Gaming machine
The gaming machine enhances object visibility by displaying multiple types of images and effects at different timings, making the object more noticeable and increasing player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2022-09-16
- Publication Date
- 2026-05-15
AI Technical Summary
Conventional gaming machines fail to effectively display bonuses, and the bonuses are not displayed in a way that makes the player aware of the bonuses.
The gaming machine includes a performance display system that displays variable displays and controls the game to create a favorable state for the player, with a display means that can display multiple types of images, including objects, and the system includes a performance control means that can display multiple types of images, including objects, on the display means depending on the performance situation.
The system effectively makes the object more conspicuous by displaying different types of images and effects at multiple timings, enhancing player attention and visibility without significantly reducing the object's visibility.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine provided with display means capable of displaying a performance display.
Background Art
[0002] As a conventional gaming machine, there is one that displays a "BONUS Determined" object as an indicator when a big win is determined, and gives an effect to the "BONUS Determined" object to make the "BONUS Determined" object conspicuous (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in Patent Document 1, there is a problem that an effect is simply displayed on the "BONUS Determined" object, and the object as a display cannot be effectively made conspicuous.
[0005] The present invention has been made paying attention to such problems, and an object thereof is to provide a gaming machine capable of more effectively making an object conspicuous.
Means for Solving the Problems
[0006] The gaming machine according to claim 1 of the present invention is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, [[ID=5"]]operation means operable by the player, display means, A reserved storage means capable of storing information regarding variable displays in which the execution conditions for variable displays have been met but the variable displays have not yet started, A game control means that controls the game to the advantageous state by making the variable display result a specific display result, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The performance control means is capable of executing a special performance that notifies the user that the system will be controlled to the special state using the operating means in the advantageous state, The aforementioned display means is Prior to the execution of the aforementioned special effect, a first object resembling the operating means can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object can be displayed to prompt firing into a predetermined area in the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object begins to appear without an appearance effect, and then appears with a different duration effect than the first object. The second object's stay effect is an effect where the glowing area moves over the second object. The second object is displayed moving in the direction of a predetermined area during the period in which the stay effect is displayed. If no information regarding the variable display is stored in the reserved storage means at the end of the special state, the display of the second object will start even if the first variable display in the normal state controlled by the end of the special state has not started, and the display of the second object will continue even if a new variable display starts while the second object is being displayed. 、 When information regarding the variable display is stored in the reserved storage means at the end of the special state, the display of the second object is started at a position overlapping the first variable display in the normal state controlled by the end of the special state, after the first variable display in the normal state is started. ru. According to this, a first object with different display patterns when it appears and when it is present can effectively prompt action on the operating means, and a second object with different display patterns when it appears and when it is present can effectively instruct the launch of the game medium into a predetermined area. Corresponding drawings: Figures 72 and 76
[0007] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] This is an explanatory diagram showing the contents of VRAM. [Figure 4] This is a diagram explaining each drawing area. [Figure 5] This is an explanatory diagram of display priority. [Figure 6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 7] This is an explanatory diagram showing each random number. [Figure 8] This is an explanatory diagram showing the display result determination table. [Figure 9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 10] This is a diagram illustrating the losing fluctuation patterns. [Figure 11] This is an explanatory diagram of the jackpot variation patterns. [Figure 12] This is an explanatory diagram showing the variation pattern type determination table. [Figure 13] This is an explanatory diagram of the variable pattern determination table for losing outcomes. [Figure 14]It is an explanatory diagram of a deviation-use variation pattern determination table. [Figure 15] It is an explanatory diagram of a big win-use variation pattern determination table. [Figure 16] It is an explanatory diagram of a game control data holding area. [Figure 17] It is an explanatory diagram of a production control data holding area. [Figure 18] It is a flowchart showing an example of game control main processing. [Figure 19] It is a flowchart showing an example of game control timer interrupt processing. [Figure 20] It is a flowchart showing an example of special symbol process processing. [Figure 21] It is a flowchart showing an example of start winning determination processing. [Figure 22] It is a flowchart showing an example of winning random number value determination processing. [Figure 23] It is a flowchart showing an example of special symbol normal processing. [Figure 24] It is a flowchart showing an example of variation pattern setting processing. [Figure 25] It is a flowchart showing an example of special symbol stop processing. [Figure 26] It is a flowchart showing an example of big win release processing. [Figure 27] It is a flowchart showing an example of big win end processing. [Figure 28] It is a flowchart showing an example of production control main processing. [Figure 29] It is a flowchart showing an example of production control process processing. [Figure 30] It is a flowchart showing an example of variable display start setting processing. [Figure 31] It is a flowchart showing an example of big win performance processing. [Figure 32] It is an explanatory diagram of an effect that can be executed during variable display. [Figure 33] It is an explanatory diagram of an effect that can be executed during variable display. [Figure 34] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 35] This is a diagram explaining the game state in which each effect can be performed and the effects that are displayed. [Figure 36] This is a diagram explaining the game state in which each effect can be performed and the effects that are displayed. [Figure 37] (A) is an explanatory diagram illustrating the determination ratio of whether or not the hold display effect is executed and the effect pattern, and (B) is an explanatory diagram illustrating the determination ratio of the timing of the change in the display pattern of the hold display. [Figure 38] This is an explanatory diagram illustrating the determination ratio for whether or not to execute the decorative pattern enlargement effect when the variable display starts. [Figure 39] This diagram explains the percentages that determine whether or not to execute the dialogue preview effect and the percentages that determine the dialogue to be displayed. [Figure 40] (A) is an explanatory diagram of the pattern determination ratio for weak super reach title effects, and (B) is an explanatory diagram of the pattern determination ratio for strong super reach title effects. [Figure 41] This diagram explains whether or not a cut-in animation is performed and the proportion of the animation pattern that is determined. [Figure 42] This is a diagram illustrating the display mode at the start of variable display. [Figure 43] This is a diagram illustrating the display configuration when the decorative pattern enlargement effect is executed at the start of the variable display. [Figure 44] This is a diagram illustrating the display configuration during the enlargement effect when the symbols stop. [Figure 45] This is a diagram illustrating the display configuration during the enlargement effect when the symbols stop. [Figure 46] This is a diagram showing the display configuration when the first line of dialogue is announced. [Figure 47] This is a diagram showing the display configuration when the second line of dialogue preview is executed. [Figure 48] This is a diagram showing the display configuration when a pseudo-consecutive win animation is performed. [Figure 49] This is a diagram showing the display when the pseudo-consecutive performance is not executed. [Figure 50]This is a diagram showing the display configuration when a normal reach animation is performed. [Figure 51] This is a diagram showing the display format when the weak super reach title sequence is executed. [Figure 52] This is a diagram showing the display configuration when a weak super reach animation is performed. [Figure 53] This is a diagram showing the display configuration when an advanced animation sequence is executed. [Figure 54] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 55] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 56] This is a diagram showing the display format when a cut-in animation is executed. [Figure 57] This is a diagram showing the display format when a cut-in animation is executed. [Figure 58] This is a diagram showing the display configuration when the "Confirm Button" animation is executed. [Figure 59] This is a diagram showing the display configuration when the matching symbols animation is performed. [Figure 60] This is a diagram illustrating the display behavior when the variable display result is incorrect. [Figure 61] This is a diagram showing the display configuration when the first line of dialogue is announced. [Figure 62] This is a diagram showing the display configuration when the second line of dialogue preview is executed. [Figure 63] This is a diagram showing the display patterns when a reach-indicating animation is performed. [Figure 64] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 65] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 66] This is a diagram showing the display format when a cut-in animation is executed. [Figure 67] This is a diagram showing the display configuration when the "Confirm Button" animation is executed. [Figure 68] This is a diagram showing the display configuration when the matching symbols animation is performed. [Figure 69] This is a diagram showing the display configuration when a fanfare effect is executed. [Figure 70] This is a diagram showing the display configuration when a fanfare effect is executed. [Figure 71] This is a diagram showing the display configuration when the first right-hand hit display effect is executed. [Figure 72] This is a diagram showing the display actions when the V Challenge sequence is executed. [Figure 73] This is a diagram illustrating the display format during the V Challenge sequence and the V Challenge success sequence. [Figure 74] This is a diagram showing the display configuration when the V-winning animation is executed. [Figure 75] This is a diagram showing the display configuration during the ending sequence. [Figure 76] This is a diagram showing the display configuration when the first left-handed hit display effect is executed. [Figure 77] This is a diagram showing the display configuration when the second left-handed hit display effect is executed. [Figure 78] This is a diagram showing the display format when the first and second prize ball count notification sequences are executed. [Figure 79] This is a diagram showing the display format when the pending bonus suggestion effect and the pending bonus notification effect are executed. [Figure 80] This is a diagram showing the display format when the pending bonus suggestion effect and the pending bonus notification effect are executed. [Figure 81] This is a diagram showing the display format during the execution of a demo. [Figure 82] This is a diagram showing the display format during the execution of a demo. [Figure 83] This is an explanatory diagram of the magnification effect. [Figure 84] This is an explanatory diagram of the magnification effect. [Figure 85] This is an explanatory diagram of the magnification effect. [Figure 86] This is an explanatory diagram of the magnification effect. [Figure 87] This is an explanatory diagram of the magnification effect. [Figure 88] This is an explanatory diagram of the magnification effect. [Figure 89] This is an explanatory diagram of the magnification effect. [Figure 90] This is an explanatory diagram of the magnification effect. [Figure 91] This is an explanatory diagram of the magnification effect. [Figure 92] This is an explanatory diagram of the magnification effect. [Figure 93] This is an explanatory diagram of the magnification effect. [Figure 94] This is an explanatory diagram of the magnification effect. [Figure 95] This is an explanatory diagram of the magnification effect. [Figure 96] This is an explanatory diagram of the magnification effect. [Figure 97] This is an explanatory diagram of the magnification effect. [Figure 98] This is an explanatory diagram of decorative effects. [Figure 99] This is an explanatory diagram of decorative effects. [Figure 100] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 101] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 102] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 103] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 104] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 105] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 106] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 107] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 108]This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 109] This is a timing chart for the decorative pattern enlargement effect at the start of variable display. [Figure 110] This is a timing chart for the first line of dialogue preview. [Figure 111] This is a timing chart for the second line of dialogue preview sequence. [Figure 112] This is a timing chart for the pseudo-consecutive win animation. [Figure 113] This is a timing chart for the normal reach animation. [Figure 114] This is a timing chart for the title sequence of a powerful super reach. [Figure 115] This is a timing chart for the title sequence of a powerful super reach. [Figure 116] This is a timing chart for the symbol matching animation. [Figure 117] This is a timing chart for the notification button sequence. [Figure 118] This is an explanatory diagram of each period in the timing chart. [Figure 119] This is an explanatory diagram of each period in the timing chart. [Figure 120] This is an explanatory diagram of each period in the timing chart. [Figure 121] This is an explanatory diagram illustrating the relationships between each period in a timing chart. [Figure 122] This is a comparison diagram of the first and second line preview sequences. [Figure 123] This is a comparison chart of the title effects for strong super reach sequences. [Figure 124] This is a comparison diagram of the decorative symbol enlargement effect at the start of the variable display and the normal reach effect. [Figure 125] This is a comparison diagram of the decorative pattern enlargement effect at the start of variable display and the pattern matching effect. [Figure 126] This is a comparison diagram of the reel stopping enlargement effect and the normal reach effect. [Figure 127] This is a comparison diagram of the reel stopping enlargement effect and the reel alignment effect. [Figure 128] This is a comparison chart of the normal reach animation and the symbol matching animation. [Figure 129] This is a timing chart for the normal reach animation in the modified version. [Figure 130] This is a diagram showing the display configuration of the second left-handed hit indicator in a modified example. [Figure 131] This is a modified example showing a jackpot type determination table and an explanatory diagram of the jackpot types. [Modes for carrying out the invention]
[0009] [Form 1] The gaming machine of type 1 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, it is possible to display an object corresponding to the first situation in a way that allows it to operate. In the second situation, the display size of the object corresponding to the second situation can be changed. At a timing related to the completion of the object's action in the first situation, the display of the effect corresponding to the object in the first situation is started, and the effect corresponding to the object in the first situation is displayed such that the period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed without overlapping is longer than the period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed overlapping, At a timing related to the display size of the object in the second situation becoming a specified size, the display of the effect corresponding to the object in the second situation is started, and the effect corresponding to the object in the second situation is displayed such that the period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed without overlapping is longer than the period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed overlapping, The length of time during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed is different from the length of time during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. It is characterized by the following. This feature enhances the presence of the target object by displaying an effect corresponding to it, making the display of the object more noticeable. Furthermore, by displaying different types of objects with effects at multiple timings, the player has more opportunities to pay attention to the effects. Additionally, by setting the display period of the effect to be shorter than the display period of the object, it is possible to provide a gaming machine that makes the object stand out without significantly reducing its visibility. Corresponding drawings: Figures 46, 48, 53, 54, 55, 59, 112, 114, 115, 116, 121
[0010] [Form 2] The gaming machine of type 2 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, it is possible to display an object corresponding to the first situation in a way that allows it to operate. In the second situation, it is possible to display an object corresponding to the second situation so as to operate it. At the timing associated with the completion of the object's actions in the first situation, an effect corresponding to the object in the first situation can be displayed. At the timing associated with the completion of the object's actions in the second situation, an effect corresponding to the object in the second situation can be displayed. The period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed without overlapping is longer than the period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed. The period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed without overlapping is longer than the period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. The length of time during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed is different from the length of time during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. It is characterized by the following. This feature enhances the presence of the target object by displaying an effect corresponding to it, making the display of the object more noticeable. Furthermore, by displaying different types of objects with effects at multiple timings, the player has more opportunities to pay attention to the effects. Additionally, by setting the display period of the effect to be shorter than the display period of the object, it is possible to provide a gaming machine that makes the object stand out without significantly reducing its visibility. Corresponding drawings: Figures 46, 48, 53, 54, 55, 59, 112, 114, 115, 116, 121
[0011] [Form 3] The gaming machine of type 3 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, the display size of the object corresponding to the first situation can be changed. In the second situation, the display size of the object corresponding to the second situation can be changed. At the timing related to the display size of the object in the first situation becoming a specified size, the effect corresponding to the object in the first situation can be displayed. At the timing related to the object's display size becoming a specified size in the second situation, the effect corresponding to the object in the second situation can be displayed. The period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed without overlapping is longer than the period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed. The period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed without overlapping is longer than the period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. The length of time during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed is different from the length of time during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. It is characterized by the following. This feature enhances the presence of the target object by displaying an effect corresponding to it, making the display of the object more noticeable. Furthermore, by displaying different types of objects with effects at multiple timings, the player has more opportunities to pay attention to the effects. Additionally, by setting the display period of the effect to be shorter than the display period of the object, it is possible to provide a gaming machine that makes the object stand out without significantly reducing its visibility. Corresponding drawings: Figures 48, 54, 55, 59, 112, 114, 115, 116, 121
[0012] [Form 4] The gaming machine of type 4 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means depending on the performance situation, and can output multiple types of sounds, including specific sounds, from the sound output means. The aforementioned display means, in a specific situation, It is possible to display the object in a way that allows it to be manipulated. It is possible to display effects corresponding to the object. The sound output means is capable of outputting the specific sound corresponding to the object in the specific situation in the specific situation. The period during which the object in the specified situation and the effect corresponding to the object in the specified situation are displayed without overlapping is longer than the period during which the object in the specified situation and the effect corresponding to the object in the specified situation are displayed without overlapping. The output period of the specific sound is shorter than the display period of the object in the aforementioned specific situation. The output period of the specific sound is longer than the display period of the effect corresponding to the object in the aforementioned specific situation. It is characterized by the following. This feature enhances the presence of the object by displaying an effect corresponding to the target object, making the display of the object more noticeable. Furthermore, by setting the effect display period to be shorter than the object display period, it is possible to make the object stand out without significantly reducing its visibility. In addition, a gaming machine can be provided that enhances the performance effect by outputting a specific sound for an output period shorter than the object display period but longer than the effect display period. Corresponding drawings: Figures 46, 48, 50, 54, 55, 59, 110, 112, 113, 114, 115, 116, 121
[0013] [Form 5] The gaming machine of type 5 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, it is possible to display that an object corresponding to the first situation will be operated over a predetermined period of time in the first situation. In the second situation, it is possible to display an object corresponding to the second situation in operation for a predetermined period of time in the second situation. After a predetermined period has elapsed in the first situation, the first effect corresponding to the object in the first situation can be displayed in an enlarged view. After a predetermined period has elapsed in the second situation, the second effect corresponding to the object in the second situation can be displayed in an enlarged view. After a predetermined period in the first situation and after a predetermined period in the second situation, a third effect different from the first effect and the second effect can be displayed together with the first effect after a predetermined period in the first situation and together with the second effect after a predetermined period in the second situation. The period during which the object and the first effect in the first situation are displayed without overlapping is longer than the period during which the object and the first effect in the first situation are displayed overlapping. The period during which the object and the second effect in the second situation are displayed without overlapping is longer than the period during which the object and the second effect in the second situation are displayed overlapping. It is characterized by the following. This feature enhances the presence of the object by displaying an enlarged effect corresponding to the target object, making the display of the object more prominent. Furthermore, a third effect displayed together with the first or second effect synergistically increases the impression of the object. Additionally, by setting the display period of the effect to be shorter than the display period of the object, it is possible to provide a gaming machine that makes the object stand out without significantly reducing its visibility. Corresponding drawings: Figures 54, 55, 114, 115, and 121
[0014] [Form 6] The gaming machine of type 6 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, it is possible to display that an object corresponding to the first situation will be operated over a predetermined period of time in the first situation. In the second situation, it is possible to display an object corresponding to the second situation in operation for a predetermined period of time in the second situation. After a predetermined period has elapsed in the first situation, the first effect corresponding to the object in the first situation can be displayed in an enlarged view. After a predetermined period has elapsed in the second situation, the second effect corresponding to the object in the second situation can be displayed in an enlarged view. After a predetermined period in the first situation and after a predetermined period in the second situation, a third effect different from the first effect and the second effect can be displayed together with the first effect after a predetermined period in the first situation and together with the second effect after a predetermined period in the second situation. The period during which the object and the first effect in the first situation are displayed without overlapping is longer than the period during which the object and the first effect in the first situation are displayed overlapping. The period during which the object and the second effect in the second situation are displayed without overlapping is longer than the period during which the object and the second effect in the second situation are displayed overlapping. In the first situation described above, after a predetermined period has elapsed, the timing at which the first effect becomes invisible and the timing at which the third effect becomes invisible are different. In the second situation described above, after a predetermined period has elapsed, the timing at which the second effect becomes invisible and the timing at which the third effect becomes invisible are different. It is characterized by the following. This feature enhances the presence of the object itself by displaying an enlarged effect corresponding to the target object, making the display of the object more prominent. Furthermore, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out without significantly reducing its visibility. In addition, a gaming machine can be provided that synergistically enhances the impression of the object through a third effect displayed together with the first or second effect. Corresponding drawings: Figures 54, 55, 114, 115, and 121
[0015] [Form 7] The gaming machine of type 7 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, it is possible to display that an object corresponding to the first situation will be operated over a predetermined period of time in the first situation. In the second situation, it is possible to display an object corresponding to the second situation in operation for a predetermined period of time in the second situation. After a predetermined period has elapsed in the first situation, the first effect corresponding to the object in the first situation can be displayed in an enlarged view. After a predetermined period has elapsed in the second situation, the second effect corresponding to the object in the second situation can be displayed in an enlarged view. After a predetermined period in the first situation and after a predetermined period in the second situation, a third effect different from the first effect and the second effect can be displayed together with the first effect after a predetermined period in the first situation and together with the second effect after a predetermined period in the second situation. The period during which the object and the first effect in the first situation are displayed without overlapping is longer than the period during which the object and the first effect in the first situation are displayed overlapping. The period during which the object and the second effect in the second situation are displayed without overlapping is longer than the period during which the object and the second effect in the second situation are displayed overlapping. In the first situation described above, after a predetermined period has elapsed, the timing at which the display of the first effect begins and the timing at which the display of the third effect begins are different. In the second situation described above, after a predetermined period has elapsed, the timing at which the display of the second effect begins and the timing at which the display of the third effect begins are different. It is characterized by the following. This feature enhances the presence of the object itself by displaying an enlarged effect corresponding to the target object, making the display of the object more prominent. Furthermore, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out without significantly reducing its visibility. In addition, a gaming machine can be provided that synergistically enhances the impression of the object through a third effect displayed together with the first or second effect. Corresponding drawings: Figures 54, 55, 114, 115, and 121
[0016] [Form 8] The gaming machine of type 8 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, it is possible to display that an object corresponding to the first situation will be operated over a predetermined period of time in the first situation. In the second situation, it is possible to display an object corresponding to the second situation in operation for a predetermined period of time in the second situation. After a predetermined period has elapsed in the first situation, the first effect corresponding to the object in the first situation can be displayed in an enlarged view. After a predetermined period has elapsed in the second situation, the second effect corresponding to the object in the second situation can be displayed in an enlarged view. After a predetermined period in the first situation and after a predetermined period in the second situation, a third effect different from the first effect and the second effect can be displayed together with the first effect after a predetermined period in the first situation and together with the second effect after a predetermined period in the second situation. The period during which the object and the first effect in the first situation are displayed without overlapping is longer than the period during which the object and the first effect in the first situation are displayed overlapping. The period during which the object and the second effect in the second situation are displayed without overlapping is longer than the period during which the object and the second effect in the second situation are displayed overlapping. After the expiration of a predetermined period in the first situation described above, The timing at which the first effect starts displaying and the timing at which the third effect starts displaying are different. The timing at which the first effect becomes invisible and the timing at which the third effect becomes invisible are different. After the expiration of a predetermined period in the second situation described above, The timing at which the second effect begins to display and the timing at which the third effect begins to display are different. The timing at which the second effect becomes invisible and the timing at which the third effect becomes invisible are different. It is characterized by the following. This feature enhances the presence of the object itself by displaying an enlarged effect corresponding to the target object, making the display of the object more prominent. Furthermore, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out without significantly reducing its visibility. In addition, a gaming machine can be provided that synergistically enhances the impression of the object through a third effect displayed together with the first or second effect. Corresponding drawings: Figures 54, 55, 114, 115, and 121
[0017] [Form 9] The gaming machine of type 9 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Light-emitting means and The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance conditions, and can also cause the light-emitting means to emit light based on multiple types of brightness data, The aforementioned display means, in a specific situation, It is possible to display the object in a way that allows it to be manipulated. It is possible to display effects corresponding to the object. The period during which the object in the specified situation and the effect corresponding to the object in the specified situation are displayed without overlapping is longer than the period during which the object in the specified situation and the effect corresponding to the object in the specified situation are displayed without overlapping. The aforementioned performance control means causes the light-emitting means to emit light based on specific luminance data for a first period of the display period of the effect corresponding to the object in the specific situation, and causes the light-emitting means to emit light based on luminance data different from the specific luminance data for a second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the target object by displaying an effect corresponding to it, making the display of the object more noticeable. Furthermore, by setting the effect display period to be shorter than the object display period, it is possible to make the object stand out while preventing a significant decrease in visibility. In addition, by switching the brightness data during the effect display period, it is possible to provide a gaming machine that enhances the visual effect by changing the impression of the effect. Corresponding drawings: Figures 109 to 117
[0018] [Form 10] The gaming machine of type 10 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, It is possible to display an object corresponding to the first situation described above in order to operate it, The effects corresponding to the objects in the first situation can be enlarged and displayed, In the second situation, The object corresponding to the second situation described above can be displayed in a way that allows it to operate, The effects corresponding to the objects in the second situation described above can be enlarged and displayed. The period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed without overlapping is longer than the period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed. The period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed without overlapping is longer than the period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. The effect corresponding to the object in the first situation is a representation of the object in the first situation in a first pattern, The effect corresponding to the object in the second situation is a representation of the object in the second situation modeled in a second pattern different from the first pattern. It is characterized by the following. This feature enhances the presence of the object itself by displaying an enlarged effect corresponding to the target object, making the display of the object more noticeable. Furthermore, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out while preventing a significant decrease in visibility. In addition, by displaying different types of objects with effects at multiple timings and varying the display pattern of the effects depending on the type of object, it is possible to provide a gaming machine that further increases the level of attention paid to the objects and effects. Corresponding drawings: Figures 50, 59, 83, and 85
[0019] [Form 11] The gaming machine of type 11 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, Objects corresponding to the above-mentioned first situation can be displayed, The effects corresponding to the objects in the first situation can be enlarged and displayed, In the second situation, Objects corresponding to the above-mentioned second situation can be displayed, The effects corresponding to the objects in the second situation described above can be enlarged and displayed. The period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed without overlapping is longer than the period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed. The period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed without overlapping is longer than the period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. The effect corresponding to the object in the first situation becomes invisible before it expands and superimposes onto the display area of the variable display information object indicating the variable display status. The effect corresponding to the object in the second situation is displayed in such a way that it does not overlap the display area of the variable display information object during the first period of the display period, and then expands to overlap the display area of the variable display information object during the second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the object itself by displaying an enlarged effect corresponding to the target object, making the display of the object more noticeable. Furthermore, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out without significantly reducing its visibility. In addition, by varying the display range of the effect for different types of objects accompanied by effects, it is possible to provide a gaming machine that further increases the level of attention paid to both the object and the effect. Corresponding drawings: Figures 50, 59, 88, and 91
[0020] [Form 12] The gaming machine of type 12 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, Objects corresponding to the above-mentioned first situation can be displayed, The effects corresponding to the objects in the first situation can be enlarged and displayed, In the second situation, Objects corresponding to the above-mentioned second situation can be displayed, The effects corresponding to the objects in the second situation described above can be enlarged and displayed. The period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed without overlapping is longer than the period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed. The period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed without overlapping is longer than the period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. The effect corresponding to the object in the first situation is hidden before it can expand and superimpose onto the display area of the pending information object corresponding to the number of pending memories. The effect corresponding to the object in the second situation described above is displayed in such a way that it does not overlap the display area of the pending information object during the first period of the display period, and then expands to overlap the display area of the pending information object during the second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the object itself by displaying an enlarged effect corresponding to the target object, making the display of the object more noticeable. Furthermore, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out without significantly reducing its visibility. In addition, by varying the display range of the effect for different types of objects accompanied by effects, it is possible to provide a gaming machine that further increases the level of attention paid to both the object and the effect. Corresponding drawings: Figures 50, 59, 88, and 91
[0021] [Form 13] The gaming machine of type 13 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, Objects corresponding to the above-mentioned first situation can be displayed, The effects corresponding to the objects in the first situation can be enlarged and displayed, In the second situation, Objects corresponding to the above-mentioned second situation can be displayed, The effects corresponding to the objects in the second situation described above can be enlarged and displayed. The period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed without overlapping is longer than the period during which the object in the first situation and the effect corresponding to the object in the first situation are displayed superimposed. The period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed without overlapping is longer than the period during which the object in the second situation and the effect corresponding to the object in the second situation are displayed superimposed. The effect corresponding to the object in the first situation described above becomes invisible before it expands and superimposes onto the display area of the launch instruction object that prompts the launch of the game medium into a specific area in the game area. The effect corresponding to the object in the second situation is displayed in such a way that it does not overlap the display area of the firing instruction object during the first period of the display period, and then expands to overlap the display area of the firing instruction object during the second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the object itself by displaying an enlarged effect corresponding to the target object, making the display of the object more noticeable. Furthermore, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out without significantly reducing its visibility. In addition, by varying the display range of the effect for different types of objects accompanied by effects, it is possible to provide a gaming machine that further increases the level of attention paid to both the object and the effect. Corresponding drawings: Figures 61, 64, 66, 95, 96
[0022] [Form 14] The gaming machine of type 14 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, It is possible to display an object corresponding to the first situation over a predetermined period of time. The effects corresponding to the objects in the first situation can be enlarged and displayed, In the second situation, It is possible to display an object corresponding to the second situation for a specific period longer than the predetermined period, The effects corresponding to the objects in the second situation described above can be displayed. The effect corresponding to the object in the first situation is a form that mimics the object in the first situation, whereas the effect corresponding to the object in the second situation is not a form that mimics the object in the second situation. It is characterized by the following. This feature enhances the presence of the object itself by displaying an effect corresponding to the target object, making the display of the object more prominent. Furthermore, by having different display periods for different types of objects, the effect may appear to enlarge in a manner that mimics the object, or it may not, thereby providing a gaming machine that appropriately differentiates the impression given to various objects. Corresponding drawings: Figures 46 and 47
[0023] [Form 15] The gaming machine of type 15 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is In the first situation, A first object corresponding to the first situation, composed of a predetermined number of individual objects, can be displayed. The effect corresponding to the first object can be enlarged and displayed. In the second situation, It is possible to display a second object corresponding to the second situation, which is composed of a specific number of individual objects that are greater than the predetermined number, The effects corresponding to the preceding second object can be displayed. The first effect is a representation of the object in the first situation, whereas the second effect is not a representation of the object in the second situation. It is characterized by the following. This feature enhances the presence of the object itself by displaying an effect corresponding to the target object, making the display of the object more prominent. Furthermore, by having the effect appear to enlarge in a manner that mimics the object, or not, depending on the type of object for which the number of displayed objects is set to differ, it is possible to provide a device that appropriately differentiates the degree of impression given to various objects. Corresponding drawings: Figures 46 and 47
[0024] [Form 16] The gaming machine of type 16 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is At the timing when the variable display of the performance identification information begins, the performance identification information can be displayed in an enlarged view. After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the variable display of the performance identification information begins and the performance identification information is enlarged, a different effect is displayed than when the performance identification information is in the reach state. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, effectively highlighting when the variable display of the performance identification information has started and when the performance identification information is displayed in a reach state. Furthermore, by varying the type of effect associated with the performance identification information depending on its display status, the degree of attention paid to the performance identification information can be increased in a way that is appropriate to the situation. In addition, by setting the display period of the effect when the performance identification information is displayed in a reach state to be shorter than the display period of the performance identification information, it is possible to provide a gaming machine that makes the performance identification information stand out while preventing a significant decrease in visibility. Corresponding drawings: Figures 43, 50, 109, and 113
[0025] [Form 17] The gaming machine of type 17 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. After the variable display of the performance identification information is started, the performance identification information can be displayed in a predetermined manner that indicates that the performance identification information is not displayed in the reach mode and that the game is not controlled to the advantageous state. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the performance identification information is displayed in the predetermined manner, a different effect is displayed than when the performance identification information is in the reach manner. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, making it more noticeable when the performance identification information is displayed in a reach pattern or in a predetermined pattern. Furthermore, by varying the type of effect associated with the performance identification information depending on the display status of the performance identification information, attention to the performance identification information can be increased in a way that is appropriate to the situation. In addition, by setting the display period of the effect when the performance identification information is displayed in a reach pattern to be shorter than the display period of the performance identification information, it is possible to provide a gaming machine that makes the performance identification information stand out while preventing a significant decrease in visibility. Corresponding drawings: Figures 44, 45, 50, 113, 121
[0026] [Form 18] The gaming machine of type 18 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. The performance identification information can be displayed in the aforementioned reach mode, and thereafter, the performance identification information can be displayed in a specific mode that suggests that the game will not be controlled to the advantageous state. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the performance identification information is displayed in the specified manner, the effect that was displayed when the performance identification information was displayed in the reach manner is not displayed. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, making it more noticeable when the performance identification information is displayed in a reach pattern or in a specific pattern. Furthermore, by varying the display of effects depending on the display status of the performance identification information, attention to the performance identification information can be increased with an appropriate presentation depending on the situation. In addition, by setting the display period of the effect when the performance identification information is displayed in a reach pattern to be shorter than the display period of the performance identification information, it is possible to provide a gaming machine that makes the performance identification information stand out without significantly reducing its visibility. Corresponding drawings: Figures 50, 51, 52, 113, 121
[0027] [Form 19] The gaming machine of type 19 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. After displaying the performance identification information in the aforementioned reach mode, it is possible to display the performance identification information in a special mode that suggests that the system will be controlled to the advantageous state. When the performance identification information is displayed in the aforementioned special mode, the effect corresponding to the performance identification information in the special mode can be enlarged and displayed. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. The period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form is longer than the period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form. The effect corresponding to the performance identification information when the performance identification information is displayed in the aforementioned reach pattern, and the effect corresponding to the performance identification information when the performance identification information is displayed in a special pattern, are both patterns that mimic the performance identification information. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, effectively highlighting when the performance identification information is displayed in a reach pattern or in a special pattern, and further increasing attention to the performance identification information by varying the type of effect associated with the performance identification information depending on the display status, thereby providing a gaming machine that makes the performance identification information stand out without significantly reducing its visibility. Corresponding drawings: Figures 50, 59, 113, 116, and 121
[0028] [Form 20] The gaming machine of type 20 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is At the timing when the variable display of the performance identification information begins, the performance identification information can be displayed in an enlarged view. After the variable display of the performance identification information is started, the performance identification information can be displayed in a special manner that suggests that it will be controlled to the advantageous state. When the performance identification information is displayed in the aforementioned special mode, the effect corresponding to the performance identification information in the special mode can be enlarged and displayed. The period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form is longer than the period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form. When the variable display of the performance identification information begins and the performance identification information is displayed in an enlarged state, a different effect is displayed than when the performance identification information is displayed in the special manner described above. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, effectively highlighting the start of variable display of the performance identification information and the fact that the performance identification information is displayed in a special manner. Furthermore, by varying the type of effect associated with the performance identification information depending on its display status, the degree of attention paid to the performance identification information can be increased in a way that is appropriate to the situation. In addition, by setting the display period of the effect when the performance identification information is displayed in a special manner to be shorter than the display period of the performance identification information, it is possible to provide a gaming machine that makes the performance identification information stand out while preventing a significant decrease in visibility. Corresponding drawings: Figures 43, 59, 109, 116, 121
[0029] [Form 21] The gaming machine of type 21 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. After the variable display of the performance identification information is started, the performance identification information can be displayed in a predetermined manner that indicates that the performance identification information is not displayed in the reach mode and that the game is not controlled to the advantageous state. After displaying the performance identification information in the aforementioned reach mode, it is possible to display the performance identification information in a special mode that suggests that the system will be controlled to the advantageous state. When the performance identification information is displayed in the aforementioned special mode, the effect corresponding to the performance identification information in the special mode can be enlarged and displayed. The period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form is longer than the period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form. When the performance identification information is displayed in the predetermined manner, a different effect is displayed than when the performance identification information is displayed in the special manner. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, making it more noticeable when the performance identification information is displayed in a special manner or in a predetermined manner. Furthermore, by varying the type of effect associated with the performance identification information depending on its display status, the degree of attention paid to the performance identification information can be increased in a way that is appropriate to the situation. In addition, by setting the display period of the effect when the performance identification information is displayed in a special manner to be shorter than the display period of the performance identification information, it is possible to provide a gaming machine that makes the performance identification information stand out while preventing a significant decrease in visibility. Corresponding drawings: Figures 44, 45, 59, 116, 121
[0030] [Form 22] The gaming machine of type 22 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. After displaying the performance identification information in the aforementioned reach mode, it is possible to display the performance identification information in a specific mode that suggests that the system will not be controlled to the advantageous state. After displaying the performance identification information in the aforementioned reach mode, it is possible to display the performance identification information in a special mode that suggests that the system will be controlled to the advantageous state. When the performance identification information is displayed in the aforementioned special mode, the effect corresponding to the performance identification information in the special mode can be enlarged and displayed. The period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form is longer than the period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form. When the performance identification information is displayed in the aforementioned specific mode, the effect that was displayed when the performance identification information was displayed in the aforementioned special mode is not displayed. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, effectively highlighting that the performance identification information is displayed in a special manner. Furthermore, by varying the display of the effect depending on the display status of the performance identification information, attention to the performance identification information can be increased through an appropriate presentation depending on the situation. In addition, by setting the display period of the effect when the performance identification information is displayed in a special manner to be shorter than the display period of the performance identification information, it is possible to provide a gaming machine that makes the performance identification information stand out while preventing a significant decrease in visibility. Corresponding drawings: Figures 51, 52, 59, 116, 121
[0031] [Form 23] The gaming machine of type 23 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means depending on the performance situation, and can output multiple types of sounds, including specific sounds, from the sound output means. The aforementioned display means is In the first situation, it is possible to display that an object corresponding to the first situation will be operated over a predetermined period of time in the first situation. After a predetermined period has elapsed in the first situation, the first effect corresponding to the object in the first situation can be displayed in an enlarged view. In the second situation, it is possible to display an object corresponding to the second situation in operation for a predetermined period of time in the second situation. After a predetermined period has elapsed in the second situation, the second effect corresponding to the object in the second situation can be displayed in an enlarged view. After a predetermined period in the first situation and after a predetermined period in the second situation, a third effect different from the first effect and the second effect can be displayed together with the first effect after a predetermined period in the first situation and together with the second effect after a predetermined period in the second situation. In the third situation, It is possible to display an object corresponding to the third situation described above in order to operate it, A fourth effect corresponding to the object in the third situation can be displayed. The period during which the object and the first effect in the first situation are displayed without overlapping is longer than the period during which the object and the first effect in the first situation are displayed overlapping. The period during which the object and the second effect in the second situation are displayed without overlapping is longer than the period during which the object and the second effect in the second situation are displayed overlapping. The period during which the object and the fourth effect in the third situation are displayed without overlapping is longer than the period during which the object and the fourth effect in the third situation are displayed without overlapping. The sound output means is capable of outputting the specific sound corresponding to the object in the third situation in the third situation. In the third situation described above, the output period of the specific sound is shorter than the display period of the object. The output period of the specific sound is longer than the display period of the fourth effect. It is characterized by the following. This feature enhances the presence of the object by displaying an effect corresponding to the target object, making the display of the object more prominent. Furthermore, a third effect displayed together with the first or second effect synergistically enhances the impression of the object. Additionally, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out without significantly reducing its visibility. Moreover, a specific sound output for an output period shorter than the display period of the object but longer than the display period of the effect provides a gaming machine with enhanced performance effects. Corresponding drawings: Figures 54, 55, 59, 114-116, 121
[0032] [Form 24] The gaming machine of type 24 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Sound output means, Light-emitting means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means according to the performance status, outputting multiple types of sounds, including specific sounds, from the sound output means, and illuminating the light-emitting means based on multiple types of brightness data, The aforementioned display means, in a specific situation, It is possible to display the object in a way that allows it to be manipulated. It is possible to display effects corresponding to the object. The sound output means is capable of outputting the specific sound corresponding to the object in the specific situation in the specific situation. The period during which the object in the specified situation and the effect corresponding to the object in the specified situation are displayed without overlapping is longer than the period during which the object in the specified situation and the effect corresponding to the object in the specified situation are displayed without overlapping. The output period of the specific sound is shorter than the display period of the object in the aforementioned specific situation. The output period of the specific sound is longer than the display period of the effect corresponding to the object in the aforementioned specific situation. The aforementioned performance control means causes the light-emitting means to emit light based on specific luminance data for a first period of the display period of the effect corresponding to the object in the specific situation, and causes the light-emitting means to emit light based on luminance data different from the specific luminance data for a second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the target object by displaying an effect corresponding to it, making the display of the object more noticeable. Furthermore, by setting the effect display period to be shorter than the object display period, it is possible to make the object stand out without significantly reducing its visibility. Moreover, by outputting a specific sound for a period shorter than the object display period but longer than the effect display period, the effect is enhanced more effectively. Additionally, by switching the brightness data during the effect display period, the impression of the effect is changed, thereby enhancing the overall effect of the game. Corresponding drawings: Figures 110, 112, 113, 114, 115, 116, 121
[0033] [Form 25] The gaming machine of type 25 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means depending on the performance situation, and can output multiple types of sounds, including specific sounds, from the sound output means. The aforementioned display means is In the first situation, It is possible to display an object corresponding to the first situation over a predetermined period of time. The effects corresponding to the objects in the first situation can be enlarged and displayed, In the second situation, It is possible to display an object corresponding to the second situation for a specific period longer than the predetermined period, The effects corresponding to the objects in the second situation described above can be displayed. In the third situation, It is possible to display an object corresponding to the third situation described above in order to operate it, The effects corresponding to the objects in the third situation can be enlarged and displayed. The sound output means is capable of outputting the specific sound corresponding to the object in the third situation in the third situation. In the third situation described above, the output period of the specific sound is shorter than the display period of the object. The output period of the specific sound is longer than the display period of the effect corresponding to the object in the third situation. The effect corresponding to the object in the first situation is a form that mimics the object in the first situation, The effect corresponding to the object in the second situation is not a representation of the object in the second situation, The effect corresponding to the object in the third situation is a form that mimics the object in the third situation. It is characterized by the following. This feature enhances the presence of the object by displaying an effect corresponding to the target object, making the display of the object more prominent. Furthermore, by setting the effect display period to be shorter than the object display period, it is possible to make the object stand out without significantly reducing its visibility. Additionally, by having different display periods for different types of objects, the effect may appear to enlarge the object in a manner that mimics it, or it may not, thus creating different impressions of various objects. Moreover, by outputting a specific sound for a period shorter than the object display period but longer than the effect display period, it is possible to provide a gaming machine that effectively enhances the performance. Corresponding drawings: Figures 46, 47, 50, 59, 110, 111, 113, 116, 121
[0034] [Form 26] The gaming machine of type 26 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means depending on the performance situation, and can output multiple types of sounds, including specific sounds, from the sound output means. The aforementioned display means is In the first situation, A first object corresponding to the first situation, composed of a predetermined number of individual objects, can be displayed. The effect corresponding to the first object can be enlarged and displayed. In the second situation, It is possible to display a second object corresponding to the second situation, which is composed of a specific number of individual objects that are greater than the predetermined number, The effects corresponding to the preceding second object can be displayed. In the third situation, It is possible to display an object corresponding to the third situation described above in order to operate it, The effects corresponding to the objects in the third situation can be enlarged and displayed. The sound output means is capable of outputting the specific sound corresponding to the object in the third situation in the third situation. In the third situation described above, the output period of the specific sound is shorter than the display period of the object. The output period of the specific sound is longer than the display period of the effect corresponding to the object in the third situation. The first effect is a manifestation of the first object, The second effect is not a representation of the second object, The effect corresponding to the object in the third situation is a form that mimics the object in the third situation. It is characterized by the following. This feature enhances the presence of the object itself by displaying an effect corresponding to the target object, making the display of the object more prominent. Furthermore, by setting the effect display period to be shorter than the object display period, the object is made more prominent without significantly reducing its visibility. Additionally, a specific sound is output for a duration shorter than the object display period but longer than the effect display period to enhance the overall effect. Moreover, depending on the type of object, which is set to have different display counts, the effect may be displayed in a way that mimics the object or not, thus providing a gaming machine that gives different impressions to various objects. Corresponding drawings: Figures 46, 47, 50, 59, 110, 111, 113, 116, 121
[0035] [Form 27] The gaming machine of type 27 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance status, and can output multiple types of sounds, including predetermined sounds, from the sound output means. The aforementioned display means is At the timing when the variable display of the performance identification information begins, the performance identification information can be displayed in an enlarged view. After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the variable display of the performance identification information begins and the performance identification information is displayed in an enlarged view, a different effect is displayed than the effect corresponding to the performance identification information when the performance identification information was displayed in the reach mode. The sound output means is capable of outputting the predetermined sound when the performance identification information is displayed in the reach mode. The output period of the predetermined sound is shorter than the display period of the performance identification information displayed in the aforementioned reach mode. The output period of the predetermined sound is longer than the display period of the effect corresponding to the performance identification information when displayed in the aforementioned reach mode. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, effectively highlighting the start of variable display of the performance identification information and the fact that the performance identification information is displayed in a reach state. Furthermore, by setting the display period of the effect to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out without significantly reducing its visibility. Moreover, by varying the type of effect associated with the performance identification information depending on the display status of the performance identification information, it is possible to increase attention to the performance identification information in a way that is appropriate for the situation. In addition, it is possible to provide a gaming machine that effectively enhances the performance effect by outputting a predetermined sound for an output period that is shorter than the display period of the performance identification information when displayed in a reach state, but longer than the display period of the effect. Corresponding drawings: Figures 43, 50, 109, 113, and 121
[0036] [Form 28] The gaming machine of type 28 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance status, and can output multiple types of sounds, including predetermined sounds, from the sound output means. The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. After the variable display of the performance identification information is started, the performance identification information can be displayed in a predetermined manner that indicates that the performance identification information is not displayed in the reach mode and that the game is not controlled to the advantageous state. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the performance identification information is displayed in the predetermined manner, a different effect is displayed than the effect corresponding to the performance identification information when the performance identification information is displayed in the reach manner. The sound output means is capable of outputting the predetermined sound when the performance identification information is displayed in the reach mode. The output period of the predetermined sound is shorter than the display period of the performance identification information displayed in the aforementioned reach mode. The output period of the predetermined sound is longer than the display period of the effect corresponding to the performance identification information when displayed in the aforementioned reach mode. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, making it more noticeable when the performance identification information is displayed in a reach pattern or in a predetermined pattern. Furthermore, by setting the display period of the effect to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out without significantly reducing its visibility. Moreover, by varying the type of effect associated with the performance identification information depending on the display status of the performance identification information, it is possible to increase attention to the performance identification information in a way that is appropriate for the situation. In addition, it is possible to provide a gaming machine that enhances the performance effect appropriately by outputting a predetermined sound for an output period that is shorter than the display period of the performance identification information when displayed in a reach pattern, but longer than the display period of the effect. Corresponding drawings: Figures 44, 45, 50, 113, 121
[0037] [Form 29] The gaming machine of type 29 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance status, and can output multiple types of sounds, including predetermined sounds, from the sound output means. The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. The performance identification information can be displayed in the aforementioned reach mode, and thereafter, the performance identification information can be displayed in a specific mode that suggests that the game will not be controlled to the advantageous state. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the performance identification information is displayed in the specified manner, the effect corresponding to the performance identification information when the performance identification information is displayed in the reach manner is not displayed. The sound output means is capable of outputting the predetermined sound when the performance identification information is displayed in the reach mode. The output period of the predetermined sound is shorter than the display period of the performance identification information displayed in the aforementioned reach mode. The output period of the predetermined sound is longer than the display period of the effect corresponding to the performance identification information when displayed in the aforementioned reach mode. It is characterized by the following. According to this feature, by displaying an effect corresponding to the target production identification information, the presence of the production identification information itself can be enhanced, and it is possible to suitably make prominent the fact that the production identification information is displayed in a reach mode and that the production identification information is displayed in a specific mode. Furthermore, by setting the display period of the effect to be shorter than the display period of the production identification information, it is possible to prevent a significant decrease in visibility while making the production identification information prominent. Moreover, it is possible to vary the presence or absence of the display of the effect according to the display status of the production identification information and increase the degree of attention to the production identification information in an appropriate display manner according to the situation. It is possible to provide a gaming machine that preferably enhances the production effect by a predetermined sound output over an output period that is shorter than the display period of the production identification information when displayed in the reach mode and longer than the display period of the effect. Corresponding drawings: FIGS. 50, 51, 52, 113, 121
[0038] [Form 30] The gaming machine of Form 30 is a gaming machine that can be controlled to an advantageous state advantageous to the player, display means capable of displaying production identification information for variable display, sound output means, production control means capable of displaying a plurality of types of images including an object on the display means and outputting a plurality of types of sounds including a predetermined sound from the sound output means according to the production situation, and the display means is capable of displaying the production identification information in a reach mode after the start of the variable display of the production identification information, when displaying the production identification information in the reach mode, capable of expanding and displaying an effect corresponding to the production identification information that has become the reach mode, after displaying the production identification information in the reach mode, capable of displaying the production identification information in a special mode indicating that it is controlled to the advantageous state, when displaying the production identification information in the special mode, capable of expanding and displaying an effect corresponding to the production identification information that has become the special mode, The period during which the effect corresponding to the production identification information in the reach mode and the production identification information in the reach mode are displayed overlapping is shorter than the period during which the production identification information in the reach mode and the effect corresponding to the production identification information in the reach mode are displayed without overlapping. The period during which the effect corresponding to the production identification information in the special mode and the production identification information in the special mode are displayed overlapping is shorter than the period during which the production identification information in the special mode and the effect corresponding to the production identification information in the special mode are displayed without overlapping. Both the effect corresponding to the production identification information when the production identification information is displayed in the reach mode and the effect corresponding to the production identification information when the production identification information is displayed in the special mode are in a mode imitating the production identification information. The sound output means can output the predetermined sound when the production identification information is displayed in the reach mode. The output period of the predetermined sound is shorter than the display period of the production identification information displayed in the reach mode. The output period of the predetermined sound is longer than the display period of the effect corresponding to the production identification information when it is displayed in the reach mode. It is characterized by this. According to this feature, by displaying the effect corresponding to the target production identification information, the presence of the production identification information itself can be enhanced, and it is possible to suitably make it conspicuous that the production identification information is displayed in the reach mode and that the production identification information is displayed in the special mode. Further, by setting the display period of the effect when the production identification information is displayed in the reach mode or the special mode to be shorter than the display period of the production identification information, it is possible to prevent a significant decrease in visibility while making the production identification information conspicuous. Furthermore, by varying the type of effect associated with the production identification information according to the display status of the production identification information, it is possible to increase the degree of attention to the production identification information in a suitable display method according to the situation. Moreover, it is possible to provide a gaming machine that suitably enhances the production effect by a predetermined sound output over an output period that is shorter than the display period of the production identification information when it is displayed in the reach mode and longer than the display period of the effect. Corresponding drawings: Figures 50, 59, 113, 116, and 121
[0039] [Form 31] The gaming machine of type 31 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means depending on the performance situation, and can output multiple types of sounds, including specific sounds, from the sound output means. The aforementioned display means is At the timing when the variable display of the performance identification information begins, the performance identification information can be displayed in an enlarged view. After the variable display of the performance identification information is started, the performance identification information can be displayed in a special manner that suggests that it will be controlled to the advantageous state. When the performance identification information is displayed in the aforementioned special mode, the effect corresponding to the performance identification information in the special mode can be enlarged and displayed. The period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form is longer than the period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form. When the variable display of the performance identification information begins and the performance identification information is displayed in an enlarged view, a different effect is displayed than the effect corresponding to the performance identification information when the performance identification information was displayed in the special mode described above. The sound output means is capable of outputting the specific sound when the performance identification information is displayed in the special configuration. The output period of the specific sound is shorter than the display period of the performance identification information displayed in the special manner described above. The output period of the specific sound is longer than the display period of the effect corresponding to the performance identification information when displayed in the aforementioned special manner. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, effectively highlighting the start of variable display of the performance identification information and the fact that the performance identification information is displayed in a special manner. Furthermore, by setting the display period of the effect when the performance identification information is displayed in a special manner to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out while preventing a significant decrease in visibility. Moreover, by varying the type of effect associated with the performance identification information depending on the display status of the performance identification information, it is possible to increase attention to the performance identification information in a way that is appropriate for the situation. In addition, it is possible to provide a gaming machine that effectively enhances the performance effect by outputting a specific sound for an output period that is shorter than the display period of the performance identification information when it is displayed in a special manner, but longer than the display period of the effect. Corresponding drawings: Figures 43, 59, 109, 116, 121
[0040] [Form 32] The gaming machine of type 32 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Sound output means, The system includes a performance control means that can display multiple types of images, including objects, on the display means depending on the performance situation, and can output multiple types of sounds, including specific sounds, from the sound output means. The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. After the variable display of the performance identification information is started, the performance identification information can be displayed in a predetermined manner that indicates that the performance identification information is not displayed in the reach mode and that the game is not controlled to the advantageous state. After displaying the performance identification information in the aforementioned reach mode, it is possible to display the performance identification information in a special mode that suggests that the system will be controlled to the advantageous state. When the performance identification information is displayed in the aforementioned special mode, the effect corresponding to the performance identification information in the special mode can be enlarged and displayed. The period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form is longer than the period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form. When the performance identification information is displayed in the predetermined manner, a different effect is displayed than the effect corresponding to the performance identification information when the performance identification information was displayed in the special manner. The sound output means is capable of outputting the specific sound when the performance identification information is displayed in the special configuration. The output period of the specific sound is shorter than the display period of the performance identification information displayed in the special manner described above. The output period of the specific sound is longer than the display period of the effect corresponding to the performance identification information when displayed in the aforementioned special manner. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, making it more noticeable when the performance identification information is displayed in a special manner or in a predetermined manner. Furthermore, by setting the display period of the effect when the performance identification information is displayed in a special manner to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out without significantly reducing its visibility. Moreover, by varying the type of effect associated with the performance identification information depending on the display status of the performance identification information, it is possible to increase attention to the performance identification information in a way that is more appropriate to the situation. In addition, it is possible to provide a gaming machine that enhances the performance effect more appropriately by outputting a specific sound for an output period that is shorter than the display period of the performance identification information when it is displayed in a special manner, but longer than the display period of the effect. Corresponding drawings: Figures 44, 45, 59, 16, 121
[0041] [Form 33] The gaming machine of type 33 is, A gaming machine that can be controlled to an advantageous state advantageous to a player, display means capable of displaying effect identification information for variable display, sound output means, effect control means capable of displaying a plurality of types of images including an object on the display means and outputting a plurality of types of sounds including a specific sound from the sound output means according to the effect situation, and comprising, the display means, is capable of displaying effect identification information in a reach mode after the variable display of the effect identification information is started, when displaying the effect identification information in the reach mode, it is possible to display an enlarged effect corresponding to the effect identification information in the reach mode, after displaying the effect identification information in the reach mode, it is possible to display the effect identification information in a specific mode suggesting that it is not controlled to the advantageous state, after displaying the effect identification information in the reach mode, it is possible to display the effect identification information in a special mode suggesting that it is controlled to the advantageous state, when displaying the effect identification information in the special mode, it is possible to display an enlarged effect corresponding to the effect identification information in the special mode, the period in which the effect identification information in the special mode and the effect corresponding to the effect identification information in the special mode are not superimposed and displayed is longer than the period in which they are superimposed and displayed, when the effect identification information is displayed in the specific mode, the effect corresponding to the effect identification information when the effect identification information is displayed in the special mode is not displayed, the sound output means is capable of outputting the specific sound when the effect identification information is displayed in the reach mode, the output period of the specific sound is shorter than the display period of the effect identification information displayed in the reach mode, the output period of the specific sound is longer than the display period of the effect corresponding to the effect identification information displayed in the reach mode, characterized by this. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, making it more conspicuous when the performance identification information is displayed in a special manner. Furthermore, by setting the display period of the effect when the performance identification information is displayed in a special manner to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out without significantly reducing its visibility. Moreover, by varying the presence or absence of the effect display depending on the display status of the performance identification information, it is possible to increase attention to the performance identification information with an appropriate presentation depending on the situation. In addition, it is possible to provide a gaming machine that enhances the performance effect more effectively by outputting a predetermined sound for an output period shorter than the display period of the performance identification information when it is displayed in a reach manner, but longer than the display period of the effect. Corresponding drawings: Figures 16, 50, 51, 52, 59, and 121
[0042] [Form 34] The gaming machine of type 34 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Light-emitting means and The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance conditions, and can also cause the light-emitting means to emit light based on multiple types of brightness data, The aforementioned display means is In the first situation, it is possible to display that an object corresponding to the first situation will be operated over a predetermined period of time in the first situation. In the second situation, it is possible to display an object corresponding to the second situation in operation for a predetermined period of time in the second situation. After a predetermined period has elapsed in the first situation, the first effect corresponding to the object in the first situation can be displayed in an enlarged view. After a predetermined period has elapsed in the second situation, the second effect corresponding to the object in the second situation can be displayed in an enlarged view. After a predetermined period in the first situation and after a predetermined period in the second situation, a third effect different from the first effect and the second effect can be displayed together with the first effect after a predetermined period in the first situation and together with the second effect after a predetermined period in the second situation. In the third situation, It is possible to display an object corresponding to the third situation described above in order to operate it, A fourth effect corresponding to the object in the third situation can be displayed. The period during which the object and the first effect in the first situation are displayed without overlapping is longer than the period during which the object and the first effect in the first situation are displayed overlapping. The period during which the object and the second effect in the second situation are displayed without overlapping is longer than the period during which the object and the second effect in the second situation are displayed overlapping. The period during which the object and the fourth effect in the third situation are displayed without overlapping is longer than the period during which the object and the fourth effect in the third situation are displayed without overlapping. The aforementioned performance control means causes the light-emitting means to emit light based on specific luminance data for a first period during the display period of the fourth effect, and causes the light-emitting means to emit light based on luminance data different from the specific luminance data for a second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the object by displaying an effect corresponding to the target object, making the display of the object more noticeable. Furthermore, by setting the display period of the effect to be shorter than the display period of the object, it is possible to make the object stand out without significantly reducing its visibility. In addition, a third effect displayed together with the first or second effect synergistically enhances the impression of the object. Moreover, by switching the brightness data during the display period of the effect, it is possible to provide a gaming machine that changes the impression of the first effect and enhances the overall effect. Corresponding drawings: Figures 54, 55, 50, 59, 113-116, 121
[0043] [Form 35] The gaming machine of type 35 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Light-emitting means and The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance conditions, and can also cause the light-emitting means to emit light based on multiple types of brightness data, The aforementioned display means is In the first situation, It is possible to display an object corresponding to the first situation over a predetermined period of time. The effects corresponding to the objects in the first situation can be enlarged and displayed, In the second situation, It is possible to display an object corresponding to the second situation over a specific period longer than a predetermined period, The effects corresponding to the objects in the second situation described above can be displayed. In the third situation, It is possible to display an object corresponding to the third situation described above in order to operate it, The effects corresponding to the objects in the third situation can be enlarged and displayed. The aforementioned performance control means causes the light-emitting means to emit light based on specific luminance data for a first period of the display period of the effect corresponding to the object in the third situation, and causes the light-emitting means to emit light based on luminance data different from the specific luminance data for a second period after the first period has elapsed. The effect corresponding to the object in the first situation is a form that mimics the object in the first situation, The effect corresponding to the object in the second situation is not a representation of the object in the second situation, The effect corresponding to the object in the third situation is a form that mimics the object in the third situation. It is characterized by the following. This feature enhances the presence of the object by displaying an effect corresponding to the target object, making the display of the object more noticeable. Furthermore, by setting the display period of the effect, which is displayed as an enlarged version of the object, to be shorter than the display period of the object, it prevents a significant decrease in visibility while still making the object stand out. Additionally, by switching the brightness data during the display period of the effect, the impression of the effect is changed, enhancing the visual effect. Moreover, by having situations where the effect is displayed as an enlarged version of the object or not, depending on the type of object for which the display period is set to be different, it is possible to provide a gaming machine that gives different impressions to various objects. Corresponding drawings: Figures 46, 47, 50, 59, 110, 111, 113, 116, 121
[0044] [Form 36] The gaming machine of type 36 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Light-emitting means and The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance conditions, and can also cause the light-emitting means to emit light based on multiple types of brightness data, The aforementioned display means is In the first situation, A first object corresponding to the first situation, composed of a predetermined number of individual objects, can be displayed. The first effect corresponding to the first object can be enlarged and displayed. In the second situation, It is possible to display a second object corresponding to the second situation, which is composed of a specific number of individual objects that are greater than the predetermined number, A second effect corresponding to the aforementioned second object can be displayed. In the third situation, It is possible to display an object corresponding to the third situation described above in order to operate it, The effects corresponding to the objects in the third situation can be enlarged and displayed. The aforementioned performance control means causes the light-emitting means to emit light based on specific luminance data for a first period of the display period of the effect corresponding to the object in the third situation, and causes the light-emitting means to emit light based on luminance data different from the specific luminance data for a second period after the first period has elapsed. The first effect is a manifestation of the first object, The second effect is not a representation of the second object, The effect corresponding to the object in the third situation is a form that mimics the object in the third situation. It is characterized by the following. This feature enhances the presence of the object by displaying an effect corresponding to the target object, making it more noticeable that the object is displayed. Furthermore, by setting the display period of the effect, which is displayed as an enlarged version of the object, to be shorter than the display period of the object, it prevents a significant decrease in visibility while still making the object stand out. Additionally, by switching the brightness data during the display period of the effect, the impression of the effect is changed, enhancing the visual effect. Moreover, by having situations where the effect is displayed as an enlarged version of the object or not, depending on the type of object for which the number of displayed objects is set to differ, it is possible to provide a gaming machine that gives different impressions to various objects. Corresponding drawings: Figures 46, 47, 50, 59, 110, 111, 113, 116, 121
[0045] [Form 37] The gaming machine of type 37 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Light-emitting means and The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance conditions, and can also cause the light-emitting means to emit light based on multiple types of brightness data, The aforementioned display means is At the timing when the variable display of the performance identification information begins, the performance identification information can be displayed in an enlarged view. After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the variable display of the performance identification information begins and the performance identification information is displayed in an enlarged view, a different effect is displayed than the effect corresponding to the performance identification information when the performance identification information was displayed in the reach mode. The performance control means illuminates the light-emitting means based on predetermined brightness data for a first period of the display period of the effect corresponding to the performance identification information that has reached the target, and illuminates the light-emitting means based on brightness data different from the predetermined brightness data for a second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, effectively highlighting when the variable display of the performance identification information has started and when the performance identification information is displayed in a reach state. Furthermore, by setting the display period of the effect when the performance identification information is displayed in a reach state to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out without significantly reducing its visibility. Moreover, by changing the type of effect associated with the performance identification information depending on the display status of the performance identification information, it is possible to increase attention to the performance identification information in a way that is appropriate for the situation. In addition, by switching the brightness data during the display period of the effect, it is possible to provide a gaming machine that enhances the performance effect by changing the impression of a single effect. Corresponding drawings: Figures 43, 50, 109, 113, and 121
[0046] [Form 38] The gaming machine of type 38 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Light-emitting means and The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance conditions, and can also cause the light-emitting means to emit light based on multiple types of brightness data, The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. After the variable display of the performance identification information is started, the performance identification information can be displayed in a predetermined manner that indicates that the performance identification information is not displayed in the reach mode and that the game is not controlled to the advantageous state. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the performance identification information is displayed in the predetermined manner, a different effect is displayed than the effect corresponding to the performance identification information when the performance identification information is displayed in the reach manner. The aforementioned performance control means causes the light-emitting means to emit light based on predetermined brightness data for a first period of the display period of the effect corresponding to the performance identification information, and causes the light-emitting means to emit light based on brightness data different from the predetermined brightness data for a second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, making it more noticeable when the performance identification information is displayed in a reach pattern or in a predetermined pattern. Furthermore, by setting the display period of the effect to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out without significantly reducing its visibility. Moreover, by changing the type of effect associated with the performance identification information depending on the display status of the performance identification information, it is possible to increase attention to the performance identification information in a way that is appropriate for the situation. Furthermore, by switching the brightness data during the display period of the effect, it is possible to provide a gaming machine that enhances the performance effect by changing the impression of a single effect. Corresponding drawings: Figures 44, 45, 50, and 121
[0047] [Form 39] The gaming machine of type 39 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Light-emitting means and The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance conditions, and can also cause the light-emitting means to emit light based on multiple types of brightness data, The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. The performance identification information can be displayed in the aforementioned reach mode, and thereafter, the performance identification information can be displayed in a specific mode that suggests that the game will not be controlled to the advantageous state. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. When the performance identification information is displayed in the specified manner, the effect corresponding to the performance identification information when the performance identification information is displayed in the reach manner is not displayed. The performance control means illuminates the light-emitting means based on predetermined brightness data for a first period of the display period of the effect corresponding to the performance identification information that has reached the target, and illuminates the light-emitting means based on brightness data different from the predetermined brightness data for a second period after the first period has elapsed. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an effect corresponding to the target performance identification information, making it more noticeable when the performance identification information is displayed in a reach pattern or in a specific pattern. Furthermore, by setting the display period of the effect to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out without significantly reducing its visibility. Moreover, by varying the presence or absence of the effect display depending on the display status of the performance identification information, it is possible to increase attention to the performance identification information with an appropriate presentation depending on the situation. In addition, by switching the brightness data during the display period of the effect, it is possible to provide a gaming machine that enhances the performance effect by changing the impression of a single effect. Corresponding drawings: Figures 50, 51, 52, and 121
[0048] [Form 40] The gaming machine of type 40 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Light-emitting means and The system includes a performance control means that can display multiple types of images, including objects, on the display means according to the performance conditions, and can also cause the light-emitting means to emit light based on multiple types of brightness data, The aforementioned display means is After the variable display of the performance identification information begins, the performance identification information can be displayed in the reach pattern. When the performance identification information is displayed in the aforementioned reach mode, the effect corresponding to the performance identification information in the reach mode can be enlarged and displayed. After displaying the performance identification information in the aforementioned reach mode, it is possible to display the performance identification information in a special mode that suggests that the system will be controlled to the advantageous state. When the performance identification information is displayed in the aforementioned special mode, the effect corresponding to the performance identification information in the special mode can be enlarged and displayed. The period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed superimposed is longer than the period during which the performance identification information that has entered a reach state and the effect corresponding to the performance identification information that has entered a reach state are displayed without superimposing. The period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form is longer than the period during which the specially configured performance identification information and the effect corresponding to the specially configured performance identification information are displayed in superimposed form. The light-emitting means is When the performance identification information is displayed in the aforementioned reach mode, it is possible to emit light based on special brightness data unrelated to the effect corresponding to the performance identification information in the reach mode, When the performance identification information is displayed in the aforementioned special mode, it is possible to emit light based on specific brightness data related to the effect corresponding to the performance identification information in the special mode. It is characterized by the following. This feature enhances the presence of the performance identification information itself by displaying an enlarged effect corresponding to the target performance identification information, making it more prominent when the performance identification information is in a reach state or a special state. Furthermore, by setting the display period of the effect to be shorter than the display period of the performance identification information, it is possible to make the performance identification information stand out without significantly reducing its visibility. In addition, by illuminating the light-emitting means based on brightness data corresponding to the display status of the performance identification information, it is possible to provide a gaming machine that further increases attention to the performance identification information in a suitable way. Corresponding drawings: Figures 50, 59, 116, 121, and 129
[0049] [Form 41] The gaming machine of type 41 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The display means, in the advantageous state, It is possible to display a first object that prompts the launch of a game medium into a specific area within the game area, A second object can be displayed that prompts the launch of a game medium into the specific area in a manner different from that of the first object. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the effective instruction of launching game media by using objects that prompt the launch of game media into two specific areas with different display patterns. Corresponding drawings: Figures 69, 71, and 99
[0050] [Form 42] The gaming machine of type 42 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is In the aforementioned normal state, when a game medium enters a specific area within the game area, a first object that prompts firing into a predetermined area within the game area can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object that prompts firing into the predetermined area can be displayed. The first object is initially displayed without any effects, and then displayed with a duration effect. The second object initially appears without any effects, and then later appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the effective instruction of launching game media by using objects that prompt the launch of game media into two predetermined areas, each displaying a different pattern depending on the situation. Corresponding drawings: Figures 76, 77, and 130
[0051] [Form 43] The gaming machine of type 43 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is In the advantageous state, a first object that prompts the launch of a game medium into a specific area within the game area can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object can be displayed to prompt firing into a predetermined area in the game area. The first object is initially displayed without any effects, and then displayed with a duration effect. The second object initially appears without any effects, and then later appears with a different duration effect than the first object. It is characterized by the following. This feature allows for effective instruction of launching game media by differentiating the display patterns of objects that prompt the launch of game media into a specific area and objects that prompt the launch of game media into a predetermined area. Corresponding drawings: Figures 71 and 76
[0052] [Form 44] The gaming machine of type 44 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned performance control means is capable of executing a predetermined performance that suggests the expected degree of control to the advantageous state using the operating means in the normal state, The aforementioned display means is Before the predetermined performance is executed, a first object that mimics the operating means can be displayed. In the aforementioned advantageous state, a second object can be displayed that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch a game medium into a specific area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 46, 47, 56, 57, 71
[0053] [Form 45] The gaming machine of type 45 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned performance control means is capable of executing a predetermined performance that suggests the expected degree of control to the advantageous state using the operating means in the special state, The aforementioned display means is Before the predetermined performance is executed, a first object that mimics the operating means can be displayed. In the aforementioned advantageous state, a second object can be displayed that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch a game medium into a specific area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 61, 62, and 71
[0054] [Form 46] The gaming machine of type 46 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned performance control means is capable of executing a specific performance that, in a normal state, uses the operation means to notify whether or not the system is controlled to the advantageous state, The aforementioned display means is Prior to the execution of the aforementioned specific performance, a first object resembling the operating means can be displayed. In the aforementioned advantageous state, a second object can be displayed that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch a game medium into a specific area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figure 58, Figure 71
[0055] [Form 47] The gaming machine of type 47 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned performance control means is capable of executing a specific performance that notifies whether or not the advantageous state is controlled using the operating means in the special state, The means of display are, Prior to the execution of the aforementioned specific performance, a first object resembling the operating means can be displayed. In the aforementioned advantageous state, a second object can be displayed that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch a game medium into a specific area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 67 and 71
[0056] [Form 48] The gaming machine of type 48 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The performance control means is capable of executing a special performance that notifies the user that the system will be controlled to the special state using the operating means in the advantageous state, The aforementioned display means is Prior to the execution of the aforementioned special effect, a first object resembling the operating means can be displayed. In the aforementioned advantageous state, a second object can be displayed that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch a game medium into a specific area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 71, 72, and 79
[0057] [Form 49] The gaming machine of type 49 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned display means is In the normal state, after the variable display of the performance identification information begins, the performance identification information can be displayed in a special manner to notify that the system is controlled to the advantageous state. In the advantageous state, a predetermined object can be displayed to prompt the launch of a game medium into a specific area within the game area. The performance identification information displayed in the aforementioned special mode is displayed starting with an appearance effect, and thereafter is displayed with a dwell effect different from the appearance effect. A predetermined object is displayed without an appearance effect, and thereafter is displayed with a different duration effect than when the performance identification information is displayed in the special manner described above. It is characterized by the following. This feature allows for effective notification of being controlled to an advantageous state through specially designed performance identification information with different display patterns for when the object appears and when it is present. Furthermore, it allows for effective instruction of launching a game medium into a specific area using a predetermined object with different display patterns for when it appears and when it is present. Corresponding drawings: Figure 59, Figure 71
[0058] [Form 50] The gaming machine of type 50 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is In the aforementioned special state, after the variable display of the performance identification information is started, the performance identification information can be displayed in a special manner that notifies that the system is controlled to the advantageous state. In the advantageous state, a predetermined object can be displayed to prompt the launch of a game medium into a specific area within the game area. The performance identification information displayed in the aforementioned special mode is displayed starting with an appearance effect, and thereafter is displayed with a dwell effect different from the appearance effect. A predetermined object is displayed without an appearance effect, and then displayed with a different duration effect than when the performance identification information is displayed in a special manner. It is characterized by the following. This feature allows for effective notification of being controlled to an advantageous state through specially designed performance identification information with different display patterns for when the object appears and when it is present. Furthermore, it allows for effective instruction of launching a game medium into a specific area using a predetermined object with different display patterns for when it appears and when it is present. Corresponding drawings: Figures 68 and 71
[0059] [Form 51] The gaming machine of type 51 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is In the aforementioned normal state, after the variable display of the performance identification information is started, the performance identification information can be displayed in a special manner to inform that the system is controlled to the advantageous state. After the variable display of the performance identification information is started in the aforementioned special state, the performance identification information can be displayed in the aforementioned special mode. In the advantageous state, a predetermined object can be displayed to prompt the launch of a game medium into a specific area within the game area. In the aforementioned normal state, the performance identification information displayed in the aforementioned special manner is displayed starting with an appearance effect, and thereafter is displayed with a dwell effect different from the appearance effect. In the aforementioned special state, the performance identification information displayed in the aforementioned special manner is displayed starting with an appearance effect, and thereafter is displayed with a stay effect different from the appearance effect. The predetermined object is displayed without an appearance effect, and thereafter is displayed with a different duration effect than when the performance identification information is displayed in the special manner in the normal state or the special state. It is characterized by the following. This feature allows for effective notification of being controlled to an advantageous state through specially designed performance identification information with different display patterns for when the object appears and when it is present. Furthermore, it allows for effective instruction of launching a game medium into a specific area using a predetermined object with different display patterns for when it appears and when it is present. Corresponding drawings: Figures 59, 68, and 71
[0060] [Form 52] The gaming machine of type 52 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The display means, when controlled to the advantageous state after variable display of performance identification information has started in the normal state, A first object corresponding to the name of the advantageous state can be displayed. It is possible to display a second object that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate indication of the type of advantageous state by using a first object with different display patterns when it appears and when it is present, and furthermore, allows for the appropriate instruction to launch a game medium into a specific area by using a second object with different display patterns when it appears and when it is present. Corresponding drawing: Figure 69
[0061] [Form 53] The gaming machine of type 53 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The display means, when controlled to the advantageous state after variable display of performance identification information has started in the special state, A first object corresponding to the name of the advantageous state can be displayed. It is possible to display a second object that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is displayed with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate indication of the type of advantageous state by using a first object with different display patterns when it appears and when it is present, and furthermore, allows for the appropriate instruction to launch a game medium into a specific area by using a second object with a different display pattern from the first object. Corresponding drawing: Figure 70
[0062] [Form 54] The gaming machine of type 54 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is If the variable display of performance identification information starts in the normal state and then the system is controlled to the first advantageous state, The first object corresponding to the name of the preceding first advantageous state can be displayed. It is possible to display a second object that prompts the launch of a game medium into a specific area within the game area. If the variable display of the performance identification information is started in the aforementioned special state and then controlled to a second advantageous state, a third object corresponding to the name of the second advantageous state can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object begins to appear without an appearance effect, and then appears with a different duration effect than the first object. The third object is initially displayed with an appearance effect, and then displayed with a different duration effect than the appearance effect. It is characterized by the following. This feature allows for the appropriate indication of the type of advantageous state by using a first object and a third object with different display patterns when they appear and when they remain, and furthermore, by using a second object with different display patterns when they appear and when they remain, the launch of the game medium into a specific area can be appropriately instructed. Corresponding drawings: Figures 69 and 70
[0063] [Form 55] The gaming machine of type 55 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The display means, when controlled to the advantageous state after variable display of performance identification information has started in the normal state, A first object corresponding to the name of the aforementioned special state can be displayed. It is possible to display a second object that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the effective indication that a special state of play is possible through a first object with different display patterns when it appears and when it is present, and furthermore, allows for the effective instruction of launching a game medium into a specific area through a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 71 and 75
[0064] [Form 56] The gaming machine of type 56 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The display means, when controlled to the advantageous state after variable display of performance identification information has started in the special state, A first object corresponding to the name of the aforementioned special state can be displayed. It is possible to display a second object that prompts the launch of a game medium into a specific area within the game area. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is displayed with a different duration effect than the first object. It is characterized by the following. This feature allows for the effective indication that gameplay in a special state is possible by displaying a first object with different display patterns when it appears and when it is present. Furthermore, a second object with a different display pattern from the first object can effectively instruct the player to launch a game medium into a specific area. Corresponding drawings: Figures 71 and 75
[0065] [Form 57] The gaming machine of type 57 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is In the aforementioned normal state, after the variable display of the performance identification information is started, the performance identification information can be displayed in a special manner to inform that the system is controlled to the advantageous state. After displaying the performance identification information in the aforementioned special mode, A first object corresponding to the name of the advantageous state can be displayed. It is possible to display a second object that prompts the launch of a game medium into a specific area within the game area. A third object corresponding to the name of the aforementioned special state can be displayed. The performance identification information displayed in the aforementioned special mode is displayed starting with an appearance effect, and thereafter is displayed with a dwell effect different from the appearance effect. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is displayed without an appearance effect, and then, when the performance identification information is displayed in a special manner, or when it is displayed with a different duration effect than the first object, The third object is initially displayed with an appearance effect, and then displayed with a different duration effect than the appearance effect. It is characterized by the following. This feature allows for the suitable notification of being controlled to an advantageous state by special performance identification information with different display patterns for when it appears and when it is present; further, a first object with different display patterns for when it appears and when it is present can suitably indicate the type of advantageous state; further, a second object with different display patterns for when it appears and when it is present can suitably instruct the launch of a game medium into a specific area; and further, a third object with different display patterns for when it appears and when it is present can suitably indicate that gameplay in a special state is possible. Corresponding drawings: Figures 59, 69, and 75
[0066] [Form 58] The gaming machine of type 58 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is In the aforementioned special state, after the variable display of the performance identification information is started, the performance identification information can be displayed in a special manner that notifies that the system is controlled to the advantageous state. In the aforementioned special state, a first object that prompts the launch of a game medium into a specific area within the game area can be displayed. After displaying the performance identification information in the aforementioned special mode, A second object corresponding to the name of the advantageous state can be displayed. A third object corresponding to the name of the aforementioned special state can be displayed. The performance identification information displayed in the aforementioned special mode is displayed starting with an appearance effect, and thereafter is displayed with a dwell effect different from the appearance effect. The first object is displayed with a different stay effect than when the performance identification information is displayed in the special manner described above. The second object is initially displayed with an appearance effect, and then displayed with a different duration effect than the appearance effect. The third object is initially displayed with an appearance effect, and then displayed with a different duration effect than the appearance effect. It is characterized by the following. This feature allows for the suitable notification of being controlled to a favorable state by specially designed performance identification information with different display patterns when it appears and when it is present; furthermore, a first object with different effects when the performance identification information is displayed in a special manner and when it is present can suitably instruct the launch of a game medium into a specific area; furthermore, a second object with different display patterns when it appears and when it is present can suitably indicate the type of favorable state; and furthermore, a third object with different display patterns when it appears and when it is present can suitably indicate that gameplay in the special state is possible. Corresponding drawings: Figures 68, 70, and 75
[0067] [Form 59] The gaming machine of type 59 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The performance control means is capable of executing a predetermined performance that suggests the expected degree of control to the advantageous state using the operating means in the normal state, The aforementioned display means is Before the predetermined performance is executed, a first object that mimics the operating means can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object that prompts firing into a predetermined area in the game area can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch the game medium into a predetermined area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 46, 47, and 76
[0068] [Form 60] The gaming machine of type 60 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned performance control means is capable of executing a specific performance that notifies whether or not the system is controlled to the advantageous state using the operating means in the normal state, The aforementioned display means is Prior to the execution of the aforementioned specific performance, a first object resembling the operating means can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object that prompts firing into a predetermined area in the game area can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch the game medium into a predetermined area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figure 58, Figure 76
[0069] [Form 61] The gaming machine of type 61 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned performance control means is capable of executing a specific performance that notifies whether or not the advantageous state is controlled using the operating means in the special state, The aforementioned display means is Prior to the execution of the aforementioned specific performance, a first object resembling the operating means can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object that prompts firing into a predetermined area in the game area can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch the game medium into a predetermined area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 67 and 76
[0070] [Form 62] The gaming machine of type 62 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The performance control means is capable of executing a special performance that notifies the user that the system will be controlled to the special state using the operating means in the advantageous state, The aforementioned display means is Prior to the execution of the aforementioned special effect, a first object resembling the operating means can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object that prompts firing into a predetermined area in the game area can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate prompting of action to the operating means by a first object with different display patterns when it appears and when it is present, and further, allows for the appropriate instruction to launch the game medium into a predetermined area by a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 72 and 76
[0071] [Form 63] The gaming machine of type 63 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned game control means can control the game to a special state that is more advantageous than the normal state after controlling the game to an advantageous state. The aforementioned display means is In the aforementioned normal state, after the variable display of the performance identification information is started, the performance identification information can be displayed in a special manner to inform that the system is controlled to the advantageous state. When the special state is not controlled to the advantageous state but to the normal state, a predetermined object that prompts firing into a predetermined area in the game area can be displayed. The performance identification information displayed in the aforementioned special mode is displayed starting with an appearance effect, and thereafter is displayed with a dwell effect different from the appearance effect. A predetermined object is displayed without an appearance effect, and thereafter is displayed with a different duration effect than when the performance identification information is displayed in the special manner described above. It is characterized by the following. This feature allows for effective notification of being controlled to an advantageous state by specially designed performance identification information with different display patterns for when it appears and when it is present. Furthermore, a second object with different display patterns for when it appears and when it is present can effectively instruct the launch of a game medium into a predetermined area. Correspondence shown in: Figures 59 and 76
[0072] [Form 64] The gaming machine of type 64 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is When the system is controlled to the advantageous state after the variable display of the performance identification information has started in the normal state, a first object corresponding to the name of the advantageous state can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object that prompts firing into a predetermined area in the game area can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate indication of the type of advantageous state by using a first object with different display patterns when it appears and when it is present, and furthermore, allows for the appropriate instruction to launch the game medium into a predetermined area by using a second object with different display patterns when it appears and when it is present. Correspondence shown in: Figures 69 and 76
[0073] [Form 65] The gaming machine of type 65 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The display means, in the special state, If the system is controlled to the advantageous state after the variable display of the performance identification information has started, a first object corresponding to the name of the advantageous state can be displayed. When controlled to the normal state and not to the advantageous state, a second object that prompts firing into a predetermined area in the game area can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed without an appearance effect, and then appears with a different duration effect than the first object. It is characterized by the following. This feature allows for the appropriate indication of the type of advantageous state by using a first object with different display patterns when it appears and when it is present, and furthermore, allows for the appropriate instruction to launch the game medium into a predetermined area by using a second object with different display patterns when it appears and when it is present. Corresponding drawings: Figures 70 and 76
[0074] [Form 66] The gaming machine of type 66 is, A gaming machine that can be controlled to create a favorable state for the player, A display means capable of displaying performance identification information that performs variable display, Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned display means is When the variable display of the performance identification information is started in the normal state and then controlled to a first advantageous state, a first object corresponding to the name of the first advantageous state can be displayed. If the variable display of the performance identification information is started in the aforementioned special state and then controlled to a second advantageous state, a second object corresponding to the name of the second advantageous state can be displayed. When the special state is not controlled to the second advantageous state but to the normal state, a third object that prompts firing into a predetermined area in the game area can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object is initially displayed with an appearance effect, and then displayed with a different duration effect than the appearance effect. The third object begins to appear without an appearance effect, and then appears with a different duration effect than that of the first or second object. It is characterized by the following. This feature allows for the appropriate indication of the type of advantageous state by using a first and second object with different display patterns when appearing and when remaining present. Furthermore, a third object with different display patterns when appearing and when remaining present can appropriately instruct the launch of the game medium into a predetermined area. Corresponding drawings: Figures 69, 70, and 76
[0075] [Form 67] The gaming machine of type 67 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned performance control means, in the normal state, Using the aforementioned operating means, a predetermined performance can be executed that suggests the expected degree of control to the advantageous state. Using the aforementioned operating means, a specific performance can be executed to indicate whether or not the system is controlled to the advantageous state. The display means is capable of displaying a predetermined object that mimics the operation means at a first timing prior to the execution of the predetermined performance and at a second timing prior to the execution of the specific performance. At the first timing, the designated object is displayed with the first appearance effect, and then displayed with a dwell effect. At the second timing, the designated object begins to be displayed with a second appearance effect, and then continues to be displayed with a dwell effect. The period during which the designated object is displayed with the second appearance effect is longer than the period during which the designated object is displayed with the first appearance effect. It is characterized by the following. This feature allows for different appearance effects at the first and second timings, thereby creating differences in the degree of impression the given object makes and enhancing its appeal. Furthermore, by standardizing the effects during its presence, it is possible to appropriately prompt action on the control device at either timing. Corresponding drawings: Figures 46, 47, 56-58
[0076] [Form 68] The gaming machine of type 68 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned performance control means, in the special state, Using the aforementioned operating means, a predetermined performance can be executed that suggests the expected degree of control to the advantageous state. Using the aforementioned operating means, a specific performance can be executed to indicate whether or not the system is controlled to the advantageous state. The display means is capable of displaying a predetermined object that mimics the operation means at a first timing prior to the execution of the predetermined performance and at a second timing prior to the execution of the specific performance. At the first timing, the designated object is displayed with the first appearance effect, and then displayed with a dwell effect. At the second timing, the designated object begins to be displayed with a second appearance effect, and then continues to be displayed with a dwell effect. The period during which the designated object is displayed with the second appearance effect is longer than the period during which the designated object is displayed with the first appearance effect. It is characterized by the following. This feature allows for different appearance effects at the first and second timings, thereby creating differences in the degree of impression the given object makes and enhancing its appeal. Furthermore, by standardizing the effects during its presence, it is possible to appropriately prompt action on the control device at either timing. Corresponding drawings: Figures 61, 62, 66, 67, 117, 121
[0077] [Form 69] The gaming machine of type 69 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and Game control means, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The aforementioned performance control means is In the normal state, the operating means can be used to perform a first performance that suggests the expected degree of control to the advantageous state, In the normal state, a second performance can be executed to notify whether or not the system is controlled to the advantageous state using the operating means. In the aforementioned special state, a third performance can be executed using the operating means to indicate the expected degree of control to the advantageous state, In the aforementioned special state, a fourth performance can be executed to notify whether or not the system is controlled to the advantageous state using the operating means. The display means is capable of displaying a predetermined object that mimics the operation means at a first timing prior to the execution of the first performance, a second timing prior to the execution of the second performance, a third timing prior to the execution of the third performance, and a fourth timing prior to the execution of the fourth performance. The predetermined object at the first timing is displayed with a first appearance effect, and thereafter is displayed with a dwell effect. The predetermined object at the second timing is displayed with a second appearance effect, and then displayed with a dwell effect. The predetermined object at the third timing is displayed starting with a first appearance effect, and then displayed with a dwell effect. The predetermined object at the fourth timing is displayed with a second appearance effect, and then displayed with a dwell effect. The period during which the designated object is displayed with the second appearance effect is longer than the period during which the designated object is displayed with the first appearance effect. It is characterized by the following. This feature allows for varying the appearance effect depending on the timing, thereby creating differences in the impression given to a given object and enhancing its appeal. Furthermore, by standardizing the effects during its presence, it is possible to appropriately prompt the user to take action on the control device at any time. Corresponding drawings: Figures 46, 47, 56-58, 61, 62, 67, 117, 121
[0078] [Form 70] The gaming machine of type 70 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned performance control means is During the period in which the variable display is in operation, a predetermined effect can be executed. Demonstration effects can be executed during periods when variable display is not in operation. The aforementioned display means is When the aforementioned predetermined effect is executed, the first object and the first effect corresponding to the first object can be displayed. When the aforementioned demonstration is performed, a second object and a second effect corresponding to the second object can be displayed. During the execution period of the predetermined performance, the second object and the second effect cannot be displayed, while during the execution period of the demonstration performance, the first object and the first effect can be displayed. It is characterized by the following. This feature allows for the creation of a gaming machine that enhances the sense of exclusivity of the demonstration by displaying a second object and second effect that are only shown during the demonstration period, thereby encouraging players to actively watch the demonstration. Corresponding drawing: None (See Variation 6)
[0079] [Form 71] The gaming machine of type 71 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Game control means for determining a variable display pattern when the first start condition or the second start condition is satisfied, Effect control means capable of causing the display means to display a plurality of types of images including objects according to the effect situation, The effect control means can execute a demonstration effect during a period when variable display is not performed, The display means, During the variable display period based on the variable display pattern corresponding to being controlled to the advantageous state determined by the game control means, it is possible to display a plurality of notice objects and an effect corresponding to each of the plurality of notice objects, During the execution period of the demonstration effect, it is possible to display a plurality of non-notice objects and an effect corresponding to each of the plurality of non-notice objects, Depending on the type of the variable display pattern corresponding to being controlled to the advantageous state determinable by the game control means when the first start condition is satisfied, the number of types of notice objects that can be displayed during variable display is different, Among the variable display patterns corresponding to being controlled to the advantageous state determinable by the game control means when the first start condition is satisfied, the number of types of effects displayed during the variable display period based on the special variable display pattern with the largest number of types of notice objects is larger than the number of types of effects displayed during the execution period of the demonstration effect, It is characterized by this. According to this feature, during the demonstration effect, by displaying a plurality of effects, the demonstration effect can be suitably enlivened. Further, by making the number of effects that can be displayed during the variable display based on the special variable display pattern larger than that during the demonstration effect, the variable display based on the special variable display pattern can be further enlivened. Corresponding drawings: Figures 24, 34, 35, 36, 81, 82
[0080] [Aspect 72] The gaming machine of Aspect 72 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and A game control means that determines a variable display pattern when the first or second starting condition is met, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned performance control means is capable of executing demonstration performances during periods when variable display is not being performed. The aforementioned display means is During a variable display period based on a variable display pattern corresponding to being controlled to the advantageous state determined by the game control means, multiple notification objects and effects corresponding to each of the multiple notification objects can be displayed. During the execution period of the aforementioned demonstration, multiple unannounced objects and effects corresponding to each of these multiple unannounced objects can be displayed. The number of types of notification objects that can be displayed during the variable display differs depending on the type of variable display pattern that corresponds to being controlled to the advantageous state that can be determined by the game control means when the second starting condition is met. When the second starting condition is met, the number of types of effects displayed during the variable display period based on the special variable display pattern that has the largest number of types of notification objects, corresponding to the control to the advantageous state that can be determined by the game control means, is greater than the number of types of effects displayed during the execution period of the demonstration performance. It is characterized by the following. This feature allows for the display of multiple effects during the demonstration to enhance the demonstration, and further enhances the variable display based on the special variable display pattern by increasing the number of effects that can be displayed during the variable display based on the special variable display pattern compared to the demonstration. Corresponding drawings: Figures 24, 34, 35, 36, 81, 82
[0081] [Form 73] The gaming machine of Form 73 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, display means, game control means for determining a variable display pattern when the first start condition or the second start condition is satisfied, and effect control means capable of causing the display means to display a plurality of types of images including objects according to the effect situation, the effect control means can execute a demonstration effect during a period when variable display is not performed, the display means is capable of displaying a plurality of preview objects and an effect corresponding to each of the plurality of preview objects during a variable display period based on a variable display pattern corresponding to being controlled to the advantageous state determined by the game control means, is capable of displaying a plurality of non-preview objects and an effect corresponding to each of the plurality of non-preview objects during the execution period of the demonstration effect, the number of types of preview objects that can be displayed during variable display differs depending on the type of variable display pattern corresponding to being controlled to the advantageous state that can be determined by the game control means when the first start condition is satisfied, the number of types of preview objects that can be displayed during variable display differs depending on the type of variable display pattern corresponding to being controlled to the advantageous state that can be determined by the game control means when the second start condition is satisfied, among the variable display patterns corresponding to being controlled to the advantageous state that can be determined by the game control means when the first start condition is satisfied, the number of types of effects displayed during the variable display period based on the special variable display pattern with the largest number of types of preview objects is larger than the number of types of effects displayed during the execution period of the demonstration effect, When the second starting condition is met, the number of types of effects displayed during the variable display period based on the special variable display pattern that has the largest number of types of notification objects, corresponding to the control to the advantageous state that can be determined by the game control means, is greater than the number of types of effects displayed during the execution period of the demonstration performance. It is characterized by the following. This feature allows for the display of multiple effects during the demonstration to enhance the demonstration, and further enhances the variable display based on the special variable display pattern or special variable display pattern by increasing the number of effects that can be displayed during the variable display based on the special variable display pattern or special variable display pattern compared to the demonstration. Corresponding drawings: Figures 24, 34, 35, 36, 81, 82
[0082] [Form 74] The gaming machine of type 74 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and A game control means that determines a variable display pattern when the first or second starting condition is met, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned performance control means is capable of executing demonstration performances during periods when variable display is not being performed. The aforementioned display means is During a variable display period based on a variable display pattern corresponding to not being controlled to the advantageous state determined by the game control means, multiple notification objects and effects corresponding to each of the multiple notification objects can be displayed. During the execution period of the aforementioned demonstration, multiple unannounced objects and effects corresponding to each of these multiple unannounced objects can be displayed. The number of types of notification objects that can be displayed during the variable display differs depending on the type of variable display pattern that corresponds to not being controlled to the advantageous state that can be determined by the game control means when the first starting condition is met. When the first starting condition is met, the number of types of effects displayed during the variable display period based on a predetermined variable display pattern that has the largest number of types of notification objects, corresponding to the variable display pattern that corresponds to not being controlled to the advantageous state that can be determined by the game control means, is greater than the number of types of effects displayed during the execution period of the demonstration performance. It is characterized by the following. This feature allows for the display of multiple effects during the demonstration to enhance the demonstration, and furthermore, by increasing the number of effects that can be displayed during the variable display based on a predetermined variable display pattern compared to the demonstration, the variable display based on the predetermined variable display pattern can be appropriately enhanced. Corresponding drawings: Figures 24, 32, 33, 35, 36, 81, 82
[0083] [Form 75] The gaming machine of type 75 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and A game control means that determines a variable display pattern when the first or second starting condition is met, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The aforementioned performance control means is capable of executing demonstration performances during periods when variable display is not being performed. The aforementioned display means is During a variable display period based on a variable display pattern corresponding to not being controlled to the advantageous state determined by the game control means, multiple notification objects and effects corresponding to each of the multiple notification objects can be displayed. During the execution period of the demonstration performance, a plurality of unexpected objects and effects corresponding to each of the plurality of unexpected objects can be displayed. Depending on the type of the variable display pattern corresponding to not being controlled to the advantageous state determinable by the game control means when the second start condition is satisfied, the number of types of warning objects that can be displayed during the variable display is different. Among the variable display patterns corresponding to not being controlled to the advantageous state determinable by the game control means when the second start condition is satisfied, the number of types of effects displayed during the variable display period based on the specific variable display pattern in which the number of types of warning objects is the largest is larger than the number of types of effects displayed during the execution period of the demonstration performance. It is characterized by this. According to this feature, the demonstration performance is preferably enhanced by displaying a plurality of effects also during the demonstration performance. Further, by increasing the number of effects that can be displayed during the variable display based on the specific variable display pattern more than during the demonstration performance, the variable display based on the specific variable display pattern can be appropriately enhanced. Corresponding drawings: Figures 24, 32, 33, 35, 36, 81, 82
[0084] [Mode 76] The gaming machine of Mode 76 is A gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, Display means, Game control means for determining a variable display pattern when the first start condition or the second start condition is satisfied, Effect control means capable of causing the display means to display a plurality of types of images including objects according to the effect situation, and is provided with The effect control means can execute a demonstration performance during a period when variable display is not performed. The display means is During a variable display period based on a variable display pattern corresponding to not being controlled to the advantageous state determined by the game control means, a plurality of preview objects and an effect corresponding to each of the plurality of preview objects can be displayed. During the execution period of the demonstration effect, a plurality of non-preview objects and an effect corresponding to each of the plurality of non-preview objects can be displayed. The number of types of preview objects that can be displayed during variable display varies depending on the type of variable display pattern corresponding to not being controlled to the advantageous state that can be determined by the game control means when the first start condition is satisfied. The number of types of preview objects that can be displayed during variable display varies depending on the type of variable display pattern corresponding to not being controlled to the advantageous state that can be determined by the game control means when the second start condition is satisfied. Among the variable display patterns corresponding to not being controlled to the advantageous state that can be determined by the game control means when the first start condition is satisfied, the number of types of effects displayed during the variable display period based on a predetermined variable display pattern with the largest number of types of preview objects is more than the number of types of effects displayed during the execution period of the demonstration effect. Among the variable display patterns corresponding to not being controlled to the advantageous state that can be determined by the game control means when the second start condition is satisfied, the number of types of effects displayed during the variable display period based on a specific variable display pattern with the largest number of types of preview objects is more than the number of types of effects displayed during the execution period of the demonstration effect. It is characterized by this. According to this feature, during the demonstration effect, by displaying a plurality of effects, the demonstration effect can be suitably enhanced. Furthermore, by making the number of effects that can be displayed during variable display based on a predetermined variable display pattern or a specific variable display pattern more than that during the demonstration effect, the variable display based on the predetermined variable display pattern or the specific variable display pattern can be further enhanced. Corresponding drawings: Figures 24, 32, 33, 35, 36, 81, 82
[0085] [Form 77] The gaming machine of type 77 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and A game control means that starts a variable display based on the fulfillment of a first or second starting condition, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a first advantageous state or a second advantageous state after the variable display, which was started based on the fulfillment of the first starting condition, has finished. The aforementioned performance control means is capable of executing demonstration performances during periods when variable display is not being performed. The aforementioned display means is In the aforementioned first advantageous state, multiple objects and effects corresponding to each of those multiple objects can be displayed. In the aforementioned second advantageous state, multiple objects and effects corresponding to each of those multiple objects can be displayed. During the execution period of the aforementioned demonstration, multiple objects and effects corresponding to each of those multiple objects can be displayed. The number of types of effects that the display means can display during the control period of the first advantageous state is greater than the number of types of effects that the display means can display during the execution period of the demonstration performance. The number of types of effects that the display means can display during the control period of the second advantageous state is greater than the number of types of effects that the display means can display during the execution period of the demonstration performance. It is characterized by the following. This feature allows for the display of multiple effects during the demonstration to enhance the demonstration, and further enhances the first and second advantageous states by increasing the number of effects that can be displayed in those states compared to the demonstration. Corresponding drawings: Figures 25, 36, 81, and 82
[0086] [Form 78] The gaming machine of type 78 is, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and A game control means that starts a variable display based on the fulfillment of a first or second starting condition, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a first advantageous state or a second advantageous state after the variable display, which was started based on the fulfillment of the second starting condition, has finished. The aforementioned performance control means is capable of executing demonstration performances during periods when variable display is not being performed. The aforementioned display means is In the aforementioned first advantageous state, multiple objects and effects corresponding to each of those multiple objects can be displayed. In the aforementioned second advantageous state, multiple objects and effects corresponding to each of those multiple objects can be displayed. During the execution period of the aforementioned demonstration, multiple objects and effects corresponding to each of those multiple objects can be displayed. The number of types of effects that the display means can display during the control period of the first advantageous state is greater than the number of types of effects that the display means can display during the execution period of the demonstration performance. The number of types of effects that the display means can display during the control period of the second advantageous state is greater than the number of types of effects that the display means can display during the execution period of the demonstration performance. It is characterized by the following. This feature allows for the display of multiple effects during the demonstration to enhance the demonstration, and further enhances the first and second advantageous states by increasing the number of effects that can be displayed in those states compared to the demonstration. Corresponding drawing: Figure 131, Modification 7
[0087] Embodiments for carrying out the present invention will be described below based on examples.
[0088] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0089] Furthermore, "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Furthermore, variation also includes the display of a certain symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Furthermore, variable display may be expressed as variable display or simply variable.
[0090] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0091] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.
[0092] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display.
[0093] Furthermore, a display area 5S is provided in the upper left of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4"), and small symbols corresponding to the decorative symbols. The small symbols are displayed variably in accordance with the variable display of the decorative symbols.
[0094] Furthermore, the first reserved memory count, second reserved memory count, reserved display, small symbols, error display (not shown) indicating an error state occurring in the pachinko game machine 1, right-hand shooting notification images prompting the player to shoot to the right, and time-saving display showing the remaining number of time-saving rounds can be displayed in front of (upper layer) the performance images (object images) such as characters to prevent the performance images from overlapping and reducing the visibility of the first reserved memory count, second reserved memory count, small symbols, and error display. On the other hand, decorative symbols can be displayed behind (lower layer) the performance images to prevent the decorative symbols from overlapping and reducing the visibility of the performance images.
[0095] The above-mentioned small symbol is also called the fourth symbol. The fourth symbol is a symbol that indicates that the special symbols (first special symbol, second special symbol) are being displayed in a variable manner, and is displayed in a variable manner by a certain operation in a manner that is always visible on a display device such as the image display device 5. Because the fourth symbol is displayed in a variable manner, even if the decorative symbols are difficult to recognize, such as when the performance content including the variable display of the decorative symbols disappears from the screen for a moment, or when the movable body 32 obscures all or part of the screen of the image display device 5, it becomes possible to recognize whether or not the decorative symbols are currently being displayed in a variable manner. The performance control CPU 120 performs the variable display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on the receipt of the first variable display start command. The performance control CPU 120 also performs the variable display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on the receipt of the second variable display start command.
[0096] At the bottom of the screen of the image display device 5, there are display areas (special symbol hold memory display area 5U, active display area 5F) for displaying hold displays corresponding to variable displays whose execution is pending, and active displays corresponding to variable displays that are currently running. The hold displays and active displays are collectively referred to as variable display corresponding displays. In this embodiment, a special symbol hold memory display area 5U is provided common to the first special symbol and the second special symbol, but a first special symbol hold memory display area that displays a first hold display representing a variable display whose execution of the first special symbol is pending, and a second special symbol hold memory display area that displays a second hold display representing a variable display whose execution of the second special symbol is pending, may be provided separately. In this embodiment, the special symbol hold memory display area 5U is a display area that displays a hold display corresponding to the first special symbol when the game state is in the normal state, and a display area that displays a hold display corresponding to the second special symbol when the game state is in the time-saving state or probability-changing state. Furthermore, the Active Display Area 5F is a display area that shows an active display corresponding to the first special symbol when the game state is in the normal state, and a display area that shows an active display corresponding to the second special symbol when the game state is in the time-saving state or probability-changing state.
[0097] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined location on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit.
[0098] A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A.
[0099] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.
[0100] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric mechanism with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in the upright position, resulting in a closed state where no game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable prize ball device 6B is in the tilted position, resulting in an open state where game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B is not limited to those described above, as long as it changes between a closed state and an open state.
[0101] General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are always kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0102] Between the prize ball device 6A and the variable prize ball device 6B, there are a first special variable prize ball device 7A and a second special variable prize ball device 7B, both having large prize openings. The first special variable prize ball device 7A is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and forms a first large prize opening as a specific region that changes between an open state and a closed state by this large prize opening door. The second special variable prize ball device 7B is equipped with a large prize opening door that is opened and closed by a solenoid 83 (see Figure 2), and forms a second large prize opening as a specific region that changes between an open state and a closed state by this large prize opening door.
[0103] In the first special variable prize ball device 7A, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the first large prize opening, preventing game balls from entering (passing through) the first large prize opening. On the other hand, in the first special variable prize ball device 7A, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the first large prize opening, making it easier for game balls to enter the first large prize opening.
[0104] Similarly, in the second special variable prize ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the second large prize opening, preventing game balls from entering (passing through) the second large prize opening. On the other hand, in the second special variable prize ball device 7B, when the solenoid 83 for the large prize opening door is in the on state, the large prize opening door opens the second large prize opening, making it easier for game balls to enter the second large prize opening.
[0105] Game balls that enter the first major prize slot are detected by the first count switch 23 (see Figure 2), and game balls that enter the second major prize slot are detected by the second count switch 24 (see Figure 2). When game balls are detected by these first count switches 23 and 2 count switches 24, that is, when game balls enter the major prize slots, a predetermined number of game balls (for example, 15) are dispensed as prize balls. When game balls enter the major prize slots, more prize balls are dispensed than when game balls enter, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0106] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a "starting prize."
[0107] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (in the example shown in Figure 1, the lower left of the game area). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0108] To the right of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0109] Below the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0110] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the bottom of the game area, there is an outlet where game balls that do not enter any of the winning pockets are taken in.
[0111] In this embodiment, the game area consists of a left game area 2L, which is formed to the left of the image display device 5 and into which game balls can enter the general prize entry 10 and the first starting prize entry 6A formed by the prize ball entry device 6A as they flow down, and a right game area 2R, which is formed to the right of the image display device 5 and into which game balls can enter the second starting prize entry 6B formed by the variable prize ball entry device 6B, the first large prize entry 6B and the second large prize entry 7 formed by the special variable prize ball entry device 7, and can also pass through the passage gate 41.
[0112] In this embodiment, the normal state is a game state in which the player mainly shoots game balls toward the left game area 2L, while the time-saving state, probability variation state, and jackpot game state in this embodiment are game states in which the player shoots game balls toward the right game area 2R.
[0113] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided to the left and right of the main lamp 9a so as to surround the game area, and a button lamp 9e is provided below the game board 2. These main lamp 9a, side lamps 9b and button lamps 9e provided on the gaming machine frame 3 are also called "frame lamps".
[0114] A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1), and a movable body lamp 9d is provided on the movable body 32. In addition, an attacker lamp 9c is provided near the special variable prize ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. These attacker lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps". Furthermore, these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are sometimes collectively referred to as game effect lamps 9. Note that these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are composed of LEDs. The various lamps will be described later.
[0115] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0116] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls or game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a dispensing section (ball supply tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full.
[0117] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).
[0118] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).
[0119] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0120] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko game machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be executed immediately), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0121] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0122] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0123] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0124] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game or during the period when the game is controlled to be in a jackpot state as described later (i.e., a starting entry occurs but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined maximum number of entries (for example, 4) are reached.
[0125] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of jackpot described later) stops and is displayed as a guaranteed special symbol, it is a "jackpot." If a special symbol other than the winning symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."
[0126] After the display result in the special game is "Big Win," the game is controlled to a Big Win game state, which is advantageous for the player.
[0127] In a jackpot state, the first and second large prize pockets formed by the special variable prize ball device 7 are opened in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize pockets reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize pockets can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize pockets are open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined upper limit number of times (10 times, 6 times, etc.).
[0128] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0129] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls.
[0130] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0131] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).
[0132] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because it is a state in which the efficiency of special symbol variations is improved and "jackpot" is more likely to occur.
[0133] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0134] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0135] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.
[0136] In this embodiment, the type of big win determines which large prize slot opens in a specific round (for example, the 6th round). In the type of big win where the second prize slot opens in a specific round, the game state is controlled to a probability variation state (high probability, high base state) after the big win ends, based on the detection by the second count switch 24 that a game ball enters the second large prize slot.
[0137] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32, or any effect device that includes some or all of these.
[0138] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0139] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0140] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.
[0141] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0142] If the display result of the special game is a "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). In addition, if the display result is a "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss").
[0143] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0144] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0145] During a jackpot game, a jackpot animation is performed to inform the player of the jackpot state. This jackpot animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the jackpot state.
[0146] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0147] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 2. In addition, various other boards, such as a payout control board, an information terminal board, and a launch control board, are located on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also installed. The term "various control boards" is a concept that includes not only electronic circuit boards such as printed wiring boards on which conductive patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on an electronic circuit board.
[0148] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it ON), power from an AC power source such as AC100V from an external power source such as a commercial power supply can be supplied from the power supply board 17 to electrical components including the main board 11 and various control boards such as the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0149] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0150] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0151] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which some or all of its contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0152] The random number circuit 104 keeps an updatable count of numerical data representing various random values (game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0153] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).
[0154] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), first count switch 23, and second count switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0155] The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal used to stop the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turns on when the period during which the predetermined power supply voltage is below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17.
[0156] The output circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoids 81 and 82 and 83) to solenoid 81 for the regular electric mechanism and solenoids 82 and 83 for the large prize door.
[0157] Furthermore, the pachinko game machine 1 in this embodiment is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to dispense a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to the player based on the receipt of a payout signal, and to a game ball detection sensor provided in the payout passage through which the game balls dispensed by the payout device pass. The drive of the payout device can be stopped according to the nature of the game ball detection signal received from the game ball detection sensor.
[0158] Furthermore, the payout control board is connected to a handle sensor for detecting the amount of operation performed by the player, and a touch ring (touch sensor) for detecting whether the player is gripping the ball-shooting handle 30. Based on the signals input from these sensors, the payout control board controls the launching device that can launch game balls into the game board 2. In addition, signals indicating whether or not the touch ring has been detected, and signals indicating that a game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 on the main board 11.
[0159] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0160] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0161] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0162] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0163] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0164] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0165] The display control unit 123, based on the execution instructions for the performance control CPU 120, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. It also performs display processing to output the image data of the display image creation area in the VRAM area specified in the display register as a video signal. In this embodiment, the display image creation area and the drawing area switch with each V-blank. Therefore, drawing is performed in the area allocated as the drawing area in one V-blank, and then in the next V-blank, it switches to the display image creation area, so the image data drawn in the previous V-blank is displayed, while drawing continues in the other area during that time.
[0166] Furthermore, as shown in Figure 3, the display control unit 123 generates an image for display on the image display device 5 by superimposing (combining) multiple layers. Therefore, the VRAM area contains a layer image drawing area for drawing and arranging the images of each of these layers, and a display image creation area for generating an image for display on the image display device 5 by further superimposing (combining) the images drawn and arranged in each layer image drawing area. Note that each layer image drawing area has the concepts of upper, middle, and lower levels, and images in the upper layer image drawing area have a higher display priority on the image display device 5, while images in the lower layer image drawing area have a lower display priority on the image display device 5.
[0167] As shown in Figure 4, the VRAM area contains a Layer 1 image drawing area for drawing and placing background images as Layer 1 images, a Layer 2 image drawing area for drawing and placing decorative patterns as Layer 2 images, a Layer 3 image drawing area for drawing and placing object images such as characters as Layer 3 images, a Layer 4 image drawing area for drawing and placing enlargement effect images described later as Layer 4 images, a Layer 5 image drawing area for drawing and placing decorative effect images described later as Layer 5 images, a Layer 6 image drawing area for drawing and placing crack warning images (glass plate images, etc.) described later as Layer 6 images, and a Layer 7 image of a glass plate image A and a cracked glass plate image A displayed in place of the glass plate image. Layer 7 is an image drawing area for drawing and arranging the resulting fragment images; Layer 8 is an image for drawing and arranging the action effect images described later as Layer 8; Layer 9 is an image for drawing and arranging the whiteout image 003SG303 described later as Layer 9; Layer 10 is an image for drawing and arranging the operation prompt images described later as Layer 10; Layer 11 is an image for drawing and arranging the variable display compatible display (hold display and active display) as Layer 11; Layer 12 is an image for drawing and arranging the right-hand and left-hand display images described later as Layer 12; and Layer 13 is an image for drawing and arranging the small symbols (fourth symbol) as Layer 13.
[0168] In this embodiment, the enlargement effect is an image that mimics (is similar to) the target image in each effect, and is displayed enlarged over time. It has a higher transparency than the target image, and its transparency gradually increases as it is enlarged (see Figures 83 to 97). In this embodiment, the decorative effect is an image that has a different shape from the target image in each effect, and has the same transparency as the target image at least at the start of display (transparency 0%) (see Figures 98 and 99). Furthermore, the development cost of the enlargement effect is lower compared to the decorative effect. Specifically, the decorative effect requires dedicated material data to be prepared and then processed as appropriate, so it takes a certain amount of time to create, whereas the enlargement effect can be created by reusing material data for decorative patterns, so it can be created in a short period of time. In other words, the enlargement effect is an image that can effectively make the target image stand out while having a low development cost.
[0169] In this embodiment, by superimposing the images drawn and arranged in the Layer 1 to Layer 13 image drawing areas, an image can be generated to be displayed on the display screen of the image display device 5. Furthermore, as shown in Figures 4 and 5, the image drawn in the Layer 1 image drawing area has the lowest display priority, the image drawn in the Layer 2 image drawing area has a higher display priority than the image drawn in the Layer 1 image drawing area, the image drawn in the Layer 3 image drawing area has a higher display priority than the image drawn in the Layer 2 image drawing area, the image drawn in the Layer 4 image drawing area has a higher display priority than the image drawn in the Layer 3 image drawing area, the image drawn in the Layer 5 image drawing area has a higher display priority than the image drawn in the Layer 4 image drawing area, the image drawn in the Layer 6 image drawing area has a higher display priority than the image drawn in the Layer 5 image drawing area, and the image drawn in the Layer 7 image drawing area has a lower display priority than the image drawn in the Layer 6 image drawing area. Images drawn in the Layer 8 image drawing area have a higher display priority than images drawn in the Layer 7 image drawing area, images drawn in the Layer 9 image drawing area have a higher display priority than images drawn in the Layer 8 image drawing area, images drawn in the Layer 10 image drawing area have a higher display priority than images drawn in the Layer 9 image drawing area, images drawn in the Layer 11 image drawing area have a higher display priority than images drawn in the Layer 10 image drawing area, images drawn in the Layer 12 image drawing area have a higher display priority than images drawn in the Layer 11 image drawing area, and images drawn in the Layer 13 image drawing area have a higher display priority than images drawn in the Layer 12 image drawing area.
[0170] In other words, images drawn in the Layer 1 image drawing area are displayed at the lowest level on the image display device 5, images drawn in the Layer 2 image drawing area are displayed above (prioritized) the images drawn in the Layer 1 image drawing area on the image display device 5, images drawn in the Layer 3 image drawing area are displayed above (prioritized) the images drawn in the Layer 2 image drawing area on the image display device 5, images drawn in the Layer 4 image drawing area are displayed above (prioritized) the images drawn in the Layer 3 image drawing area on the image display device 5, images drawn in the Layer 5 image drawing area are displayed above (prioritized) the images drawn in the Layer 4 image drawing area on the image display device 5, images drawn in the Layer 6 image drawing area are displayed above (prioritized) the images drawn in the Layer 5 image drawing area on the image display device 5, and images drawn in the Layer 7 image drawing area are displayed above (prioritized) the images drawn in the Layer 6 image drawing area on the image display device 5. The Layer 8 image drawing area is displayed on top of (prioritized for display) images drawn in the Layer 8 image drawing area on the image display device 5, the Layer 9 image drawing area is displayed on top of (prioritized for display) images drawn in the Layer 8 image drawing area on the image display device 5, the Layer 10 image drawing area is displayed on top of (prioritized for display) images drawn in the Layer 9 image drawing area on the image display device 5, the Layer 11 image drawing area is displayed on top of (prioritized for display) images drawn in the Layer 10 image drawing area on the image display device 5, the Layer 12 image drawing area is displayed on top of (prioritized for display) images drawn in the Layer 11 image drawing area on the image display device 5, and the Layer 13 image drawing area is the image displayed on the uppermost layer on the image display device 5.
[0171] The display control unit 123 further supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.
[0172] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.
[0173] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.
[0174] Furthermore, the control of audio output, the on / off status of lamps (supply of sound specification signals and lamp signals, etc.), and the control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.
[0175] The random number circuit 124 keeps an updatable count of numerical data representing various random values (random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0176] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).
[0177] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.
[0178] Figure 6(A) is an explanatory diagram showing an example of the content of a performance control command used in this embodiment. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is also set to "0". Note that the command form shown in Figure 6(A) is just one example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.
[0179] In the example shown in Figure 6(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time (variable display time)) of decorative symbols (also called performance symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.
[0180] Command 8CXXH is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result (jackpot type determination result) of which of the multiple types of jackpots to be used when the variable display result is a "jackpot".
[0181] In the variable display result specification command, for example, as shown in Figure 6(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A", as well as the jackpot type determination result. Command 8C02H is the third variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B", as well as the jackpot type determination result. Command 8C03H is the fourth variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C", as well as the jackpot type determination result.
[0182] Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state), and command 9502H is set as the third game state specification command corresponding to a game state in which both time-saving control and probability variation control are performed (high probability high base state, probability variation state). Furthermore, the high probability, high base state is sometimes simply referred to as the "probability change state."
[0183] Command A0XXH is a win start command (also called the "fanfare command") that specifies the display of a visual effect indicating the start of a jackpot game. Command A1XXH is a jackpot opening notification command that indicates the period during which the jackpot opening is open during a jackpot game. Command A2XXH is a jackpot opening after notification command that indicates the period during which the jackpot opening has changed from open to closed during a jackpot game. Command A3XXH is a win end command that specifies the display of a visual effect at the end of a jackpot game.
[0184] In the win start specification command and win end specification command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result specification command. Alternatively, in the win start specification command and win end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result specification command. In the big prize slot open notification command and big prize slot after opening notification command, for example, different EXT data may be set corresponding to the number of rounds executed in the jackpot state described later (for example, "0" to "10").
[0185] Command B100H is a first start-out entry designation command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A has been met, based on the fact that a game ball that has passed through (entered) the first start-out entry point formed by the prize ball entry device 6A has been detected by the first start-out switch 22A and a start-up entry (first start-up entry) has occurred. Command B200H is a second start-out entry designation command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B has been met, based on the fact that a game ball that has passed through (entered) the second start-out entry point formed by the variable prize ball entry device 6B has been detected by the second start-out switch 22B and a start-up entry (second start-up entry) has occurred. Command B300H is a special prize-winning ball entry command that notifies the system that 15 prize balls will be dispensed based on the detection by the first count switch 23 and the second count switch 24 of the special variable prize-winning ball device 7 when a game ball has passed through (entered) the first or second prize-winning ball, resulting in a prize being won.
[0186] Command C1XXH is a first reserved memory count notification command that notifies the first reserved memory count in order to identify the number of reserved special symbols. Command C2XXH is a second reserved memory count notification command that notifies the second reserved memory count in order to identify the number of reserved special symbols. The first reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a first start entry designation command is sent, for example, based on the first start condition being met when a game ball passes through (enters) the first start entry point. The second reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a second start entry designation command is sent, for example, based on the second start condition being met when a game ball passes through (enters) the second start entry point. Furthermore, the first reserved memory count notification command and the second reserved memory count notification command may be sent in response to the start of execution of the special feature game when either the first start condition or the second start condition is met (when the number of reserved memories decreases).
[0187] Commands C4XXH and C6XXH are performance control commands (winning result specification commands) that indicate the content of the winning result judgment. Of these, command C4XXH is a symbol specification command that indicates whether the variable display result will be a "jackpot" and the type of jackpot (probability variation, non-probability variation, or sudden probability variation) as the winning result judgment. Command C6XXH is a variation category command that indicates whether the random value used for determining the variation pattern will be "non-reach", "super reach", or "other (normal reach)" as the winning result judgment.
[0188] Instead of the first and second pending memory count notification commands, a total pending memory count notification command may be sent to notify the total number of pending memories. In other words, a total pending memory count notification command may be used to notify of an increase (or decrease) in the total number of pending memories.
[0189] Command D000H is a V-entry notification command that notifies that a game ball has entered the second large prize slot during a jackpot game, that is, that a game ball has been detected by the second count switch 24. Hereinafter in this embodiment, the detection of a game ball by the second count switch 24 during a jackpot game may be referred to as "V-entry". In this embodiment, "V-entry" refers to the execution of both time-saving control and probability variation control in the high-base state after the jackpot game in which the entry occurred (the state is controlled to be a high-probability, high-base state).
[0190] Command 9F00H is a command to specify the display of a customer waiting demonstration (customer waiting demo) and to execute it.
[0191] Note that the commands shown in Figure 6(A) are just examples, and the system may not have some of these commands, may use different commands in place of these commands, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the remaining number of variable display times for which probability variation control or time reduction control will be executed.
[0192] Figure 7 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 7, on the main board 11, numerical data representing the random numbers MR1 for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the type of variation pattern, MR4 for determining the variation pattern, MR5 for determining the normal display result, and MR6 for determining the initial value of random number MR5 are controlled to be countable. In addition, other random numbers may be used to enhance the game effect. Random numbers used to control the progress of the game are also called game random numbers.
[0193] The random number circuit 104 only needs to count numerical data that represents some or all of these random values MR1 to MR6. The CPU 103 may use a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown), and update various numerical data by software to count numerical data that represents some of the random values MR1 to MR6.
[0194] The random value MR1 for determining the special symbol display result is a random value used to determine whether or not to control the game state to a jackpot when the variable display result, such as a special symbol, is a "jackpot," and can take values in the range of "0" to "65536." The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type to be "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and can take values in the range of "0" to "99."
[0195] The random value MR3 used for determining the type of variation pattern is a random value used to determine whether the variation pattern type in the variable display of special symbols and decorative symbols is "non-reach," "normal reach," or "super reach," and takes values in the range of "0" to "4095."
[0196] The random value MR4 used for determining the variation pattern is a random value used to determine the variation pattern in the variable display of special symbols and decorative symbols to one of several pre-defined types, and can take values in the range of "0" to "255".
[0197] The random value MR5 used for determining the result of the regular symbol display is a random value used to determine whether the variable display result in the regular symbol game using the regular symbol display unit 20 is a "regular symbol win" or a "regular symbol loss," and takes values in the range of "3" to "13".
[0198] The random value MR6, used for determining the initial value of the random value MR5, is a random value used to determine the initial value of the random value MR5, and can take values in the range of "3" to "13".
[0199] Figure 8 shows an example of the configuration of the display result determination table stored in ROM 101. In this embodiment, a common display result determination table is used for both the first and second special figures, but the present invention is not limited to this, and separate display result determination tables may be used for the first and second special figures.
[0200] The display result determination table is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A and special symbol games using the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed.
[0201] In the display result determination table, a numerical value (determination value) is compared with the random value MR1 used for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state), and this value is assigned to the special symbol display result of "jackpot" or "miss".
[0202] In the display result determination table, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a jackpot game state as a "jackpot". In the display result determination table, when the game state is a probability variation state (high probability state), more determination values are assigned to the special symbol display result of "jackpot" than when it is a normal state or a time-saving state (low probability state). As a result, the probability of the pachinko game machine 1 deciding to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this embodiment) compared to the probability of the pachinko game machine 1 deciding to control the special symbol display result to a jackpot game state as a "jackpot" when it is in a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of determining whether or not to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.
[0203] Figure 9(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. In this embodiment, the jackpot type determination table is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, a numerical value (determination value) that is compared with the random value MR2 for jackpot type determination is assigned to one of several types of jackpots, such as "jackpot A", "jackpot B", and "jackpot C", depending on whether the special symbol that was displayed variably (variable display) in the special symbol game is the first special symbol (special symbol game using the first special symbol display device 4A) or the second special symbol (special symbol game using the second special symbol display device 4B).
[0204] Here, the types of jackpots in this embodiment will be explained using Figure 9(B). In this embodiment, the types of jackpots provided are Jackpot A, Jackpot B, and Jackpot C, in which time-saving control is performed for up to 100 variable displays after the end of the jackpot game state. Furthermore, Jackpots A, Jackpot B, and Jackpot C are also jackpots in which, when a game ball enters the second large prize slot (so-called V-entry) in the 6th round of the jackpot game state, probability-changing control is performed for up to 100 variable displays after the end of the jackpot game.
[0205] The jackpot game state for "Jackpot A" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 6, and this is repeated 6 times (6 rounds and no V-entry possible jackpot). The jackpot game state for "Jackpot B" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 5, while the second major prize slot is changed to a favorable open state for the player in round 6 (6 rounds and V-entry possible jackpot). The jackpot game state for "Jackpot C" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 5 and rounds 7 to 10, while the second major prize slot is changed to a favorable open state for the player in round 6 (10 rounds and V-entry possible jackpot).
[0206] In this embodiment, since time-saving control is performed at least after the end of the jackpot game state, if a jackpot occurs while this time-saving control is being performed, time-saving control (and probability variation control) is performed again after the end of the jackpot game state, resulting in a so-called continuous win state in which the jackpot game state occurs continuously without going through the normal state.
[0207] In this embodiment, an example is shown in which there are three types of jackpots, A to C. However, the present invention is not limited to this, and there may be two or fewer types of jackpots, or four or more types.
[0208] Furthermore, as shown in Figure 9(A), in the jackpot type determination table, the assignment of determination values to the jackpot types "jackpot A," "jackpot B," and "jackpot C" differs depending on whether the variable-display special symbol is the first special symbol or the second special symbol. Specifically, when the variable-display special symbol is the first special symbol, a predetermined range of determination values (values in the range of "0" to "49") are assigned to the jackpot types "jackpot A" and "jackpot B," which have fewer rounds. On the other hand, when the variable-display special symbol is the second special symbol, no determination values are assigned to the jackpot types "jackpot A" and "jackpot B." With this setting, the proportion of times the jackpot type is determined to be "Jackpot A" or "Jackpot B," which have fewer rounds, can be made different when determining the jackpot type from one of several types in a special symbol game using the first special symbol display device 4A, and when determining the jackpot type from one of several types in a special symbol game using the second special symbol display device 4B. In particular, in special symbol games using the second special symbol, the jackpot type is not determined to be "Jackpot A" or "Jackpot B," which results in a jackpot state with fewer rounds. For example, in a game state where game balls are more likely to ...
Claims
[Claim 1] A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A means of operation that can be operated by the player, Display means and A reserved storage means capable of storing information regarding variable displays in which the execution conditions for variable displays have been met but the variable displays have not yet started, A game control means that controls the game to the advantageous state by making the variable display result a specific display result, The system includes a performance control means capable of displaying multiple types of images, including objects, on the display means depending on the performance situation, The game control means can control the game to a special state that is more advantageous than the normal state after controlling the advantageous state. The performance control means is capable of executing a special performance that notifies the user that the system will be controlled to the special state using the operating means in the advantageous state, The aforementioned display means is Prior to the execution of the aforementioned special effect, a first object resembling the operating means can be displayed. When the special state is not controlled to the advantageous state but to the normal state, a second object that prompts firing into a predetermined area in the game area can be displayed. The first object is initially displayed with an appearance effect, and then subsequently displayed with a different duration effect than the appearance effect. The second object begins to appear without an appearance effect, and then appears with a different duration effect than the first object. The second object's stay effect is an effect where the glowing area moves over the second object. The second object is displayed moving in the direction of a predetermined area during the period in which the stay effect is displayed. If no information regarding the variable display is stored in the reserved storage means at the end of the special state, the display of the second object will start even if the first variable display in the normal state controlled by the end of the special state has not started, and the display of the second object will continue even if a new variable display starts while the second object is being displayed. A gaming machine in which, when information regarding a variable display is stored in the reserved storage means at the end of the special state, the display of the second object is started at a position overlapping with the variable display that has been started, after the first variable display in the normal state controlled by the end of the special state has been started.