specific period depending on the type of the symbol and the number of variations at the time when the specific result is achieved.

[0293] According to the gaming machine described in (L14) above, the interest in the open / close gaming state can be improved depending on the type of symbol and the number of changes at the time when a specific result is achieved.

[0294] (L15) In the gaming machine described in (L14), The specific period control means is capable of changing the specific period to a first period when the type of the pattern is a first type, and is capable of changing the specific period to a second period longer than the first period when the type of the pattern is a second type.

[0295] According to the gaming machine described in (L15) above, the interest in the opening and closing gaming state can be improved depending on the length of the specific period, which varies depending on the type of pattern and the number of variations at the time the specific result is achieved.

[0296] (L16) In the gaming machine described in (L14) or (L15), The specific period control means changes the specific period in the opening and closing game state transitioned from a limited number high probability game state in which the state in which the result of the lottery is more likely to be the specific result than in the normal game state continues until a predetermined number of fluctuations occurs.

[0297] According to the gaming machine described in (L16) above, it is possible to improve the interest of the open / close gaming state when a specific result is achieved in the limited number high probability gaming state.

[0298] (L17) In the gaming machine described in (L16), The specific period control means changes the specific period to a period longer than the first period when the number of variations that have been consumed out of the predetermined number of times is greater than the number of variations that remain, even when the type of the pattern is the first type.

[0299] According to the gaming machine described in (L17) above, if the number of fluctuations that have been consumed out of the predetermined number of fluctuations is greater than the number of fluctuations remaining, the interest in the opening and closing game state can be improved according to the number of fluctuations remaining.

[0300] (L18) In the gaming machine described in (L16), The specific period control means changes the specific period to a period longer than the second period when the number of variations consumed out of the predetermined number of times is greater than the number of variations remaining, even when the type of the pattern is the first type.

[0301] According to the gaming machine described in (L18), even if the type of the pattern is the first type and not the second type, if the number of variations that have been consumed out of the predetermined number of variations is greater than the number of variations remaining, the interest in the opening and closing gaming state can be improved according to the number of variations remaining.

[0302] (L19) In the gaming machine described in any one of (L07) to (L18), a setting means for setting the likelihood that the result of the lottery will be the specific result in stages using a plurality of set values; A gaming machine characterized in that the advantageous information is information indicating the setting value.

[0303] According to the gaming machine described in (L19) above, the interest in the open / close gaming state can be increased depending on whether or not the information indicating the set value is displayed.

[0304] (L20) In the gaming machine described in any one of (L07) to (L18), When the result of the lottery becomes the specific result, the variable display control means does not notify the player whether or not the next game state that occurs after the specific game state will become a high probability game state in which the result of the lottery becomes the specific result more easily than the normal game state, from the time of the variable display until the time of displaying the previous specific result, A gaming machine characterized in that the advantageous information is information indicating whether or not the next gaming state will be the high probability gaming state.

[0305] According to the gaming machine described in (L20) above, it is possible to improve the interest of the open / close gaming state in terms of whether or not the next gaming state will be a high probability gaming state.

[0306] <Task 13> A typical example of a conventional gaming machine is a pachinko machine. In this type of gaming machine, for example, when a lottery based on the detection of a gaming ball in a predetermined ball entry portion results in a specific result, the gaming state may be shifted to an open / close gaming state in which the specific ball entry portion is opened or closed (see, for example, Patent Document: JP 2011-239836 A (page 10, Figure 8)). However, the conventional example having such a configuration has the following problems. In other words, conventional pachinko machines have the problem that it is difficult to further improve the entertainment value of the game. The invention of (M00) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game. (M00) counting means for counting numerical information relating to games; a display means capable of displaying the numerical information; a performance execution means for executing a predetermined performance based on the occurrence of a specific event; a selection means for selecting a predetermined period during which the predetermined effect is to be performed based on the occurrence of the specific event; the predetermined period varies in length depending on the number information, A gaming machine characterized in that the likelihood of an advantageous gaming state that is advantageous to the player occurring varies depending on the length of the predetermined period.

[0307] According to the gaming machine described in (M00), the likelihood of an advantageous gaming state occurring varies depending on the length of a predetermined presentation selected based on the occurrence of a specific event, and therefore the entertainment value of the game can be improved depending on the counting status of the numerical information displayed on the display means.

[0308] (M01) In the gaming machine described in (M00), The counting means counts numerical information relating to a game being executed and displayed on the display means.

[0309] According to the gaming machine described in (M01) above, the interest in the game can be improved according to the counting status of the numerical information relating to the game being displayed on the display means and executed.

[0310] (M02) In the gaming machine described in (M00) or (M01), The counting means counts numerical information displayed on the display means that increases or decreases as a game is played.

[0311] According to the gaming machine described in (M02) above, the interest of the game can be improved according to the counting status of the numerical information displayed on the display means, which increases or decreases as the game is played.

[0312] (M03) In the gaming machine described in any one of (M00) to (M02), A game board having a game area where game balls flow down; A ball entry means into which a game ball flowing down the game area can enter; A specific ball entry means into which a game ball flowing down the game area can enter; A detection means for detecting a game ball that has entered the ball entry means; and a lottery means for performing a lottery to determine whether or not the specific game state occurs based on the detection of the game ball by the detection means, The counting means counts the number of times information relating to a game in which a lottery is conducted to determine whether or not the specific game state will occur.

[0313] According to the gaming machine described in (M03) above, the interest of the game can be improved depending on the counting status of the number of times information regarding the game in which a lottery is held to determine whether or not a specific game state will occur.

[0314] (M04) In the gaming machine described in (M03), The effect execution means executes the predetermined effect when the specific event occurs based on the lottery by the lottery means.

[0315] According to the gaming machine described in (M04) above, it is possible to enhance the interest of the game in response to the occurrence of a specific event based on a lottery by the lottery means.

[0316] (M05) In the gaming machine described in (M03) or (M4), The selection means selects the predetermined period during which the predetermined effect is to be performed based on the occurrence of the specific event based on a lottery drawn by the lottery means.

[0317] According to the gaming machine described in (M05) above, the interest in the game can be increased by selecting a predetermined period during which a predetermined presentation is performed based on the occurrence of a specific event based on a lottery by the lottery means.

[0318] (M06) In the gaming machine described in any one of (M03) to (M05), a variable display control means for causing the display means to display the result of the lottery by the lottery means as a result of variable display of a pattern that can be visually recognized by a player; state transition means for, when the result of the lottery by the lottery means is a specific result indicating the occurrence of the specific event, transitioning the variable display of the symbols to an open / close game state in which an open / close game is performed a predetermined number of times, with one open / close game being performed when the specific ball entry means changes from an open state in which the game ball can be entered to a closed state in which the game ball cannot be entered, as the specific game state, and for, when a game ball that has entered the specific ball entry means during the open / close game state enters the specific area, transitioning the game state to a high probability game state in which the result of the lottery is more likely to be the specific result than in a normal game state after the open / close game state ends; When the result of the lottery is the specific result, a specific period control means changes a specific period that can be determined in advance in the open / close game state, which is the predetermined period during which the predetermined performance is performed, according to at least the number of times the pattern changes at the time when the specific result is reached; a specific ball entry opening / closing control means for controlling a specific ball entry opening / closing member that opens and closes the specific ball entry section of the specific ball entry means in the opening / closing game state to an open state and a closed state in a predetermined specific ball entry opening / closing pattern; a specific area opening / closing control means for controlling a specific area opening / closing member that opens and closes the specific area in the opening / closing game state to an open state and a closed state in a predetermined specific area opening / closing pattern; When the number of times the pattern changes at the time when the specified result is reached is the first number of times of change, the opening timing of the specified ball entry portion opening / closing pattern and the opening timing of the specified area opening / closing pattern tend to match, and a game ball that enters while the specified ball entry portion opening / closing member is open tends to enter the specified area. When the number of variations of the pattern at the time of the specific result is the second number of variations, the opening timing of the specific ball entry portion opening / closing pattern and the opening timing of the specific area opening / closing pattern are unlikely to match, and a game ball that entered while the specific ball entry portion opening / closing member was open is unlikely to enter the specific area. A gaming machine characterized by:

[0319] According to the gaming machine described in (M06) above, the rate at which the ball enters the specific area changes depending on the number of times the pattern changes at the time a specific result is reached, thereby increasing the interest in the opening and closing gaming state.

[0320] (M07) In the gaming machine described in (M06), When the number of variations of the pattern at the time of the specified result is the first number of variations, the specified period is different from the specified period at the second number of variations, so that the opening timing of the specified ball entry opening / closing pattern and the opening timing of the specified area opening / closing pattern tend to match, and the game ball that entered while the specified ball entry opening / closing member was open tends to enter the specified area. A gaming machine characterized by:

[0321] According to the gaming machine described in (M07) above, the interest in the open / close gaming state can be improved by simple control of varying the specific period that can be determined in advance in the open / close gaming state.

[0322] (M08) In the gaming machine described in (M06), the specific period control means, when the result of the lottery is the specific result, varies the specific period including the opening period, which is the predetermined period during which the predetermined performance for notifying the start of the opening / closing game state is performed, and the interval time between each opening / closing game, according to at least the type of the symbol and the number of times the symbol changes at the time when the specific result is achieved; In the first variation number, the specific period when the type of the symbol is the specific symbol and the first variation number is different from the specific period when the type of the symbol is the specific symbol and the second variation number, so that the opening timing of the specific ball entry opening / closing pattern and the opening timing of the specific area opening / closing pattern tend to match, and a game ball that enters while the specific ball entry opening / closing member is open tends to enter the specific area. A gaming machine characterized by:

[0323] According to the gaming machine described above (M08), even if the type of pattern at the time of the specific result is the same specific pattern, the rate of balls entering the specific area changes depending on the number of times it changes, thereby improving the interest of the opening and closing gaming state.

[0324] (M09) In the gaming machine described in any one of (M07) to (M08), When the number of variations of the pattern at the time of the specific result is the first number of variations, the specific period becomes shorter than the specific period at the second number of variations, so that the opening timing of the specific ball entry opening / closing pattern and the opening timing of the specific area opening / closing pattern tend to match, and a game ball that enters while the specific ball entry opening / closing member is open tends to enter the specific area. A gaming machine characterized by:

[0325] According to the gaming machine described in (M09) above, the interest in the open / close gaming state can be improved by simple control of shortening the specific period that can be determined in advance in the open / close gaming state.

[0326] (M10) In the gaming machine described in any one of (M06) to (M09), The specific period is an opening period for informing the start of the opening / closing game state. A gaming machine characterized by:

[0327] According to the gaming machine described in (M10) above, the interest in the open / close gaming state can be improved by the simple control of shortening the opening period.

[0328] (M11) In the gaming machine described in any one of (M06) to (M09), The specific period is the interval period between each opening and closing game. A gaming machine characterized by:

[0329] According to the gaming machine described in (M11) above, the interest in the open / close gaming state can be improved by simple control even during the open / close gaming state.

[0330] (M12) In the gaming machine described in any one of (M06) to (M10), The first variation number is a number of times that the consumed variation number of the predetermined variation number is greater than the remaining variation number when the opening / closing game state transitions from a number-limit high probability game state in which a state in which the result of the lottery is more likely to become the specific result than the normal game state continues until a predetermined variation number is reached, The second variable number of times is a number in which the consumed variable number of times is less than the remaining variable number of times when the open / close game state transitions from the number-limit high probability game state. A gaming machine characterized by:

[0331] According to the gaming machine described above in (M12), the interest in the opening and closing gaming state can be improved in that the rate of balls entering a specific area increases as the number of fluctuations consumed in the number-limit high probability gaming state increases (Machuru).

[0332] (M13) In the gaming machine described in any one of (M06) to (M10), The first variation number is a number of times that the consumed variation number of the predetermined variation number is less than the remaining variation number when the opening / closing game state is transitioned from a number-limit high probability game state in which a state in which the result of the lottery is more likely to become the specific result than the normal game state continues until a predetermined variation number is reached, The second variable number of times is the number of times that the consumed variable number of times is greater than the remaining variable number of times when the open / close game state transitions from the number-limit high probability game state. A gaming machine characterized by:

[0333] According to the gaming machine described above (M13), the interest in the opening and closing gaming state can be improved in that the fewer the number of fluctuations consumed in the number-limit high probability gaming state, the higher the rate of the ball entering a specific area.

[0334] <Assignment 14> A typical example of a conventional gaming machine is a pachinko machine. In this type of gaming machine, for example, when a lottery based on the detection of a gaming ball in a predetermined ball entry portion results in a specific result, the gaming state may be shifted to an open / close gaming state in which the specific ball entry portion is opened or closed (see, for example, Patent Document: JP 2011-239836 A (page 10, Figure 8)). However, the conventional example having such a configuration has the following problems. In other words, conventional pachinko machines have the problem that it is difficult to further improve the entertainment value of the game. The invention (N00) below was made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game.

[0335] (N00) operation means for receiving player operations related to the game; a counting means for counting first number information based on the operation of the operation means in the first mode; and a determination means for determining whether or not a predetermined condition based on the operation in the second mode has been achieved in a state where the operation has been changed to the operation in the second mode when the first number information counts a first predetermined number. When it is determined that the predetermined condition is met, a specific event that is advantageous to the player occurs. A gaming machine characterized by:

[0336] According to the gaming machine described in (N00), after the first number information based on the operation in the first mode counts to a first predetermined number, if the operation is changed to the operation in the second mode and a predetermined condition based on the operation in the second mode is achieved, a specific event that is advantageous to the player is obtained, thereby increasing the interest of the game.

[0337] (N01) In the gaming machine described in (N00), The specific event is a suggestion or notification of the occurrence of an advantageous gaming state that is advantageous to the player.

[0338] According to the gaming machine described in (N01) above, if a predetermined condition based on operation in the second mode is achieved, a suggestion or notification of the occurrence of a favorable gaming state is given, thereby increasing the interest of the game.

[0339] (N02) In the gaming machine described in (N00) or (N01), the counting means counts second number information based on the operation of the operating means in the second mode, The determination means determines whether or not a predetermined condition based on the operation in the second mode has been achieved by the time the second number information based on the operation in the second mode reaches a second predetermined number. A gaming machine characterized by:

[0340] According to the gaming machine described in (N02) above, the interest in the game can be increased in that it is possible to achieve a predetermined condition based on operation in the second mode before the second number information based on operation in the second mode counts to a second predetermined number.

[0341] (N03) In the gaming machine described in (N02), the first number information is number information counted based on an operation in the first mode that can be performed during the variably displayed identification information displayed on the display means, A gaming machine characterized in that the second number information is number information counted based on operations in the second mode that can be performed during the variable display of the identification information displayed on the display means.

[0342] According to the gaming machine described in (N03) above, it is possible to improve the interest of the game during the variably displayed identification information.

[0343] (N04) In the gaming machine described in (N02), the first number information is number information displayed on the display means together with the variable display of the identification information displayed on the display means, A gaming machine characterized in that the second number information is number information displayed on the display means together with the variable display of the identification information displayed on the display means.

[0344] According to the gaming machine described in (N04) above, it is possible to improve the interest of the game during the variably displayed identification information.

[0345] (N05) In the gaming machine described in any one of (N00) to (N04), A gaming machine comprising a notification means for notifying that the first number information has reached the first predetermined number.

[0346] According to the gaming machine described in (N05) above, the interest in the game can be increased by recognizing the intermediate progress that the first number information has reached the first predetermined number.

[0347] (N06) In the gaming machine described in any one of (N00) to (N05), A game board having a game area where game balls launched based on the operations in the first mode and the second mode flow down; A first ball entry means that allows a game ball flowing down the game area to enter based on the operation in the first mode; A second ball entry means that allows a game ball flowing down the game area to enter based on the operation in the second mode; A specific ball entry means into which a game ball flowing down the game area can enter; A specific area into which the game ball that has entered the specific ball entry means can enter; A first detection means for detecting a gaming ball that has entered the first ball entry means; A second detection means for detecting a gaming ball that has entered the second ball entry means; a lottery means for performing a lottery to determine whether a specific game state advantageous to a player will occur based on the detection of the game ball by the first detection means and the second detection means; a variable display control means for causing the display means to display the result of the lottery by the lottery means as a result of variable display of the identification information that can be visually recognized by a player; a state transition means for transitioning to an open / close game state in which an open / close game is executed a predetermined number of times, whereby when the result of the lottery by the lottery means is a specific result and the variable display of the identification information is stopped and displayed in a specific combination, the specific ball entry means executes one open / close game from an open state in which the game ball can be entered to a closed state in which the game ball is difficult to enter, and when a game ball that entered the specific ball entry means during the open / close game state enters the specific area, transitioning to a high probability game state in which the result of the lottery is more likely to be the specific result than the normal game state after the end of the open / close game state until a predetermined number of variations is reached; a specific period control means for changing a specific period that can be determined in advance in the open / close gaming state in accordance with at least the number of times that the identification information changes at the time when the result of the lottery becomes the specific result; a specific ball entry opening / closing control means for controlling a specific ball entry opening / closing member that opens and closes the specific ball entry section of the specific ball entry means in the opening / closing game state to an open state and a closed state in a predetermined specific ball entry opening / closing pattern; and specific area opening / closing control means for operating a specific area opening / closing member that opens and closes the specific area in the opening / closing game state between an open state and a closed state in a predetermined specific area opening / closing pattern. The counting means counts, as the predetermined number of fluctuations, the sum of the number of fluctuations of the identification information based on the detection of the gaming ball by the first detection means as the first number information and the number of fluctuations of the identification information based on the detection of the gaming ball by the second detection means as the second number information; The determination means determines that the predetermined number of variations has been reached when, in the high probability gaming state, the variable display of the identification information based on the detection of a gaming ball by the first detection means has been performed a first number of variations as the first condition, and the variable display of the identification information based on the detection of a gaming ball by the second detection means has been performed a second number of variations as the second condition, If the change display of the identification information based on the detection of the gaming ball by the first detection means at the time of the specified result is within the first change count, the opening timing of the specific ball entry portion opening / closing pattern and the opening timing of the specific area opening / closing pattern are unlikely to match, and the gaming ball that entered while the specific ball entry portion opening / closing member was open is unlikely to enter the specific area, If the change in the display of the identification information based on the detection of the game ball by the second detection means at the time of the specified result is within the second number of changes, the opening timing of the specific ball entry opening / closing pattern and the opening timing of the specific area opening / closing pattern tend to match, making it easier for the game ball that entered while the specific ball entry opening / closing member was open to enter the specific area. A gaming machine characterized by:

[0348] According to the gaming machine described in (N06) above, the rate of balls entering the specific area changes depending on the number of times the identification information changes at the time a specific result is reached, thereby increasing the interest in the opening and closing gaming state.

[0349] (N07) In the gaming machine described in (N06), The counting means is configured to start counting until the display of the identification information based on the detection of a gaming ball by the second detection means reaches the second number of changes when the display of the identification information based on the detection of a gaming ball by the first detection means does not reach the specified result within the first number of changes.

[0350] According to the gaming machine described in (N07) above, even if a specific result is not achieved within the first number of variations, the interest in the open / close gaming state can be increased until the second number of variations is reached.

[0351] (N08) In the gaming machine described in (N07), A gaming machine characterized by having a counting start notification means that notifies that counting will begin until the changing display of the identification information based on the detection of a gaming ball by the second detection means reaches the second number of changes if the changing display of the identification information based on the detection of a gaming ball by the first detection means does not result in the specified result within the first number of changes.

[0352] According to the gaming machine described in (N08) above, even if the operation mode changes midway, the interest in the open / close gaming state can be increased by making the player aware of this in advance.

[0353] (N09) In the gaming machine described in either (N07) or (N08), A gaming machine characterized by having a ball entry possibility notification means that notifies that there is an increasing possibility that a gaming ball that entered while the specific ball entry section opening / closing member was open will enter the specific area if the changing display of the identification information based on the detection of a gaming ball by the first detection means does not result in the specific result within the first number of changes.

[0354] According to the gaming machine described in (N09), even if the specific result is not achieved within the first number of fluctuations, the player is made to recognize that there is an increased possibility that the ball will land in the specific area if the specific result is achieved within the second number of fluctuations, thereby increasing the interest in the opening and closing gaming state.

[0355] (N10) In the gaming machine described in any one of (N07) to (N09), A gaming machine characterized by having a launch notification means that notifies the player to launch a gaming ball toward the second ball entry means when the changing display of the identification information based on the detection of a gaming ball by the first detection means does not result in the specified result within the first number of changes.

[0356] According to the gaming machine described in (N10) above, even if the launch destination changes midway, the launch operation can be smoothly changed, thereby improving the interest of the opening and closing game state.

[0357] (N11) In the gaming machine described in any one of (N07) to (N10), The first ball entry means is provided in an area of ​​the game area where a game ball shot by left-handed hitting can enter, The second ball entry means is provided in an area of ​​the game area where a game ball shot by a right hit can enter. A gaming machine characterized by:

[0358] According to the gaming machine described in (N11) above, the firing operation can be changed so that the entire gaming area can be used, thereby improving the interest of the open / close gaming state.

[0359] (N12) In the gaming machine described in any one of (N07) to (N11), The game value awarded when the variable display of the identification information based on the detection of the game ball by the first detection means results in a specific result is different from the game value awarded when the variable display of the identification information based on the detection of the game ball by the second detection means results in a specific result. A gaming machine characterized by:

[0360] According to the gaming machine described in (N12) above, the interest in the open / close gaming state can be increased by creating a difference in the gaming value obtained depending on whether or not a specific result is achieved within the first number of fluctuations.

[0361] <Assignment 15> A typical example of a conventional gaming machine is a pachinko machine. In this type of gaming machine, for example, when a lottery based on the detection of a gaming ball in a predetermined ball entry portion results in a specific result, the gaming state may be shifted to an open / close gaming state in which the specific ball entry portion is opened or closed (see, for example, Patent Document: JP 2011-239836 A (page 10, Figure 8)). However, the conventional example having such a configuration has the following problems. That is, with conventional pachinko machines, for example, there is a problem in that it is difficult to further improve the entertainment value of the game. The invention of (O00) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game.

[0362] (O00) A game board having a game area where game balls flow down; A variable ball entry means has a predetermined opening and closing member and is variable between an open state in which game balls flowing down the game area are allowed to enter and a closed state in which game balls flowing down the game area are not allowed to enter; counting means for counting numerical information relating to games; and a state change means for changing a state in which it is difficult for a game ball to enter the variable ball entry means to a state in which it is easy for a game ball to enter the variable ball entry means based on the fact that the number information has reached a predetermined number. A gaming machine characterized by:

[0363] According to the gaming machine described in (O00) above, the ease of a ball entering the variable ball entry means changes depending on the counting status of the numerical information related to the game, thereby making the game more entertaining.

[0364] (O01) In the gaming machine described in (O00), The gaming machine is characterized in that the state change means maintains a state in which it is difficult for gaming balls to enter the variable ball entry means until the number information reaches the predetermined number.

[0365] According to the gaming machine described in (O01) above, the ease of scoring into the variable scoring means changes depending on the counting situation when the numerical information related to the game reaches a predetermined number, thereby increasing the interest of the game.

[0366] (O02) In the gaming machine described in (O00) or (O01), The gaming machine is characterized in that the state change means maintains a state in which gaming balls are likely to enter the variable ball entry means for a predetermined period after the number information reaches a predetermined number.

[0367] According to the gaming machine described in (O02) above, when the numerical information related to the game reaches a predetermined number, it becomes easier for the ball to enter the variable ball entry means for a predetermined period of time, thereby increasing the interest of the game.

[0368] (O03) In the gaming machine described in any one of (O00) to (O02), The counting means counts numerical information relating to a game after an advantageous gaming state that is advantageous to the player has ended.

[0369] According to the gaming machine described in (O03) above, it is possible to improve the interest of the game after the end of an advantageous gaming state that is advantageous to the player.

[0370] (O04) In the gaming machine described in (O03), The counting means counts numerical information relating to games during a specific period after the end of the advantageous game state.

[0371] According to the gaming machine described in (O04) above, it is possible to increase the interest of the game during the specific period after the end of the specific gaming state that is advantageous to the player.

[0372] (O05) In the gaming machine according to any one of (O02) to (O04), The state change means maintains a state in which it is easy for a gaming ball to enter the variable ball entry means for the specified period, and then returns the state to a state in which it is difficult for a gaming ball to enter the variable ball entry means.

[0373] According to the gaming machine described in (O05) above, it is possible to increase the interest in the game during the predetermined period until the variable ball entry means returns to a state in which it is difficult for the gaming ball to enter the variable ball entry means.

[0374] (O06) In the gaming machine according to any one of (O00) to (O05), A ball entry section into which a game ball flowing down the game area can enter; A detection unit that detects a game ball that has entered the ball entry section; a lottery unit that performs a lottery to determine whether a specific game state advantageous to a player will occur based on the detection of the game ball by the detection unit; The counting means counts the number of times information relating to a game in which a lottery is conducted to determine whether or not the specific game state will occur.

[0375] According to the gaming machine described in (O06) above, the interest of the game can be improved depending on the counting status of the number of times information regarding the game in which a lottery is held to determine whether or not a specific game state will occur.

[0376] (O07) In the gaming machine described in (O06), A ball entry means as the ball entry section into which game balls flowing down the game area can enter; An opening and closing ball entry means as the ball entry section that opens and closes between an open state where game balls flowing down the game area can enter and a closed state where game balls cannot enter; A first specific ball entry means that allows a game ball flowing down the game area to enter; A second specific ball entry means as the variable ball entry means that allows a game ball flowing down the game area to enter; A first detection means as the detection unit that detects a gaming ball that has entered the ball entry means; A second detection means as the detection unit that detects a game ball that has entered the opening and closing ball entry means; a lottery unit serving as the lottery unit that performs a lottery to determine whether a specific game state advantageous to a player will occur based on the detection of the game ball by the first detection unit and the second detection unit; a variable display control means for displaying the result of the lottery by the lottery means on a display means as a variable display result of identification information that can be visually recognized by a player; a first state transition means for, when the result of the lottery based on the detection of gaming balls by the first detection means or the second detection means is a first specific result (for example, a jackpot) and the variable display of the identification information is stopped and displayed in a first specific combination (for example, a jackpot), transitioning to a first open / close game state in which an open / close game is executed a first number of times, with one cycle being from an open state in which the first specific ball entry means can enter a gaming ball to a closed state in which it is difficult for the first specific ball entry means to enter a gaming ball, and, after the first open / close game state is completed, transitioning to a high probability game state in which the result of the lottery is more likely to be the first specific result than in a normal game state, the open / close ball entry means is more likely to enter an open state than in the normal game state, and the open / close ball entry means is in an open state for a longer time than in the normal game state, or at least one of a support state in which the open / close ball entry means is in the open state for a longer time than in the normal game state, or a non-support state in which the open / close ball entry means is not in the support state; and second state transition means for transitioning to a second open / close game state in which an open / close game is executed a second number of times less than the first number of times, in which one time is an open state in which the second specific ball entry means can enter a game ball and another time is a closed state in which the second specific ball entry means cannot enter a game ball, when the variable display of the identification information is stopped and displayed in a second specific combination (for example, a small win) based on the result of the lottery based on the detection of the game ball by the first detection means or the second detection means being a second specific result (for example, a small win), The state change means When the number of fluctuations of the identification information at the time when the second specific result counted by the counting means is within the period of the first number of fluctuations, the game ball is made difficult to enter while the second specific ball entry means is in an open state, If the number of variations of the pattern at the time when the second specific result counted by the counting means is reached is within a period of the second number of variations, the game ball is made to be in a state where it is easy for the game ball to enter while the second specific ball entry means is in an open state. A gaming machine characterized by:

[0377] According to the gaming machine described in (O07), the ease of the ball entering the second specific ball entry means changes depending on the number of times the identification information changes at the time the lottery result becomes the second specific result, thereby improving the interest of the second opening / closing gaming state.

[0378] (O08) In the gaming machine described in (O07), When the result of the lottery is a second specific result, a specific period control means is provided which changes a specific period that can be determined in advance in the second opening / closing game state according to at least the number of times that the identification information changes at the time when the second specific result is reached, The state change means When the number of fluctuations of the identification information at the time when the second specific result counted by the counting means is within the period of the first number of fluctuations, the specific period is set to the first specific period, thereby making it difficult for game balls to enter the ball slot while the second specific ball entry means is in an open state, If the number of fluctuations of the identification information at the time when the second specific result counted by the counting means is reached is within a period of a second number of fluctuations, the specific period is set to a second specific period that is longer than the first specific period, thereby making it easier for game balls to enter the ball hole while the second specific ball entry means is in an open state. A gaming machine characterized by:

[0379] According to the gaming machine described in (O08), the ease of the ball entering the second specific ball entry means changes depending on the number of times the identification information changes at the time the lottery result becomes the second specific result, thereby improving the interest of the second opening and closing gaming state.

[0380] (O09) In the gaming machine according to any one of (O00) to (O08), The state change function of this gaming machine is characterized in that, when a first specific result occurs, it maintains a state in which it is difficult for a gaming ball to enter the variable ball entry means until the number information reaches a predetermined number, and, when a second specific result occurs, it maintains a state in which it is difficult for a gaming ball to enter the variable ball entry means even after the number information reaches the predetermined number.

[0381] According to the gaming machine described in (O09), the ease of the ball entering the variable ball entry means changes depending on the type of specific result and the counting situation triggered by the numerical information related to the game reaching a predetermined number, thereby increasing the interest of the game.

[0382] For example, when a specific result occurs during a value-added game state, the player is not explicitly informed of whether it is the first specific result or the second specific result, and a common display effect is displayed until the numerical information regarding the game during the value-added game state reaches a predetermined number, thereby giving the player a sense of anticipation as to whether the variable ball entry means will change to a state where it is easier for the game ball to enter.

[0383] (O10) In the gaming machine according to any one of (O02) to (O08), The state change function of this gaming machine is characterized in that after maintaining a state in which it is easy for gaming balls to enter the variable ball entry means for the specified period, if a third specific result occurs as the specific result, the state change function returns the variable ball entry means to a state in which it is difficult for gaming balls to enter.

[0384] According to the gaming machine described in (O10) above, it is possible to increase the interest in the game during the predetermined period until the variable ball entry means returns to a state in which it is difficult for the gaming ball to enter the variable ball entry means.

[0385] (O11) In the gaming machine according to any one of (O00) to (O10), The state change function of this gaming machine is characterized by switching between a state in which it is easy for a gaming ball to enter the variable ball entry means and a state in which it is difficult for a gaming ball to enter the variable ball entry means, depending on numerical information regarding the game counted in the value-added game state.

[0386] According to the gaming machine described in (O11), the gaming value based on the ball entering the variable ball entry means can be assigned in a balanced manner in accordance with the numerical information regarding the game counted in the value-added gaming state, thereby improving the interest of the game in the value-added gaming state.

[0387] (O12) In the gaming machine according to any one of (O00) to (O10), The state change function of this gaming machine is characterized in that it gradually switches the state in which it is easier for a gaming ball to enter the variable ball entry means depending on numerical information regarding the game counted in the value-added game state.

[0388] According to the gaming machine described in (O12), the gaming value awarded based on the ball entering the variable ball entry means can be gradually increased or decreased depending on the numerical information regarding the game counted in the value-added gaming state, thereby improving the interest of the game in the value-added gaming state.

[0389] <Assignment 16> Conventionally, there is a gaming machine of this type that executes a specific operation-responsive presentation during a predetermined display presentation when the operation of an operation means such as an operation button or an operation lever is performed in a specific manner within a valid period during which the operation of the operation means is valid (for example, JP 2015-112124 A (pages 39-40, Figure 20)). However, the conventional example having such a configuration has the following problems. In other words, the problem is that it is not possible to suitably improve the interest of the specific operation-responsive presentation. The inventions (P1-0), (P2-0), and (P4-0) below were made in consideration of these circumstances, and aim to provide a gaming machine that can suitably improve the interest of specific operation-responsive presentations. The inventions according to the following (P1-0), (P2-0), and (P4-0) have the following configurations to achieve the above object.

[0390] (P1-0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means When the operation of the operation means is performed in a specific manner within a valid period in which the operation of the operation means is valid, a specific operation corresponding effect can be executed during the predetermined display effect, Even if it is determined that there is no operation in the specific mode within a period in which the presence or absence of operation of the operating means in the specific mode is determined, the execution of the specific operation corresponding performance is continued. A gaming machine characterized by:

[0391] According to the gaming machine described in (P1-0), even if the operation of the operation means in the specific mode is interrupted after the specific operation corresponding effect has started, if the operation in the specific mode is resumed within the period in which the presence or absence of the operation in the specific mode is determined, the execution of the specific operation corresponding effect will continue, so there is no need to restart the operation of the operation means from scratch and wait for the specific operation corresponding effect to return to the state before the interruption. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0392] (P1-1) In the gaming machine described in (P1-0), The performance execution means operation detection means for detecting an operation of said operation means by a player at predetermined intervals during said valid period; When the operation of the operation means is performed in a specific manner, it is determined whether or not to continue the execution of the specific operation-responsive effect based on whether or not the operation of the operation means by the player is detected at a determination timing set at each specific interval longer than the predetermined interval. A gaming machine characterized by:

[0393] According to the gaming machine described in (P1-1) above, even if the detection of the player's operation is interrupted after the start of the specific operation response effect, if the player resumes operating the operation means by the judgment timing, the execution of the specific operation response effect will continue, so there is no need to restart the operation of the operation means from scratch and wait for the specific operation response effect to return to the state before the interruption. As a result, the interest of the specific operation response effect can be suitably improved.

[0394] (P1-2) In the gaming machine described in (P1-1), The gaming machine is characterized in that the effect execution means continues to execute the specific operation-responsive effect even after the judgment timing, based on the detection of operation of the operation means by the player at the judgment timing after the operation of the operation means is performed in a specific manner.

[0395] According to the gaming machine described in (P1-2) above, even if the detection of the player's operation is interrupted after the start of the specific operation response effect, if the player resumes operating the operation means by the judgment timing, the execution of the specific operation response effect will continue after this judgment timing, so there is no need to restart the operation of the operation means from scratch and wait for the specific operation response effect to return to the state before the interruption. As a result, the interest of the specific operation response effect can be suitably improved.

[0396] (P1-3) In the gaming machine described in (P1-1) or (P1-2), The gaming machine is characterized in that the effect execution means ends the specific operation corresponding effect at the judgment timing based on the fact that no operation of the operation means by the player is detected at the judgment timing after the operation of the operation means is performed in a specific manner.

[0397] According to the gaming machine described in (P1-3), after the specific operation response effect has started, if the detection of the player's operation is interrupted and the player does not resume operating the operation means by the judgment timing, the specific operation response effect will end at this judgment timing, so that it becomes easier to reduce neglect of operation. As a result, the interest of the specific operation response effect can be suitably improved.

[0398] (P1-4) In the gaming machine described in any one of (P1-1) to (P1-3), The gaming machine is characterized in that the effect execution means continues to execute the specific operation-responsive effect until the judgment timing arrives when, after the operation of the operating means is performed in a specific manner, no operation is detected other than at the judgment timing.

[0399] According to the gaming machine described in (P1-4) above, even if the detection of the player's operation is interrupted after the specific operation corresponding effect has started, the player can still enjoy the specific operation corresponding effect until the judgment timing arrives. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0400] (P1-5) In the gaming machine described in (P1-4), The gaming machine is characterized in that the effect execution means continues to execute the specific operation-responsive effect until the judgment timing arrives when, after the operation of the operating means is performed in a specific manner, no operation is detected at any time other than the judgment timing, and further continues to execute the specific operation-responsive effect based on the detection of operation of the operating means by the player at the judgment timing.

[0401] According to the gaming machine described in (P1-5) above, even if the detection of the player's operation is interrupted after the specific operation corresponding effect has started, the player can enjoy the specific operation corresponding effect until the judgment timing arrives, and if the operation is resumed, the player can further enjoy the specific operation corresponding effect. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0402] (P1-6) In the gaming machine described in (P1-4) or (P1-5), The effect execution means continues to execute the effect corresponding to the specific operation until the judgment timing arrives when, after the operation of the operating means is performed in a specific manner, no operation is detected at any time other than the judgment timing, and terminates the execution of the effect corresponding to the specific operation at the judgment timing based on the fact that no operation of the operating means by the player is detected at the judgment timing.

[0403] According to the gaming machine described in (P1-6), even if the detection of the player's operation is interrupted after the start of the specific operation corresponding effect, the player can still enjoy the specific operation corresponding effect until the judgment timing arrives, but if the player neglects the operation, the specific operation corresponding effect can no longer be enjoyed. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0404] (P1-7) In the gaming machine described in (P1-4), The gaming machine is characterized in that, when the operation of the operating means is performed in a specific manner and no operation is detected at any time other than the judgment timing, the effect execution means continues to execute the specific operation-responsive effect until the judgment timing arrives, and at the judgment timing, a lottery is held based on the detection of operation of the operating means by the player, and if the result of the lottery is a win, the execution of the specific operation-responsive effect is further continued.

[0405] According to the gaming machine described in (P1-7) above, even if the detection of the player's operation is interrupted after the specific operation corresponding effect has started, the player can enjoy the specific operation corresponding effect until the judgment timing arrives, and if the player resumes the operation and wins the lottery, the player can enjoy the specific operation corresponding effect further. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0406] (P1-8) In the gaming machine described in (P1-7), The effect execution means continues to execute the effect corresponding to the specific operation until the judgment timing arrives when, after the operation of the operating means is performed in a specific manner, no operation is detected at any time other than the judgment timing, and at the judgment timing, conducts a lottery based on the detection of operation of the operating means by the player, and if the result of the lottery is a loss, terminates the execution of the effect corresponding to the specific operation.

[0407] According to the gaming machine described in (P1-8) above, even if the detection of the player's operation is interrupted after the specific operation corresponding effect has started, the player can enjoy the specific operation corresponding effect until the judgment timing arrives, and if the player resumes operation and wins the lottery, the player can further enjoy the specific operation corresponding effect, but if the player loses, the specific operation corresponding effect can no longer be enjoyed. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0408] (P2-0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, Even if an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation of the operation means in the specific mode is determined, the execution of the specific operation corresponding performance is continued. A gaming machine characterized by:

[0409] According to the gaming machine described in (P2-0) above, even if an operation different from that in the specific mode is performed after the specific operation corresponding effect has started, the execution of the specific operation corresponding effect continues, so there is no need to start over from scratch just because an operation different from that in the specific mode is performed. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0410] (P2-00) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, If an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation of the operating means in the specific mode is determined, an effect different from the effect corresponding to the specific operation is executed while continuing the execution of the effect corresponding to the specific operation. A gaming machine characterized by:

[0411] According to the gaming machine described in (P2-00) above, even if an operation different from that in the specific mode is performed after the specific operation corresponding effect has started, the specific operation corresponding effect continues to be executed, and an effect different from that in the specific mode is executed, so that it is easy to recognize that there is no need to start over from scratch with the operation of the operating means just because an operation different from that in the specific mode has been performed. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0412] (P2-000) An operation means for receiving an operation by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding effect is executed during the predetermined display effect; Even if an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation in the specific mode of the operation means is determined, the execution of the specific operation corresponding performance is continued, The results of the different operations are displayed during execution of one of the predetermined display effects; A gaming machine characterized in that the result of the different operation shown during the execution of one of the predetermined display effects is also displayed during the execution of the next predetermined display effect or during the execution of any subsequent predetermined display effect.

[0413] According to the gaming machine described in (P2-000), the results of different operations performed during the execution of one predetermined display effect are displayed during the execution of that predetermined display effect and during the execution of subsequent predetermined display effects. This makes it possible to appropriately increase the interest of the specific operation-responsive effects through different operations.

[0414] (P2-0A) In the gaming machine described in (P2-0), The performance execution means The results of the different operations are displayed during execution of one of the predetermined display effects; A gaming machine characterized in that the result of the different operation shown during the execution of one of the predetermined display effects is also displayed during the execution of the next predetermined display effect or during the execution of any subsequent predetermined display effect.

[0415] According to the gaming machine described in (P2-0A), the results of different operations performed during the execution of one predetermined display effect are displayed during the execution of the first predetermined display effect and during the execution of subsequent predetermined display effects. This makes it possible to appropriately increase the interest of the specific operation-responsive effects through different operations.

[0416] (P2-0B) In the gaming machine described in (P2-0), The performance execution means The display mode of the specific operation corresponding effect is changed according to a predetermined condition obtained as a result of the determination, The specific operation corresponding presentation is characterized in that, when the operation of the operating means is performed in a specific manner and then an operation different from the specific manner is performed, the difference in the display manner of the specific operation corresponding presentation suggests the predetermined condition obtained as a result of the judgment. A gaming machine characterized by:

[0417] According to the gaming machine described in (P2-0B), the interest of the specific operation corresponding effect can be suitably improved by the difference in the display mode of the specific operation corresponding effect according to the predetermined condition obtained as a result of the judgment. Also, during the specific operation corresponding effect, an operation different from the operation of the specific mode is performed, and a suggestion of the predetermined condition obtained as a result of the judgment is given, which is an interesting feature. As a result, the interest of the specific operation corresponding effect can be suitably improved.

[0418] (P2-1) In the gaming machine described in (P2-0B), The effect execution means changes the display mode of the specific operation corresponding effect depending on the predetermined condition obtained as a result of the judgment.

[0419] According to the gaming machine described in (P2-1) above, the interest of the specific operation response effects can be improved by changing the display mode of the specific operation response effects according to the predetermined conditions obtained as a result of the judgment.

[0420] (P2-2) In the gaming machine described in (P2-1), The specific operation corresponding presentation is characterized in that, when the operation of the operating means is performed in a specific manner and then an operation different from the specific manner is performed, the difference in the display manner of the specific operation corresponding presentation suggests the predetermined condition obtained as a result of the judgment.

[0421] According to the gaming machine described in (P2-2) above, during the specific operation corresponding presentation, an interesting element is created in that an indication of a predetermined condition obtained as a result of a judgment made by performing an operation different from the specific mode of operation is given.

[0422] (P2-3) In the gaming machine described in (P2-0) or (P2-1), The specific operation-responsive presentation is characterized in that the display mode is different when, after the operation of the operation means is performed in a specific manner, no operation of the operation means by the player is detected at the judgment timing.

[0423] According to the gaming machine described in (P2-3) above, when the operation of the operating means is released after the specific operation-responsive presentation has started, the interest of the specific operation-responsive presentation can be suitably improved by the difference in the display mode after the release.

[0424] (P2-4) In the gaming machine described in (P2-0) or (P2-3), The specific operation-responsive presentation is characterized in that the way the display mode changes is different when, after the operation of the operation means is performed in a specific manner, no operation of the operation means by the player is detected at the judgment timing.

[0425] According to the gaming machine described in (P2-4) above, when the operation of the operating means is released after the specific operation-responsive presentation has started, the interest of the specific operation-responsive presentation can be suitably improved by the difference in the way the display mode changes after the release.

[0426] (P2-5) In the gaming machine described in (P2-0) or (P2-3), The specific operation-responsive presentation is a gaming machine characterized in that the way the display mode changes is different when, after the operation of the operation means is performed in a specific manner, no operation of the operation means by the player is detected at the judgment timing, and when operation of the operation means by the player is detected after the judgment timing.

[0427] According to the gaming machine described in (P2-5) above, after the specific operation-responsive presentation has started, the operation of the operating means is released, but if the operation is then resumed, the way in which the display mode changes can suitably improve the interest of the specific operation-responsive presentation.

[0428] (P2-6) In the gaming machine described in (P2-0) or (P2-3), The specific operation-responsive presentation is a gaming machine characterized in that, after the operation of the operating means is performed in a specific manner, there is no detection of operation of the operating means by the player at the judgment timing, and whether or not a specific notification is executed differs depending on whether or not there is detection of operation of the operating means by the player after the judgment timing.

[0429] According to the gaming machine described in (P2-6) above, after the specific operation-responsive presentation has started, the operation of the operating means is released, but if the operation is then resumed, the interest of the specific operation-responsive presentation can be suitably improved depending on whether or not a specific notification is executed.

[0430] (P2-7) In the gaming machine described in (P2-6), The specific notification is a notification of whether or not the specific operation corresponding presentation will resume.

[0431] According to the gaming machine described in (P2-7) above, after the specific operation-responsive presentation has started, the operation of the operating means is released, but if the operation is then resumed, the interest in the specific operation-responsive presentation can be suitably improved by being notified of whether the specific operation-responsive presentation has resumed or not.

[0432] (P2-8) In the gaming machine described in any one of (P2-0) or (P2-1) to (P2-7), The predetermined condition is an expectation that the result of the judgment will be a specific result.

[0433] According to the gaming machine described in (P2-8) above, differences in the display mode of the specific operation-responsive presentation suggest the likelihood that the judgment result will be a specific result, thereby preferably improving the interest of the specific operation-responsive presentation.

[0434] (P2-9) In the gaming machine described in (P2-8), The gaming machine is characterized in that the predetermined condition is a change pattern in the display mode of the specific operation-responsive presentation that is determined according to the degree of expectation.

[0435] According to the gaming machine described in (P2-9) above, the difference in the change pattern of the display mode of the specific operation corresponding presentation indicates the expectation that the result of the judgment will be a specific result, so that the interest of the specific operation corresponding presentation can be suitably improved.

[0436] (P3-1) In the gaming machine described in (P1-1), The ga...

Claims

[Claim 1] A gaming machine configured to be able to perform a variable display of identification information based on the establishment of a start condition, The gaming machine includes: The information regarding the variation display of the identification information can be output, A plurality of settings associated with the output manner of the information are provided; The object is configured so that a player can approach the object to a predetermined position from a predetermined direction, A predetermined detection can be performed when the object is moved to the predetermined position, When the detection is made in a situation where one of the settings can be set, a predetermined control including the setting is performed, and the output mode of the information output during at least the subsequent variable display of the identification information can be the output mode corresponding to the one setting, a guide means is provided that allows the object to approach from the predetermined direction; The output mode is variable depending on an operation on a predetermined object different from the object, When a specific object different from the target object is brought into proximity, the output mode can be a specific one different from the output modes corresponding to the plurality of settings. A gaming machine characterized by:

Citation Information

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