Gaming machine

The gaming machine addresses biased probability issues by calculating and restricting game progress based on value differences, using light emission control for notification, ensuring a playable state and preventing excessive game ball distribution.

JP7860018B2Active Publication Date: 2026-05-15SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANKYO CO LTD
Filing Date
2023-03-24
Publication Date
2026-05-15

AI Technical Summary

Technical Problem

Existing gaming machines face issues with 'sinking' due to biased probability in winning or losing, leading to excessive game balls being awarded, and the stop function activation prevents game continuation without adequate improvement.

Method used

A gaming machine that calculates a counter value based on game value differences, restricts game progress when the counter reaches a threshold, and uses light emission control to notify restrictions through display and illumination patterns, ensuring a playable state is maintained.

Benefits of technology

The solution provides a suitable gaming machine that prevents excessive game ball distribution while maintaining a playable state, enhancing user experience by managing game progression and providing clear notifications.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a suitable game machine.SOLUTION: In a game in which a counter value regarding a difference between a used game value and an imparted game value restricts progress of a game if an operation value is reached when no control is performed to an advantageous state, and restricts progress of a game after completion of the advantageous state when the operation value is reached during control to the advantageous state, prior notification is performed when the counter value reaches a prior notification value, and operation warning notification is performed if the counter value reaches the operation value when control is performed to the advantageous state, the font of a character used for prior notification is the same as the font of a character used for the operation warning notification, and the font of a character used for the prior notification and the operation warning notification differs from the font of a character used for error notification.SELECTED DRAWING: Figure 226
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Description

Technical Field

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state.

Background Art

[0002] Conventionally, as a gaming machine, in order to prevent problems such as so-called "sinking" where excessive game balls are given to a player due to a bias in the probability related to winning or losing, when the number of game balls reaches a certain amount, there is a gaming machine equipped with a stop function that makes it impossible to continue the game (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in Patent Document 1, when the stop function is activated, it is reported that it is impossible to continue the game, but there is room for improvement.

[0005] The present invention has been made by paying attention to such problems, and an object thereof is to provide an improved and suitable gaming machine.

Means for Solving the Problems

[0006] A gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value given, When the counter value reaches the operating value, the progress of the game is restricted, When restricting the progress of the game, restriction notification is performed by a display corresponding to the restriction and a light emission mode corresponding to the restriction in the light emission means, It is provided with light emission control means for controlling the light emission means, The light emission control means is, When the game's progress is not restricted, it is possible to change the illumination pattern of the light-emitting means to an illumination pattern corresponding to the performance. Before switching to a display corresponding to the restriction on the progress of the game, control is performed to switch the illumination mode of the light-emitting means to an illumination mode corresponding to the restriction on the progress of the game. A display unit for displaying predetermined information regarding the assignment of game value is provided on the main board. When the counter value reaches the activation value, the system controls the execution of processing related to the display unit. It is characterized by the following. This feature ensures that the values ​​displayed on the performance monitor are those of a playable state, by preventing the execution of processing related to the performance display monitor when the complete function is activated and the game is not playable. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 155, 156, and 168

[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 feature section 1. [Figure 2] This is a configuration diagram showing various control boards and other components installed in the pachinko game machine, which is part of Feature Section 1. [Figure 3] This is an explanatory diagram showing the contents of the VRAM in the pachinko game machine of feature section 1. [Figure 4] This is an explanatory diagram of each drawing area in the pachinko game machine of Feature Section 1. [Figure 5] This is an explanatory diagram of the display priority in a pachinko game machine for feature section 1. [Figure 6] Figures (A) and (B) in the pachinko game machine of Feature Section 1 illustrate the performance control commands. [Figure 7] This is an explanatory diagram showing the various random numbers in the pachinko game machine of feature section 1. [Figure 8] It is an explanatory diagram showing a display result determination table in the pachinko gaming machine of feature part 1. [Figure 9] In the pachinko gaming machine of feature part 1, (A) is an explanatory diagram showing a jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 10] It is an explanatory diagram of a losing variation pattern in the pachinko gaming machine of feature part 1. [Figure 11] It is an explanatory diagram of a jackpot variation pattern in the pachinko gaming machine of feature part 1. [Figure 12] It is an explanatory diagram showing a variation pattern type determination table in the pachinko gaming machine of feature part 1. [Figure 13] It is an explanatory diagram of a losing variation pattern determination table in the pachinko gaming machine of feature part 1. [Figure 14] It is an explanatory diagram of a losing variation pattern determination table in the pachinko gaming machine of feature part 1. [Figure 15] It is an explanatory diagram of a jackpot variation pattern determination table in the pachinko gaming machine of feature part 1. [Figure 16] It is an explanatory diagram of a game control data holding area in the pachinko gaming machine of feature part 1. [Figure 17] It is an explanatory diagram of a production control data holding area in the pachinko gaming machine of feature part 1. [Figure 18] It is a flowchart showing an example of the main game control process in the pachinko gaming machine of feature part 1. [Figure 19] It is a flowchart showing an example of a game control timer interrupt process in the pachinko gaming machine of feature part 1. [Figure 20] It is a flowchart showing an example of a special symbol process in the pachinko gaming machine of feature part 1. [Figure 21] It is a flowchart showing an example of a start winning determination process in the pachinko gaming machine of feature part 1. [Figure 22] It is a flowchart showing an example of a winning random number value determination process in the pachinko gaming machine of feature part 1. [Figure 23] It is a flowchart showing an example of the normal special symbol process in the pachinko machine of Feature Part 1. [Figure 24] It is a flowchart showing an example of the variable pattern setting process in the pachinko machine of Feature Part 1. [Figure 25] It is a flowchart showing an example of the special symbol stop process in the pachinko machine of Feature Part 1. [Figure 26] It is a flowchart showing an example of the process during jackpot release in the pachinko machine of Feature Part 1. [Figure 27] It is a flowchart showing an example of the jackpot end process in the pachinko machine of Feature Part 1. [Figure 28] It is a flowchart showing an example of the main effect control process in the pachinko machine of Feature Part 1. [Figure 29] It is a flowchart showing an example of the effect control process in the pachinko machine of Feature Part 1. [Figure 30] It is a flowchart showing an example of the variable display start setting process in the pachinko machine of Feature Part 1. [Figure 31] It is a flowchart showing an example of the effect process during jackpot in the pachinko machine of Feature Part 1. [Figure 32] It is an explanatory diagram of the effects that can be executed during variable display in the pachinko machine of Feature Part 1. [Figure 33] It is an explanatory diagram of the effects that can be executed during variable display in the pachinko machine of Feature Part 1. [Figure 34] It is an explanatory diagram of the effects that can be executed during variable display in the pachinko machine of Feature Part 1. [Figure 35] It is an explanatory diagram of the game states in which each effect can be executed and the effects to be displayed in the pachinko machine of Feature Part 1. [Figure 36] It is an explanatory diagram of the game states in which each effect can be executed and the effects to be displayed in the pachinko machine of Feature Part 1. [Figure 37]In the pachinko gaming machine of Feature Unit 1, (A) is an explanatory diagram of the presence or absence of execution of the hold display effect and the determination ratio of the effect pattern, and (B) is an explanatory diagram of the determination ratio of the display mode change timing of the hold display. [Figure 38] It is an explanatory diagram of the determination ratio of the presence or absence of execution of the variable display start decorative symbol enlargement effect in the pachinko gaming machine of Feature Unit 1. [Figure 39] It is an explanatory diagram of the determination ratio of the presence or absence of execution of the voice preview effect and the determination ratio of the voice to be displayed in the pachinko gaming machine of Feature Unit 1. [Figure 40] In the pachinko gaming machine of Feature Unit 1, (A) is an explanatory diagram of the pattern determination ratio of the weak super reach title effect, and (B) is an explanatory diagram of the pattern determination ratio of the strong super reach title effect. [Figure 41] It is an explanatory diagram of the presence or absence of execution of the cut-in effect and the effect pattern determination ratio in the pachinko gaming machine of Feature Unit 1. [Figure 42] It is an effect diagram showing the display mode at the start of variable display in the pachinko gaming machine of Feature Unit 1. [Figure 43] It is an effect diagram showing the display mode during the execution of the variable display start decorative symbol enlargement effect in the pachinko gaming machine of Feature Unit 1. [Figure 44] It is an effect diagram showing the display mode during the execution of the symbol stop enlargement effect in the pachinko gaming machine of Feature Unit 1. [Figure 45] It is an effect diagram showing the display mode during the execution of the symbol stop enlargement effect in the pachinko gaming machine of Feature Unit 1. [Figure 46] It is an effect diagram showing the display mode during the execution of the first voice preview effect in the pachinko gaming machine of Feature Unit 1. [Figure 47] It is an effect diagram showing the display mode during the execution of the second voice preview effect in the pachinko gaming machine of Feature Unit 1. [Figure 48] It is an effect diagram showing the display mode during the execution of the pseudo continuous effect in the pachinko gaming machine of Feature Unit 1. [Figure 49] It is an effect diagram showing the display mode when the pseudo continuous effect is not executed in the pachinko gaming machine of Feature Unit 1. [Figure 50] It is an effect diagram showing the display mode when the normal reach effect is executed in the pachinko machine of feature part 1. [Figure 51] It is an effect diagram showing the display mode when the weak super reach title effect is executed in the pachinko machine of feature part 1. [Figure 52] It is an effect diagram showing the display mode when the weak super reach effect is executed in the pachinko machine of feature part 1. [Figure 53] It is an effect diagram showing the display mode when the development effect is executed in the pachinko machine of feature part 1. [Figure 54] It is an effect diagram showing the display mode when the strong super reach title effect is executed in the pachinko machine of feature part 1. [Figure 55] It is an effect diagram showing the display mode when the strong super reach title effect is executed in the pachinko machine of feature part 1. [Figure 56] It is an effect diagram showing the display mode when the cut-in effect is executed in the pachinko machine of feature part 1. [Figure 57] It is an effect diagram showing the display mode when the cut-in effect is executed in the pachinko machine of feature part 1. [Figure 58] It is an effect diagram showing the display mode when the decision button effect is executed in the pachinko machine of feature part 1. [Figure 59] It is an effect diagram showing the display mode when the symbol alignment effect is executed in the pachinko machine of feature part 1. [Figure 60] It is an effect diagram showing the display mode when the variable display result fails in the pachinko machine of feature part 1. [Figure 61] It is an effect diagram showing the display mode when the first line preview effect is executed in the pachinko machine of feature part 1. [Figure 62] It is an effect diagram showing the display mode when the second line preview effect is executed in the pachinko machine of feature part 1. [Figure 63] It is an effect diagram showing the display mode when the reach suggestion effect is executed in the pachinko machine of feature part 1. [Figure 64]This is a diagram showing the display mode when a strong super reach title effect is executed in a pachinko game machine, as described in Feature Section 1. [Figure 65] This is a diagram showing the display mode when a strong super reach title effect is executed in a pachinko game machine, as described in Feature Section 1. [Figure 66] This is a diagram showing the display mode when a cut-in effect is executed in a pachinko game machine, as described in Feature Section 1. [Figure 67] This is a diagram showing the display configuration when the "decision button" effect is executed in the pachinko game machine of Feature Section 1. [Figure 68] This is a diagram showing the display mode when a symbol matching animation is performed in the pachinko game machine of Feature Section 1. [Figure 69] This is a diagram showing the display mode when the fanfare effect is executed in the pachinko game machine of feature section 1. [Figure 70] This is a diagram showing the display mode when the fanfare effect is executed in the pachinko game machine of feature section 1. [Figure 71] This is a diagram showing the display mode when the first right-hand play display effect is executed in the pachinko game machine of feature section 1. [Figure 72] This is a diagram showing the display mode when the V Challenge effect is executed in the pachinko game machine of Feature Section 1. [Figure 73] This is a diagram showing the display configuration when the V Challenge animation and the V Challenge success animation are executed in the pachinko game machine of Feature Section 1. [Figure 74] This is a diagram showing the display configuration when a V-winning animation is performed in the pachinko game machine of Feature Section 1. [Figure 75] This is a diagram showing the display configuration when the ending sequence is executed in the pachinko game machine of feature section 1. [Figure 76] This is a diagram showing the display mode when the first left-handed play display effect is executed in the pachinko game machine of feature section 1. [Figure 77] This is a diagram showing the display mode when the second left-hand play display effect is executed in the pachinko game machine of feature section 1. [Figure 78]This is a diagram showing the display modes when the first prize ball count notification effect and the second prize ball count notification effect are executed in the pachinko game machine of Feature Section 1. [Figure 79] This is a diagram showing the display patterns when the consecutive win indication and consecutive win notification effects are executed in the pachinko game machine of Feature Section 1. [Figure 80] This is a diagram showing the display patterns when the consecutive win indication and consecutive win notification effects are executed in the pachinko game machine of Feature Section 1. [Figure 81] This is a diagram showing the display mode when a demo performance is executed in the pachinko game machine of feature section 1. [Figure 82] This is a diagram showing the display mode when a demo performance is executed in the pachinko game machine of feature section 1. [Figure 83] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 84] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 85] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 86] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 87] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 88] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 89] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 90] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 91] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 92] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 93] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 94]This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 95] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 96] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 97] This is an explanatory diagram of the magnification effect in the pachinko game machine, as described in Feature 1. [Figure 98] This is an explanatory diagram of the decorative effects in the pachinko game machine, as described in Feature Section 1. [Figure 99] This is an explanatory diagram of the decorative effects in the pachinko game machine, as described in Feature Section 1. [Figure 100] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 101] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 102] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 103] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 104] This is a comparison diagram showing the display of decorative effects and enlargement effects in the pachinko game machine of Feature Section 1. [Figure 105] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the super reach in a pachinko game machine, as described in Feature Section 1. [Figure 106] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the super reach in a pachinko game machine, as described in Feature Section 1. [Figure 107] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the super reach in a pachinko game machine, as described in Feature Section 1. [Figure 108]It is an explanatory diagram showing an example of variable display according to the variation pattern of the super reach in the pachinko machine of the feature part 1. [Figure 109] It is a timing chart in the enlarged display production of the decoration symbol at the start of variable display in the pachinko machine of the feature part 1. [Figure 110] It is a timing chart in the first dialogue preview production in the pachinko machine of the feature part 1. [Figure 111] It is a timing chart in the second dialogue preview production in the pachinko machine of the feature part 1. [Figure 112] It is a timing chart in the pseudo - continuous production in the pachinko machine of the feature part 1. [Figure 113] It is a timing chart in the normal reach production in the pachinko machine of the feature part 1. [Figure 114] It is a timing chart in the strong super reach title production in the pachinko machine of the feature part 1. [Figure 115] It is a timing chart in the strong super reach title production in the pachinko machine of the feature part 1. [Figure 116] It is a timing chart in the symbol alignment production in the pachinko machine of the feature part 1. [Figure 117] It is a timing chart in the preview button production in the pachinko machine of the feature part 1. [Figure 118] It is an explanatory diagram of each period in the timing chart in the pachinko machine of the feature part 1. [Figure 119] It is an explanatory diagram of each period in the timing chart in the pachinko machine of the feature part 1. [Figure 120] It is an explanatory diagram of each period in the timing chart in the pachinko machine of the feature part 1. [Figure 121] It is an explanatory diagram of the relationship of each period in the timing chart in the pachinko machine of the feature part 1. [Figure 122]It is a comparison diagram between the first line announcement effect and the second line announcement effect in the pachinko machine of feature part 1. [Figure 123] It is a comparison diagram in the strong super reach title effect in the pachinko machine of feature part 1. [Figure 124] It is a comparison diagram between the enlarged decoration symbol start-up effect and the normal reach effect in the pachinko machine of feature part 1. [Figure 125] It is a comparison diagram between the enlarged decoration symbol start-up effect and the symbol alignment effect in the pachinko machine of feature part 1. [Figure 126] It is a comparison diagram between the enlarged effect at the time of symbol stop and the normal reach effect in the pachinko machine of feature part 1. [Figure 127] It is a comparison diagram between the enlarged effect at the time of symbol stop and the symbol alignment effect in the pachinko machine of feature part 1. [Figure 128] It is a comparison diagram between the normal reach effect and the symbol alignment effect in the pachinko machine of feature part 1. [Figure 129] It is a timing chart of the normal reach effect in the modified example of feature part 1. [Figure 130] It is an effect diagram showing the display mode of the second left hitting display effect in the modified example of feature part 1. [Figure 131] It is an explanatory diagram of the jackpot type determination table and the jackpot type in the modified example of feature part 1. [Figure 132] It is a front view of the pachinko machine in feature part 2. [Figure 133] It is a configuration diagram showing various control boards and the like mounted on the pachinko machine of feature part 2. [Figure 134] It is an explanatory diagram showing the memory map in the pachinko machine of feature part 2. [Figure 135] It is an explanatory diagram of each drawing area and the luminance data storage area in the pachinko machine of feature part 2. [Figure 136] It is a diagram exemplifying the effect control command in the pachinko machine of feature part 2. [Figure 137]This diagram illustrates the performance control commands in the pachinko game machine described in Feature Section 2. [Figure 138] This is an explanatory diagram of the special symbol unit and the display unit for effects in the pachinko game machine, which is part of feature section 2. [Figure 139] This is an explanatory diagram of the special symbol unit and the display unit for effects in the pachinko game machine, which is part of feature section 2. [Figure 140] This is an explanatory diagram of the display monitor in the pachinko game machine, which is part of feature section 2. [Figure 141] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 142] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 143] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 144] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 145] This is an explanatory diagram of the output port in the pachinko game machine, which is part of feature section 2. [Figure 146] This is an explanatory diagram of the buffers, flags, and timers used in the area processing of the pachinko game machine in Feature Section 2. [Figure 147] This is an explanatory diagram of the buffers, flags, and timers used in the area processing of the pachinko game machine in Feature Section 2. [Figure 148] This is an explanatory diagram of the buffers, flags, and timers used in the area processing of the pachinko game machine in Feature Section 2. [Figure 149] This is an explanatory diagram of the buffers, flags, and timers used in the area processing of the pachinko game machine in Feature Section 2. [Figure 150] This is an explanatory diagram of the buffers, flags, and timers used for out-of-bounds processing in the pachinko game machine, as described in Feature Section 2. [Figure 151] This flowchart shows an example of the main game control processing in a pachinko game machine, as described in Feature Section 2. [Figure 152]This flowchart shows an example of the out-of-bounds RWM initial value setting process in a pachinko game machine, as described in Feature Section 2. [Figure 153] This flowchart shows an example of the initial value setting process for the complete function in a pachinko game machine, as described in Feature Section 2. [Figure 154] This flowchart shows an example of the complete function status command transmission process in a pachinko game machine, as described in Feature Section 2. [Figure 155] This flowchart shows an example of a timer interrupt processing for game control in a pachinko game machine, as described in Feature Section 2. [Figure 156] This flowchart shows an example of a timer interrupt processing for game control in a pachinko game machine, as described in Feature Section 2. [Figure 157] This flowchart shows an example of the normal symbol processing in a pachinko game machine, as described in Feature Section 2. [Figure 158] This flowchart shows an example of the normal electric mechanism operation process in a pachinko game machine, as described in Feature Section 2. [Figure 159] This flowchart shows an example of error handling 1 in a pachinko game machine, as described in Feature Section 2. [Figure 160] This flowchart shows an example of error handling 2 in a pachinko game machine, as described in Feature Section 2. [Figure 161] In the pachinko game machine described in Feature Section 2, (A) is a flowchart showing an example of test terminal processing, and (B) is an explanatory diagram of the signal before the complete function is activated. [Figure 162] This flowchart shows an example of the complete function control processing in a pachinko game machine, as described in Feature Section 2. [Figure 163] This flowchart shows an example of the addition and subtraction processing of the complete function in a pachinko game machine, as described in Feature Section 2. [Figure 164] This flowchart shows an example of the MY calculation process for the complete function in a pachinko game machine, as described in Feature Section 2. [Figure 165]In the pachinko game machine described in Feature Section 2, (A) is a flowchart showing an example of the MY confirmation process, and (B) is an explanatory diagram showing the relationship between the MY storage buffer value, the complete function counter value, and the complete function operation management buffer value. [Figure 166] This flowchart shows an example of the complete function management and control processing in a pachinko game machine, as described in Feature Section 2. [Figure 167] This flowchart shows an example of the complete function operation confirmation process in a pachinko game machine, as described in Feature Section 2. [Figure 168] This flowchart shows an example of the game stopping process in a pachinko game machine, as described in Feature Section 2. [Figure 169] This is an explanatory diagram showing the output mode of security signals in a pachinko game machine, as described in Feature Section 2. [Figure 170] In the pachinko game machine described in Feature Section 2, (A) is a flowchart showing an example of output port clearing processing, and (B) is an explanatory diagram showing the relationship before and after the execution of output port clearing processing. [Figure 171] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 172] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 173] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 174] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 175] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 176] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 177] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 178] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 179]This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 180] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 181] This is an explanatory diagram of the complete function in the pachinko game machine, which is part of feature section 2. [Figure 182] In the pachinko game machine of Feature Section 2, (A) is an explanatory diagram showing the solenoid buffer value and the logical value of the output port when the second start prize entry opening is normally closed, and (B) is an explanatory diagram showing the solenoid buffer value and the logical value of the output port when the second start prize entry opening is closed due to the activation of the complete function or the occurrence of an error. [Figure 183] This is an explanatory diagram of the complete function during a cold start in a pachinko game machine, as described in Feature Section 2. [Figure 184] This is an explanatory diagram of the complete function during hot start in the pachinko game machine, as described in Feature Section 2. [Figure 185] This flowchart shows an example of the main processing for performance control in a pachinko game machine, as described in Feature Section 2. [Figure 186] This flowchart shows an example of pre-notification and warning notification processing in a pachinko game machine, as described in Feature Section 2. [Figure 187] This is an explanatory diagram showing the relationship between the game state and the background image in the pachinko game machine, as described in Feature Section 2. [Figure 188] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the normal state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the normal state. [Figure 189] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the normal state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the normal state. [Figure 190]In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the time-saving state. [Figure 191] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the time-saving state. [Figure 192] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the probability variation state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the probability variation state. [Figure 193] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the probability variation state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the probability variation state. [Figure 194] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the jackpot state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the jackpot state. [Figure 195] In the pachinko game machine of feature section 2, (A) is an explanatory diagram relating to the start of pre-notification while the normal background image A is displayed in the jackpot state, and (B) is an explanatory diagram relating to the start of pre-notification while the normal background image B is displayed in the jackpot state. [Figure 196] This figure shows an example of the display of the complete function when the normal background image A is displayed in the pachinko game machine of feature section 2. [Figure 197] This figure shows an example of the display of the complete function when the normal background image B is displayed in the pachinko game machine of feature section 2. [Figure 198]This figure shows an example of the display of the complete function when the time-saving background image A is displayed in the pachinko game machine of feature section 2. [Figure 199] This figure shows an example of the display of the complete function when the time-saving background image B is displayed in the pachinko game machine of feature section 2. [Figure 200] This figure shows an example of the display of the complete function when the probability variation background image A is displayed in the pachinko game machine of feature section 2. [Figure 201] This figure shows an example of the display of the complete function when the probability variation background image B is displayed in the pachinko game machine of feature section 2. [Figure 202] This figure shows an example of the display of the complete function when the jackpot background image A is displayed in the pachinko game machine of feature section 2. [Figure 203] This figure shows an example of the display of the complete function when the jackpot background image B is displayed in the pachinko game machine of feature section 2. [Figure 204] This flowchart shows an example of the complete function activation notification process in a pachinko game machine, as described in Feature Section 2. [Figure 205] This flowchart shows an example of error notification processing in a pachinko game machine, as described in Feature Section 2. [Figure 206] This is an explanatory diagram for the pachinko game machine of Feature Section 2, specifically the case where the complete counter value reaches 95,000 when the game is not in a jackpot state. [Figure 207] This is an explanatory diagram illustrating the case in the pachinko game machine of Feature Section 2 where the complete counter value reaches 95,000 during a jackpot game. [Figure 208] This is an explanatory diagram for the case in the pachinko game machine of Feature Section 2 where the pre-notification display ends before the complete counter value reaches 95,000. [Figure 209] This is an explanatory diagram regarding the update period for pre-notification in pachinko gaming machines, as described in Feature Section 2. [Figure 210]This is an explanatory diagram showing the output timing and output pattern of each output when the complete function is activated in the pachinko game machine of feature section 2. [Figure 211] This is an explanatory diagram showing the output timing and output pattern of each output when an error occurs in the pachinko game machine of feature section 2. [Figure 212] This is an explanatory diagram illustrating the differences in the output patterns of each output in the pachinko game machine of Feature Section 2 when the complete function is activated and when an error occurs. [Figure 213] This is an explanatory diagram showing the output patterns of each output when an error occurs during pre-notification execution in the pachinko game machine of Feature Section 2. [Figure 214] This is an explanatory diagram showing the output patterns of each output when a pre-notification occurs during error notification in a pachinko game machine as described in Feature Section 2. [Figure 215] This is an explanatory diagram showing the output patterns of each output when an error occurs during the execution of a warning notification in the pachinko game machine of Feature Section 2. [Figure 216] This is an explanatory diagram showing the output patterns of each output when a warning notification occurs during error notification in the pachinko game machine of Feature Section 2. [Figure 217] This is an explanatory diagram showing the output patterns of each output when an error other than a radio wave error or a magnet error occurs while the complete function is operating in the pachinko game machine of Feature Section 2. [Figure 218] This is an explanatory diagram showing the output patterns of each output when the complete function is activated while an error other than a radio wave error or magnet error occurs in the pachinko game machine of Feature Section 2. [Figure 219] This is an explanatory diagram showing the output patterns of each output when a radio wave error or magnet error occurs while the complete function is operating in the pachinko game machine of Feature Section 2. [Figure 220] This figure shows examples of each display shown in the pachinko game machine described in Feature Section 2, and the relationship between each display and its size. [Figure 221] This figure shows examples of the displays related to the complete function shown in the pachinko game machine of Feature Section 2. [Figure 222]It is a diagram showing display examples of each display related to the complete function displayed on the pachinko machine of the feature part 2. [Figure 223] It is a diagram showing display examples of each display related to the complete function displayed on the pachinko machine of the feature part 2. [Figure 224] It is a diagram showing display examples of each display related to the complete function displayed on the pachinko machine of the feature part 2. [Figure 225] It is a diagram showing display examples at the time of error occurrence of each display related to the complete function displayed on the pachinko machine of the feature part 2. [Figure 226] It is an explanatory diagram explaining the difference between each display related to the complete function displayed on the pachinko machine of the feature part 2 and the error response display. [Figure 227] It is a diagram showing display examples at the time of error occurrence of each display related to the complete function displayed in the modified example of the feature part 2. [Figure 228] It is a diagram showing a display example when the complete function operates on the pachinko machine of the feature part 2. [Figure 229] It is a diagram showing display examples when an error occurs in the non - operating state and operating state of the complete function on the pachinko machine of the feature part 2. [Figure 230] It is an explanatory diagram showing the change of the prior notice on the pachinko machine of the feature part 2. [Figure 231] It is an explanatory diagram showing the first - line - speech preview effect on the pachinko machine of the feature part 2. [Figure 232] It is an explanatory diagram showing the first - line - speech preview effect executed during the high - base on the pachinko machine of the feature part 2. [Figure 233] It is an explanatory diagram showing the symbol - alignment effect executed during the low - base on the pachinko machine of the feature part 2. [Figure 234] It is an explanatory diagram showing the symbol - alignment effect executed during the high - base on the pachinko machine of the feature part 2. [Figure 235]This is an explanatory diagram showing the fanfare effect that is performed during a low base in the pachinko game machine of Feature Section 2. [Figure 236] This is an explanatory diagram showing the fanfare effect that is performed during high base mode in the pachinko game machine of feature section 2. [Figure 237] This is an explanatory diagram showing the first right-hand play display in the pachinko game machine, which is part of feature section 2. [Figure 238] This is an explanatory diagram showing the ending sequence in the pachinko game machine, as described in Feature Section 2. [Figure 239] This is an explanatory diagram showing the ending sequence in the pachinko game machine, as described in Feature Section 2. [Figure 240] This is an explanatory diagram showing the first left-hand play display in the pachinko game machine, which is part of feature section 2. [Figure 241] This is an explanatory diagram showing the second left-hand play display in the pachinko game machine, which is part of feature section 2. [Figure 242] This is an explanatory diagram showing the demo performance in the pachinko game machine, as described in Feature Section 2. [Figure 243] This figure shows an example of the display when pre-notification is started in the pachinko game machine of feature section 2. [Figure 244] This figure shows an example of the display when pre-notification is started in the pachinko game machine of feature section 2. [Figure 245] This figure shows an example of the display when the pre-announcement changes in the pachinko game machine described in Feature Section 2. [Figure 246] This figure shows an example of the display when the pre-announcement changes in the pachinko game machine described in Feature Section 2. [Figure 247] This figure shows an example of the display when the complete function is activated in the pachinko game machine of feature section 2. [Figure 248] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 249] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 250]This figure shows an example of the display when the complete function counter value is around 9000 in the pachinko game machine of feature section 2. [Figure 251] This figure shows an example of the display when an incorrect command is received due to an external factor in the pachinko game machine of Feature Section 2. [Figure 252] This figure shows an example of the display when an incorrect command is received due to an external factor in the pachinko game machine of Feature Section 2. [Figure 253] This figure shows an example of the display when an incorrect command is received due to an external factor in the pachinko game machine of Feature Section 2. [Figure 254] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 255] This figure shows an example of a display that occurs when an electrical outage occurs in the pachinko game machine of feature section 2. [Figure 256] This figure shows a modified example of Feature Section 2 in which the complete function counter value can be added or subtracted even after the complete function has been activated. [Figure 257] This figure shows a modified example of Feature Section 2 in which the complete function counter value can be added or subtracted even after the complete function has been activated. [Figure 258] This is an explanatory diagram showing examples of notification modes for various notifications in a modified version of Feature Unit 2. [Figure 259] This flowchart shows an example of the performance control process in a modified version of Feature Unit 2. [Figure 260] This figure shows the percentage of cases where the flash animation is executed upon winning a prize in a modified version of Feature Section 2. [Figure 261] This figure illustrates the output pattern of the flash effect upon winning a prize in a modified example of feature section 2. [Figure 262] This figure illustrates the output pattern of the flash effect upon winning a prize in a modified example of feature section 2. [Figure 263] This figure illustrates the output pattern of the flash effect upon winning a prize in a modified example of feature section 2. [Figure 264]This figure illustrates the output pattern of the flash effect upon winning a prize in a modified example of feature section 2. [Figure 265] This is an explanatory diagram illustrating the execution period of the ending sequence in a modified example of Feature Section 2. [Figure 266] This diagram shows the movable body effect in a modified example of feature section 2. [Figure 267] This diagram shows the movable body effect in a modified example of feature section 2. [Figure 268] This figure shows an example of lamp data in a pachinko game machine, as described in Feature Section 2. [Modes for carrying out the invention]

[0009] [Feature 1] The gaming machine with feature 1 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. If an error occurs, an error notification will be issued. Advance notices consist of displays that include text, Operation warning notifications consist of displays that include text, Error notifications consist of displays that include the use of characters. The font used for advance notification and the font used for operation warning notification are the same. The font used for pre-notification and operation warning notifications is different from the font used for error notifications. It is characterized by the following. This feature allows for a series of events, from pre-announcement to activation warnings, to unfold during a jackpot. By using a consistent font, information regarding the complete function can be reliably conveyed. Conversely, by using a different font for other displays, it is possible to clearly distinguish them from information related to the complete function, ultimately resulting in the provision of a suitable gaming machine. Corresponding drawings: Figures 220 and 224

[0010] [Feature 2] The gaming machine with feature 2 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. If an error occurs, an error notification will be issued. Advance notices consist of displays that include text, Error notifications consist of displays that include the use of characters. The font size for advance notifications is smaller than the font size for error notifications. It is characterized by the following. This feature allows for early detection of errors, ultimately enabling the provision of a more suitable gaming machine. Corresponding drawings: Figures 220 and 224

[0011] [Feature 3] The gaming machine with feature 3 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. If an error occurs, an error notification will be issued. Operation warning notifications consist of displays that include text, Error notifications consist of displays that include the use of characters. The font size for the operation warning notification is smaller than the font size for the error notification. It is characterized by the following. This feature allows for early detection of errors, ultimately enabling the provision of a more suitable gaming machine. Corresponding drawings: Figures 220 and 224

[0012] [Feature 4] The gaming machine with feature 4 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. If an error occurs, an error notification will be issued. The advance notification will be displayed in a location that does not overlap with the error notification. It is characterized by the following. This feature allows for early detection of errors, ultimately enabling the provision of a more suitable gaming machine. Corresponding drawings: Figures 220 and 224

[0013] [Feature 5] The gaming machine with feature 5 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. If an error occurs, an error notification will be issued. Operation warnings are displayed in a location that does not overlap with error warnings. It is characterized by the following. This feature allows for early detection of errors, ultimately enabling the provision of a more suitable gaming machine. Corresponding drawings: Figures 220 and 224

[0014] [Feature 6] The gaming machine with feature 6 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. If an error occurs, an error notification will be issued. Pre-warnings and error warnings are displayed in different color schemes. It is characterized by the following. This feature allows for early detection of errors, ultimately enabling the provision of a more suitable gaming machine. Corresponding drawings: Figures 220 and 224

[0015] [Feature 7] The gaming machine with feature 7 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. If an error occurs, an error notification will be issued. Operation warnings and error warnings are displayed in different colors. It is characterized by the following. This feature allows for early detection of errors, ultimately enabling the provision of a more suitable gaming machine. Corresponding drawings: Figures 220 and 224

[0016] [Feature 8] The gaming machine with feature 8 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. If an error occurs, an error notification will be issued. The advance notice will be displayed with a fade-in effect. Error notifications should be displayed without fading in. It is characterized by the following. According to these characteristics, prior notification can reduce dissatisfaction with the possibility of the game ending soon by not giving the impression of suddenness, while simultaneously preventing dissatisfaction by promptly encouraging a resolution, in contrast to prior notification. Corresponding drawings: Figures 212 and 225

[0017] [Feature 9] The gaming machine with feature 9 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. If an error occurs, an error notification will be issued. The operation warning notification is displayed with a fade-in effect. Error notifications should be displayed without fading in. It is characterized by the following. This feature allows for a less abrupt approach to the activation warning, reducing dissatisfaction with the possibility of the game ending soon, while simultaneously preventing dissatisfaction by promptly facilitating a quick resolution, in contrast to the activation warning. Corresponding drawings: Figures 212 and 227

[0018] [Feature 10] The gaming machine with feature 10 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. If an error occurs, an error notification will be issued. The operation notification is displayed with a fade-in effect. Error notifications should be displayed without fading in. It is characterized by the following. This feature allows for a less abrupt display of the game's operation, reducing dissatisfaction with the game ending prematurely, while simultaneously preventing dissatisfaction by prompting a quick resolution, in contrast to the suddenness of the operation itself. Corresponding drawings: Figures 212, 225, and 228

[0019] [Feature 11] The gaming machine with feature 11 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. If an error occurs, an error notification will be issued. It includes a light emission control means for controlling the light emission means, The light emission control means is, In situations where prior notification has been given, if an error occurs, control is performed to switch the light emission mode of the light emission means to a light emission mode corresponding to the error. If an error occurs and pre-notification is initiated, the control system will maintain the light emission mode of the light emission means in the mode corresponding to the error. It is characterized by the following. This feature allows for quick detection of errors. Corresponding drawings: Figures 213, 214, and 268

[0020] [Feature 12] The gaming machine with feature 12 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. If an error occurs, an error notification will be issued. It includes a light emission control means for controlling the light emission means, The light emission control means is, When an error occurs while an operational warning notification is issued, control is performed to switch the light emission mode of the light emission means to a light emission mode corresponding to the error. If an error occurs and an operational warning notification is initiated, the system will maintain the emission mode of the light-emitting means in the emission mode corresponding to the error. It is characterized by the following. This feature allows for quick detection of errors. Corresponding drawings: Figures 215, 216, and 268

[0021] [Feature 13] The gaming machine with feature 13 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. If a specific error occurs, a notification corresponding to that specific error will be issued. It includes a light emission control means for controlling the light emission means, The light emission control means is, When an operation notification is issued and a specific error occurs, control is performed to maintain the light emission mode of the light emission means in the same state as the light emission mode corresponding to the operation notification. In situations where a specific error has occurred, and the counter value becomes the activation value, thereby restricting the progress of the game, control is performed to switch the illumination mode of the light-emitting means to an illumination mode corresponding to the activation notification. It is characterized by the following. This feature allows the system to prioritize the activation of the complete function and alert the user through the appearance of the lamp. Corresponding drawings: Figures 217 to 219

[0022] [Feature 14] The gaming machine with feature 14 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. If the first error occurs, a notification corresponding to the first error will be issued. If a second error occurs that is more critical than the first error, a notification corresponding to the second error will be issued. It includes a light emission control means for controlling the light emission means, The light emission control means is, When an operation notification is issued, if a first error occurs, control is performed to maintain the light emission mode of the light emission means in the same state as the light emission mode corresponding to the operation notification. If a second error occurs while an operation notification is being issued, control is performed to switch the light emission mode of the light emission means to a light emission mode corresponding to the second error. It is characterized by the following. According to this feature, if a high-priority error occurs while the complete function is active, the indicator light pattern can be switched to quickly alert the user to the error. Corresponding drawings: Figures 217 to 219

[0023] [Feature 15] The gaming machine with feature 15 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. If an error occurs, an error notification will be issued. A light emission control means that controls the light emission means, It comprises a display control means for controlling the display means, When the counter value becomes the activation value and restricts the progress of the game, the control by the light emission control means to set the light emission mode of the light emission means to the light emission mode corresponding to the activation notification is performed before the control by the display control means to set the display mode of the display means to the display mode corresponding to the activation notification. If an error occurs, the light emission control means will first control the light emission mode of the light emission means to match the light emission mode corresponding to the error notification, rather than the display control means controlling the display mode of the display means to match the display mode corresponding to the error notification. It is characterized by the following. This feature allows the system to understand the current situation step by step by illuminating a lamp before activating the complete function or notifying of an error. Corresponding drawing: Figure 212

[0024] [Feature 16] The gaming machine with feature 16 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. If an error occurs, an error notification will be issued. It includes a light emission control means for controlling the light emission means, The light emission control means is, When the counter value becomes the activation value and restricts the progress of the game, the light-emitting means is controlled so that the brightness does not change. If an error occurs, the light-emitting means is controlled to produce a light-emitting pattern with varying brightness. It is characterized by the following. This feature means that after the complete function is activated, the power may be left on, so by changing the brightness data, inconvenience can be prevented. Error notification is also implemented by changing the brightness data so that players and arcade staff can notice it as quickly as possible, resulting in a more suitable gaming machine. Corresponding drawing: Figure 268

[0025] [Feature 17] The gaming machine with feature 17 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. If an error occurs, an error notification will be issued. A light emission control means that controls the light emission means, It comprises a display control means for controlling the display means, When the counter value becomes the activation value and restricts the progress of the game, the control by the light emission control means to set the light emission mode of the light emission means to the light emission mode corresponding to the activation notification is performed before the control by the display control means to set the display mode of the display means to the display mode corresponding to the activation notification. If an error occurs, the light emission control means will first control the light emission mode of the light emission means to the light emission mode corresponding to the error notification, rather than the display control means controlling the display mode of the display means to the display mode corresponding to the error notification. The period from when the light emission control means starts controlling the light emission mode of the light emission means to the light emission mode corresponding to the error notification mode until the display control means starts controlling the display mode of the display means to the display mode corresponding to the error notification mode is longer than the period from when the light emission control means starts controlling the light emission mode of the light emission means to the light emission mode corresponding to the error notification mode until the display control means starts controlling the display mode of the display means to the display mode corresponding to the operation notification mode. It is characterized by the following. According to these features, the activation of the complete function does not give the impression of abruptness, thus avoiding dissatisfaction among players. Regarding error notification, players can become aware of the occurrence of an error early, allowing for faster error resolution. As a result, a more suitable gaming machine can be provided. Corresponding drawings: Figures 210 and 211

[0026] [Feature 18] The gaming machine with feature 18 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. If an error occurs, an error notification will be issued. Sound output control means for controlling the sound output means, It comprises a display control means for controlling the display means, When the counter value becomes the activation value and restricts the progress of the game, the control of the sound output control means to set the output mode of the sound output means to the output mode corresponding to the activation notification is performed before the control of the display control means to set the display mode of the display means to the display mode corresponding to the activation notification. If an error occurs, the sound output control means will first control the sound output means to The period from when the sound output control means starts controlling the sound output means to set the output mode corresponding to error notification until the display control means starts controlling the display mode corresponding to error notification is shorter than the period from when the sound output control means starts controlling the sound output means to set the output mode corresponding to operation notification until the display control means starts controlling the display mode corresponding to operation notification. It is characterized by the following. According to this feature, regarding the operation of the complete function, by not giving a sudden image, it does not cause dissatisfaction among players. Regarding error notification, by allowing players to notice the occurrence of an error earlier, the error can be resolved earlier, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 210 and 211

[0027] [Feature 19] The gaming machine of Feature 19 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value given, when the counter value becomes the operating value, restricting the progress of the game, when the counter value becomes the pre-notification value, starting the display corresponding to the pre-notification, when the counter value becomes the pre-notification update value, updating the display mode of the display corresponding to the pre-notification, The period from when the counter value becomes the pre-notification value and the display corresponding to the pre-notification starts until the display in the completion mode is shorter than the period from when the counter value becomes the pre-notification update value and the update of the display corresponding to the pre-notification starts until the display in the updated mode. It is characterized by the following. According to this feature, by making the period for updating the display mode of the pre-notification shorter than the period from when the display of the pre-notification starts until the display in the completion mode, the change in the remaining number can be conveyed quickly, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 209

[0028] [Feature 20] The gaming machine of Feature 20 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the gaming value used in the game and the gaming value given, when the counter value becomes the operating value, restricting the progress of the game, When the counter value becomes the pre-notification value, pre-notification is performed. When the counter value becomes the activation value and restricts the progress of the game, activation notification is performed. When a display corresponding to pre-notification is being performed, and when the counter value becomes the activation value, without ending the display corresponding to pre-notification, a display corresponding to activation notification is displayed with higher priority than the display corresponding to pre-notification. It is characterized by this. According to this feature, at the timing when the complete function operates, before switching to the display indicating that the complete function operates, it is possible to prevent the remaining number until the operation of the complete function from being misjudged as having recovered due to the pre-notification display ending, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 206

[0029] [Feature 21] The gaming machine of Feature 21 is A gaming machine that can be controlled to an advantageous state, It can calculate a counter value related to the difference between the game value used in the game and the game value to be given, When the counter value becomes the activation value when not being controlled to the advantageous state, the progress of the game is restricted. When the counter value becomes the activation value when being controlled to the advantageous state, the progress of the game is restricted after the end of the advantageous state. When the counter value becomes the activation value when being controlled to the advantageous state, activation warning notification is performed. When restricting the progress of the game, activation notification is performed. When a display corresponding to activation warning notification is being performed, and when the advantageous state ends and a display corresponding to activation notification is displayed, without ending the display corresponding to activation warning notification, a display corresponding to activation notification is displayed with higher priority than the display corresponding to activation warning notification. It is characterized by this. This feature prevents players from mistakenly believing that the remaining number of spins until the complete function is activated has been restored, as the warning display ends before the indicator switches to show that the complete function is activated at the moment the complete function is activated. As a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 207

[0030] [Feature 22] The gaming machine with feature 22 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. In a specific state, when a predetermined addition event occurs and the counter value becomes the first pre-notification value, and in a specific state, when a predetermined addition event occurs and the counter value becomes the second pre-notification value, pre-notification is performed in a common manner. It is characterized by the following. This feature allows for stable advance notification. Corresponding drawings: Figures 188 to 195

[0031] [Feature 23] The gaming machine with feature 23 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. In a specific state, when a predetermined addition event occurs and the counter value becomes the pre-notified value, and in a specific state, when a specific addition event occurs and the counter value becomes the pre-notified value, pre-notification is performed in a common manner. It is characterized by the following. This feature allows for stable advance notification. Corresponding drawings: Figures 188 to 195

[0032] [Feature 24] The gaming machine of Feature 24 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a pre-notification value, performing pre-notification, in a specific state, when a predetermined addition event occurs and the counter value becomes a first pre-notification value, and in a specific state, when a specific addition event occurs and the counter value becomes a second pre-notification value, performing pre-notification in a common manner is characterized by this. According to this feature, stable pre-notification can be achieved. Corresponding drawings: Figures 188 to 195

[0033] [Feature 25] The gaming machine of Feature 25 is a gaming machine that can be controlled to an advantageous state, capable of calculating a counter value related to the difference between the game value used in the game and the game value given, when the counter value becomes an operating value, restricting the progress of the game, when the counter value becomes a pre-notification value, performing pre-notification, in a predetermined state, when a predetermined addition event occurs and the counter value becomes a pre-notification value, and in a specific state, when a predetermined addition event occurs and the counter value becomes a pre-notification value, performing pre-notification in a common manner is characterized by this. According to this feature, stable pre-notification can be achieved. Corresponding drawings: Figures 188 to 195

[0034] [Feature 26] The gaming machine of Feature 26 is a gaming machine that can be controlled to an advantageous state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. In a predetermined state, when a predetermined addition event occurs and the counter value reaches the first pre-notification value, and in a specific state, when a predetermined addition event occurs and the counter value reaches the second pre-notification value, pre-notification is performed in a common manner. It is characterized by the following. This feature allows for stable advance notification. Corresponding drawings: Figures 188 to 195

[0035] [Feature 27] The gaming machine with feature 27 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. In both cases—when a predetermined addition event occurs under a predetermined state and the counter value reaches the pre-notified value, and when a specific addition event occurs under a specific state and the counter value reaches the pre-notified value—pre-notification is performed in a common manner. It is characterized by the following. This feature allows for stable advance notification. Corresponding drawings: Figures 188 to 195

[0036] [Feature 28] The gaming machine with feature 28 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. In a predetermined state, when a predetermined addition event occurs and the counter value reaches the first pre-notification value, and in a specific state, when a specific addition event occurs and the counter value reaches the second pre-notification value, pre-notification is performed in a common manner. It is characterized by the following. This feature allows for stable advance notification. Corresponding drawings: Figures 188 to 195

[0037] [Feature 29] The gaming machine with feature 29 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. Prior notification is provided in a common manner in the following cases: when a predetermined addition event occurs in a predetermined state and the counter value reaches the prior notification value; when a predetermined addition event occurs in a specific state and the counter value reaches the prior notification value; and when a predetermined addition event occurs in a special state and the counter value reaches the prior notification value. It is characterized by the following. This feature allows for stable advance notification. Corresponding drawings: Figures 188 to 195

[0038] [Feature 30] The gaming machine with feature 30 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. It is possible to display a promotional object that encourages the launch of a game medium into a specific area within the game area. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. The promotion object is displayed starting with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and presence of the object, while the promotional object is emphasized for both its appearance and presence. This makes the promotional object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 237

[0039] [Feature 31] The gaming machine with feature 31 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. A promotional object that encourages the launch of a game medium into a specific area within the game area can be displayed at the edge of the display area. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. The promotion object is displayed initially without any effects, and then appears with a stay effect. It is characterized by the following. According to this feature, the advance notification does not emphasize the appearance or presence of the object, while the promotional object displayed at the edge emphasizes its presence. This makes the promotional object displayed at the edge stand out when both displays are shown simultaneously, resulting in a suitable gaming machine. Corresponding drawing: Figure 237

[0040] [Feature 32] The gaming machine with feature 32 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. After controlling a special state, if the game returns to a normal state without being controlled to an advantageous state, it is possible to display a promotional object that encourages firing into a predetermined area within the game area. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. The promotion object is displayed initially without any effects, and then appears with a stay effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance or presence of the object, while the promotional object emphasizes its presence. This makes the promotional object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 240

[0041] [Feature 33] The gaming machine with feature 33 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. In normal operation, when a game medium enters a specific area within the game area, a prompting object can be displayed to encourage firing into a predetermined area within the game area. In response to prior notification, the display starts without using effects, and then continues to be displayed without any lingering effects. The promotion object is displayed initially without any effects, and then appears with a stay effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance or presence of the object, while the promotional object emphasizes its presence. This makes the promotional object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 241

[0042] [Feature 34] The gaming machine with feature 34 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. In the normal state, based on the detection of the player's actions by the motion detection means, a predetermined performance can be executed that suggests the likelihood of being controlled to a favorable state. Before a predetermined effect is executed, an action-prompting object that mimics a motion detection means can be displayed. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. The action-promoting object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and presence of the object, while the operation-promoting object emphasizes its appearance and presence. This makes the operation-promoting object stand out in situations where both displays are shown simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 231

[0043] [Feature 35] The gaming machine with feature 35 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. In a special state, based on the detection of the player's actions by the motion detection means, a predetermined performance can be executed that suggests the likelihood of being controlled to a favorable state. Before a predetermined effect is executed, an action-prompting object that mimics a motion detection means can be displayed. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. The action-promoting object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and presence of the object, while the operation-promoting object emphasizes its appearance and presence. This makes the operation-promoting object stand out in situations where both displays are shown simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 232

[0044] [Feature 36] The gaming machine with feature 36 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. In the normal state, after the variable display of performance identification information begins, it is possible to notify that the system is being controlled to an advantageous state by displaying the performance identification information in a special manner. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. Special-type performance identification information is displayed starting with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and duration of the feature, while the display of special performance identification information emphasizes the appearance and duration of the feature. This makes the display of special performance identification information stand out when both displays are shown simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 233

[0045] [Feature 37] The gaming machine with feature 37 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. In a special state, after initiating the variable display of performance identification information, it is possible to notify that the system is being controlled to an advantageous state by displaying the performance identification information in a special manner. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. Special-type performance identification information is displayed starting with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and duration of the feature, while the display of special performance identification information emphasizes the appearance and duration of the feature. This makes the display of special performance identification information stand out when both displays are shown simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 234

[0046] [Feature 38] The gaming machine with feature 38 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. When the state is controlled from the normal state to an advantageous state, the name of the advantageous state, the Advantageous State Name object, can be displayed. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. The advantageous state name object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a dwell effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and duration of the advantageous state name object, while the advantageous state name object is emphasized for both its appearance and duration. This makes the advantageous state name object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 235

[0047] [Feature 39] The gaming machine with feature 39 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. When controlled from a special state to an advantageous state, the name of the advantageous state, the advantageous state name object, can be displayed. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. The advantageous state name object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a dwell effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and duration of the advantageous state name object, while the advantageous state name object is emphasized for both its appearance and duration. This makes the advantageous state name object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 236

[0048] [Feature 40] The gaming machine with 40 features is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. When the state is controlled from the normal state to an advantageous state, the special state name object, which is the name of the special state, can be displayed. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. Special state name objects are displayed with an appearance effect, and after the appearance effect ends, they are displayed with a stay effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and duration, while the special state name object emphasizes the appearance and duration. This makes the special state name object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 238

[0049] [Feature 41] The gaming machine with feature 41 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. When controlled from a special state to an advantageous state, the special state name object, which is the name of the special state, can be displayed. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. Special state name objects are displayed with an appearance effect, and after the appearance effect ends, they are displayed with a stay effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance and duration, while the special state name object emphasizes the appearance and duration. This makes the special state name object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 238

[0050] [Feature 42] The gaming machine with feature 42 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. It is possible to execute demo sequences during periods when variable displays are not being shown. In the demo presentation, it is possible to display a model name object, which is the name of the model. The display corresponding to the advance notification starts without using any effects, and then continues to be displayed without any lingering effects. The model name object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the pre-notification does not emphasize the appearance or presence, while the machine name object emphasizes the appearance and presence. This makes the machine name object stand out when both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 242

[0051] [Feature 43] The gaming machine with feature 43 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. It is possible to display a promotional object that encourages the launch of a game medium into a specific area within the game area. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The promotion object is displayed starting with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the activation warning does not need to be emphasized when it appears or when it is present, while the promotional object is emphasized when it appears or when it is present, thereby making the promotional object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 237

[0052] [Feature 44] The gaming machine with feature 44 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. A promotional object that encourages the launch of a game medium into a specific area within the game area can be displayed at the edge of the display area. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The promotion object is displayed initially without any effects, and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning does not need to be emphasized when it appears or while it is present, while the promotional object displayed at the edge is emphasized when it is present. This makes the promotional object displayed at the edge stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 237

[0053] [Feature 45] The gaming machine with feature 45 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. After controlling a special state, if the game is controlled to a normal state without being controlled to an advantageous state, it is possible to display a promotional object that encourages firing into a predetermined area in the game area. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The promotion object is displayed initially without any effects, and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning does not need to be emphasized when it appears or while it is present, while the promotional object is emphasized when it is present, thereby making the promotional object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 240

[0054] [Feature 46] The gaming machine with feature 46 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. In the normal state, when a game medium enters a specific area within the game area, a prompting object can be displayed to encourage firing into a predetermined area within the game area. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The promotion object is displayed initially without any effects, and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning does not need to be emphasized when it appears or while it is present, while the promotional object is emphasized when it is present, thereby making the promotional object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 241

[0055] [Feature 47] The gaming machine with feature 47 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. In the normal state, based on the detection of the player's actions by the motion detection means, a predetermined performance can be executed that suggests the likelihood of being controlled to a favorable state. Before a predetermined effect is executed, an action-prompting object that mimics a motion detection means can be displayed. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The action-promoting object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, while operation warnings are not emphasized when they appear or remain active, operation-promoting objects are emphasized when they appear and remain active, thereby making the operation-promoting objects stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 231

[0056] [Feature 48] The gaming machine with feature 48 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. In a special state, based on the detection of the player's actions by the motion detection means, a predetermined performance can be executed that suggests the likelihood of being controlled to a favorable state. Before a predetermined effect is executed, an action-prompting object that mimics a motion detection means can be displayed. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The action-promoting object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, while operation warnings are not emphasized when they appear or remain active, operation-promoting objects are emphasized when they appear and remain active, thereby making the operation-promoting objects stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 232

[0057] [Feature 49] The gaming machine with feature 49 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. In the normal state, after the variable display of performance identification information begins, it is possible to notify that the system is being controlled to an advantageous state by displaying the performance identification information in a special manner. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. Special-type performance identification information is displayed starting with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the operation warning does not need to be emphasized when it appears or when it is present, while the display of special performance identification information is emphasized when it appears or when it is present. This makes the display of special performance identification information more prominent, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 233

[0058] [Feature 50] The gaming machine with 50 features is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. In a special state, after initiating the variable display of performance identification information, it is possible to notify that the system is being controlled to an advantageous state by displaying the performance identification information in a special manner. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. Special-type performance identification information is displayed starting with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the operation warning does not need to be emphasized when it appears or when it is present, while the display of special performance identification information is emphasized when it appears or when it is present. This makes the display of special performance identification information more prominent, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 234

[0059] [Feature 51] The gaming machine with feature 51 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. When controlled from a normal state to an advantageous state, The advantageous state name object, which is the name of the advantageous state, can be displayed. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The advantageous state name object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a dwell effect. It is characterized by the following. According to this feature, the operation warning does not need to be emphasized when it appears or when it is present, while the advantageous state name object is emphasized when it appears or when it is present, thereby making the advantageous state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 235

[0060] [Feature 52] The gaming machine with feature 52 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. When controlled from a special state to an advantageous state, The advantageous state name object, which is the name of the advantageous state, can be displayed. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The advantageous state name object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a dwell effect. It is characterized by the following. According to this feature, the operation warning does not need to be emphasized when it appears or when it is present, while the advantageous state name object is emphasized when it appears or when it is present, thereby making the advantageous state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 236

[0061] [Feature 53] The gaming machine with feature 53 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. When controlled from a normal state to an advantageous state, The special state name object, which is the name of a special state, can be displayed. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. Special state name objects are displayed with an appearance effect, and after the appearance effect ends, they are displayed with a stay effect. It is characterized by the following. According to this feature, while the operation warning does not need to be emphasized for its appearance and duration, the special state name object can be made more prominent by emphasizing its appearance and duration, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 239

[0062] [Feature 54] The gaming machine with feature 54 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state. When controlled from a special state to an advantageous state, The special state name object, which is the name of a special state, can be displayed. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. Special state name objects are displayed with an appearance effect, and after the appearance effect ends, they are displayed with a stay effect. It is characterized by the following. According to this feature, while the operation warning does not need to be emphasized for its appearance and duration, the special state name object can be made more prominent by emphasizing its appearance and duration, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 239

[0063] [Feature 55] The gaming machine with feature 55 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. It is possible to execute demo sequences during periods when variable displays are not being shown. In the demo presentation, it is possible to display a model name object, which is the name of the model. The display corresponding to the operation warning notification starts without using any effects, and then remains displayed without any lingering effects. The model name object is displayed with an appearance effect, and after the appearance effect ends, it is displayed with a lingering effect. It is characterized by the following. According to this feature, the operation warning does not need to be emphasized when it appears or when it is present, while the machine name object can be emphasized when it appears or when it is present, thereby making the machine name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 224, 227, and 242

[0064] [Feature 56] The gaming machine with feature 56 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. As the game medium passes through the starting area, a variable display of specific identification information is performed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced value, the variable display of specific identification information is performed first, and then the display corresponding to the pre-announced value is started. It is characterized by the following. This feature allows for early notification of changes in special identification information when a prize is awarded upon starting, followed by the notification itself. This enables prompt communication of the change, providing a stable gaming environment and ultimately resulting in a more suitable gaming machine. Corresponding drawings: Figures 243 to 247

[0065] [Feature 57] The gaming machine with feature 57 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. As the game medium passes through the starting area, a variable display of specific identification information is performed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced update value, the variable display of specific identification information is performed first, and then the display mode of the display corresponding to the pre-announcement is updated. It is characterized by the following. This feature allows for quick notification of changes in the display content of the pre-announcement when the display content is updated due to a winning combination at the start of play. By making the change in special identification information visible first, followed by the update of the pre-announcement display content, it is possible to provide a stable gaming environment and, as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0066] [Feature 58] The gaming machine with feature 58 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. By passing the game medium through the starting area, it is possible to display specific identification information in a variable manner. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display of special identification information begins. It is characterized by the following. According to this feature, when the complete function is activated due to a starting win, activating the complete function before the change in special identification information becomes visible prevents players from feeling dissatisfied because they feel they lost out due to the lack of change, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0067] [Feature 59] The gaming machine with feature 59 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. As the game medium passes through the starting area, a variable display of specific identification information is performed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced value, the variable display of specific identification information is performed first, and then the display corresponding to the pre-announcement is started. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display of special identification information begins. It is characterized by the following. According to this feature, when a pre-notification is given due to a starting win, the change in special identification information is made visible first, and then the pre-notification is made visible, allowing the occurrence of the change to be communicated as quickly as possible, thus providing a stable gaming environment. Furthermore, when the complete function is activated due to a starting win, activating the complete function before the change in special identification information is made visible prevents players from feeling that they have lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0068] [Feature 60] The gaming machine with 60 features is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. As the game medium passes through the starting area, a variable display of specific identification information is performed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced update value, the variable display of specific identification information is performed first, and then the display mode corresponding to the pre-announcement is updated. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display of special identification information begins. It is characterized by the following. According to this feature, when a pre-notification is given due to a starting win, the change in special identification information can be made visible first, and then the update of the pre-notification display content can be made visible, allowing the occurrence of a change to be communicated as quickly as possible, and providing a stable gaming environment. Furthermore, when the complete function is activated due to a starting win, activating the complete function before the change in special identification information can be made visible prevents players from feeling that they have lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0069] [Feature 61] The gaming machine with feature 61 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. The system includes a variable display means on the performance control side that indicates that a variable display is being performed by the manner of illumination, As the game medium passes through the starting area, the variable display means on the performance control side performs a variable display. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced value, the variable display means on the performance control side will first perform the variable display, and then start the display corresponding to the pre-announcement. It is characterized by the following. This feature allows for early notification of the occurrence of a change in the fourth symbol unit when a prize is awarded upon starting, by making the change visible first and then the early notification visible, a stable gaming environment can be provided, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0070] [Feature 62] The gaming machine with feature 62 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. The system includes a variable display means on the performance control side that indicates that a variable display is being performed by the manner of illumination, As the game medium passes through the starting area, the variable display means on the performance control side performs a variable display. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced update value, the variable display means on the performance control side performs the variable display first, and then updates the display mode of the display corresponding to the pre-announcement. It is characterized by the following. This feature allows for quick notification of the occurrence of a change in the display content of the pre-announcement when the display content of the pre-announcement is updated due to a winning combination at the start of play. This makes the change in the fourth symbol unit visible first, followed by the update of the pre-announcement display content, thereby providing a stable gaming environment and ultimately a suitable gaming machine. Corresponding drawings: Figures 243 to 247

[0071] [Feature 63] The gaming machine with feature 63 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. The system includes a variable display means on the performance control side that indicates that a variable display is being performed by the manner of illumination, As the game medium passes through the starting area, the variable display means on the performance control side performs a variable display. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display on the performance control side variable display means begins. It is characterized by the following. According to this feature, when the complete function is activated due to a starting win, activating the complete function before the change in the fourth symbol unit becomes visible prevents players from feeling dissatisfied because they feel they lost out due to the lack of change, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0072] [Feature 64] The gaming machine with feature 64 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. The system includes a variable display means on the performance control side that indicates that a variable display is being performed by the manner of illumination, As the game medium passes through the starting area, the variable display means on the performance control side performs a variable display. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced value, the variable display means on the performance control side will first perform the variable display, and then start the display corresponding to the pre-announcement. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display on the performance control side variable display means begins. It is characterized by the following. According to this feature, when a pre-notification is given due to a starting win, the change in the fourth symbol unit is made visible first, and then the pre-notification is made visible, allowing the occurrence of the change to be communicated as quickly as possible, providing a stable gaming environment. Furthermore, when the complete function is activated due to a starting win, activating the complete function before the change in the fourth symbol unit is made visible prevents players from feeling that they have lost out because no change occurred, thus providing a more suitable gaming machine. Corresponding drawings: Figures 243 to 247

[0073] [Feature 65] The gaming machine with 65 features is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. The system includes a variable display means on the performance control side that indicates that a variable display is being performed by the manner of illumination, As the game medium passes through the starting area, the variable display means on the performance control side performs a variable display. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced update value, the variable display means on the performance control side performs the variable display first, and then updates the display mode of the display corresponding to the pre-announcement. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display on the performance control side variable display means begins. It is characterized by the following. According to this feature, when a pre-notification is given due to a starting win, the change in the fourth symbol unit is made visible first, and then the update of the pre-notification display content is made visible, so the occurrence of a change can be conveyed as quickly as possible, providing a stable gaming environment. When the complete function is activated due to a starting win, the complete function is activated before the change in the fourth symbol unit is made visible, so it is possible to prevent players from feeling that they have lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0074] [Feature 66] The gaming machine with feature 66 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. Equipped with a display means capable of displaying a specific display that corresponds to a variable display, As the game medium passes through the starting area, a display is made that moves a specific display from the starting position to the corresponding position for that variation. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will be started before the specific display moves from the starting position to the corresponding position. It is characterized by the following. According to this feature, when providing advance notification due to a starting prize win, the advance notification is given before the specific display starts moving, and then the specific display moves to that position. This allows for a step-by-step communication of the advance notification and the occurrence of a starting prize win, resulting in the provision of a suitable gaming machine. Corresponding drawings: Figures 243 to 247

[0075] [Feature 67] The gaming machine with feature 67 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. Equipped with a display means capable of displaying a specific display that corresponds to a variable display, As the game medium passes through the starting area, a display is made that moves a specific display from the starting position to the corresponding position for that variation. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced update value, the display mode of the display corresponding to the pre-announcement is updated before the specific display is moved from the starting position to the position corresponding to the change. It is characterized by the following. According to this feature, when updating the pre-announcement display content due to a starting prize win, the pre-announcement display content is updated before the specific display starts moving, and then the specific display moves to that position. This allows for a step-by-step communication of the update of the pre-announcement display content and the occurrence of a starting prize win, resulting in the provision of a suitable gaming machine. Corresponding drawings: Figures 243 to 247

[0076] [Feature 68] The gaming machine with feature 68 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. Equipped with a display means capable of displaying a specific display that corresponds to a variable display, As the game medium passes through the starting area, a display is made that moves a specific display from the starting position to the corresponding position for that variation. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the activation value, the game's progress is restricted without displaying a specific indicator at the starting position. It is characterized by the following. According to this feature, when the complete function is activated due to a starting win, the specific display based on that starting win is not displayed in the hold 1 position. By activating the complete function, it is possible to prevent players from feeling dissatisfied because they feel they have lost out due to the lack of fluctuations, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0077] [Feature 69] The gaming machine with feature 69 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. Equipped with a display means capable of displaying a specific display that corresponds to a variable display, As the game medium passes through the starting area, a display is made that moves a specific display from the starting position to the corresponding position for that variation. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced value, the display corresponding to the pre-announcement is started before the specific display is moved from the starting position to the corresponding position. When the game medium passes through the starting area and the counter value becomes the activation value, the game's progress is restricted without displaying a specific indicator at the starting position. It is characterized by the following. According to this feature, when a pre-notification is given due to a starting win, the pre-notification is given before the specific display starts moving, and then the specific display moves to that position. This allows the player to be informed in stages that a pre-notification has been given and that a starting win has occurred. Furthermore, when the complete function is activated due to a starting win, the complete function is activated without displaying the specific display based on that starting win at the hold 1 position. This prevents the player from feeling that they have lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0078] [Feature 70] The gaming machine with feature 70 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. Equipped with a display means capable of displaying a specific display that corresponds to a variable display, As the game medium passes through the starting area, a display is made that moves a specific display from the starting position to the corresponding position for that variation. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced update value, the display mode of the display corresponding to the pre-announcement is updated before the specific display is moved from the starting position to the position corresponding to the change. When the game medium passes through the starting area and the counter value becomes the activation value, the game's progress is restricted without displaying a specific indicator at the starting position. It is characterized by the following. According to this feature, when updating the pre-announcement display content due to a starting win, the pre-announcement display content is updated before the specific display starts moving, and then the specific display moves to that position. This allows the player to be informed in stages that the pre-announcement display content has been updated and that a starting win has occurred. Furthermore, when activating the complete function due to a starting win, the complete function is activated without displaying the specific display based on that starting win in the hold 1 position. This prevents the player from feeling that they have lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0079] [Feature 71] The gaming machine with feature 71 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. As the game medium passes through the starting area, the display of performance identification information is changed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start before the variable display of the performance identification information begins. It is characterized by the following. According to this feature, when providing advance notification due to a starting prize win, the advance notification is given before the change in the performance identification information begins, and then the change in the performance identification information begins. This allows for a gradual communication of the fact that an advance notification has been given and that a starting prize win has occurred, resulting in the provision of a suitable gaming machine. Corresponding drawings: Figures 243 to 247

[0080] [Feature 72] The gaming machine with feature 72 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. As the game medium passes through the starting area, the display of performance identification information is changed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced update value, the display mode of the display corresponding to the pre-announcement is updated before the variable display of the performance identification information begins. It is characterized by the following. According to this feature, when updating the pre-announcement display content due to a starting prize win, the pre-announcement display content is updated before the change in the performance identification information begins, and then the change in the performance identification information begins. This allows for a gradual communication of the update of the pre-announcement display content and the occurrence of a starting prize win, resulting in the provision of a suitable gaming machine. Corresponding drawings: Figures 243 to 247

[0081] [Feature 73] The gaming machine with feature 73 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. As the game medium passes through the starting area, the display of performance identification information is changed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display of the performance identification information begins. It is characterized by the following. According to this feature, when the complete function is activated due to a starting win, the complete function is activated without initiating changes in the performance identification information. This prevents players from feeling dissatisfied because they feel they have lost out due to the lack of changes, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0082] [Feature 74] The gaming machine with feature 74 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. As the game medium passes through the starting area, the display of performance identification information is changed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced value, the display corresponding to the pre-announcement is started before the variable display of the performance identification information begins. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display of the performance identification information begins. It is characterized by the following. According to this feature, when a pre-notification is given due to a starting win, the pre-notification is given before the change in the performance identification information begins, and then the change in the performance identification information begins. This allows the player to be informed in stages that a pre-notification has been given and that a starting win has occurred. Furthermore, when the complete function is activated due to a starting win, the complete function is activated without the change in the performance identification information beginning, which prevents the player from feeling that they have lost out because no change occurred. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0083] [Feature 75] The gaming machine with 75 features is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. As the game medium passes through the starting area, the display of performance identification information is changed. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area and the counter value becomes the pre-announced update value, the display mode corresponding to the pre-announcement is updated before the variable display of the performance identification information begins. When the game medium passes through the starting area and the counter value becomes the activated value, the game's progress is restricted before the variable display of the performance identification information begins. It is characterized by the following. According to this feature, when updating the pre-announcement display content due to a starting win, the update of the pre-announcement display content is performed before the change in the performance identification information begins, and then the change in the performance identification information begins. This allows the player to be informed in stages that the pre-announcement display content has been updated and that a starting win has occurred. Furthermore, when activating the complete function due to a starting win, the complete function is activated without starting the change in the performance identification information. This prevents the player from feeling that they have lost out because no change occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247

[0084] [Feature 76] The gaming machine with feature 76 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the game medium passes through the starting area, a specific notification may be executed at a timing related to that passage. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area, the counter value becomes the pre-announced value, and a specific notification is executed. In this case, the light emission corresponding to the specific notification is performed first, and then the display corresponding to the pre-announcement begins. It is characterized by the following. According to this feature, when a specific notification is to be executed, the corresponding light is emitted first, followed by a display corresponding to the prior notification. This allows multiple pieces of information to be conveyed at once, preventing confusion among players, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264

[0085] [Feature 77] The gaming machine with feature 77 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. When the game medium passes through the starting area, a specific notification may be executed at a timing related to that passage. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area, the counter value becomes the pre-announcement update value, and if a specific announcement is executed, the light emission corresponding to the specific announcement is performed first, and then the display mode of the display corresponding to the pre-announcement is updated. It is characterized by the following. According to this feature, when executing a specific notification, the corresponding light is emitted first, and then the content of the pre-notification display is updated. This allows multiple pieces of information to be conveyed at once, preventing confusion among players, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264

[0086] [Feature 78] The gaming machine with feature 78 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the game medium passes through the starting area, a specific notification may be executed at a timing related to that passage. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area, the counter value becomes the pre-announced value, and if a specific announcement is to be executed, the sound corresponding to the specific announcement is output first, and then the display corresponding to the pre-announcement begins. It is characterized by the following. According to this feature, when a specific notification is to be executed, the corresponding sound is output first, followed by a display corresponding to the prior notification. This allows multiple pieces of information to be conveyed at once, preventing confusion among players, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264

[0087] [Feature 79] The gaming machine with feature 79 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the counter value becomes the pre-announced value, the display corresponding to the pre-announcement will start. When the counter value becomes the pre-notification update value, the display mode of the display corresponding to the pre-notification is updated. When the game medium passes through the starting area, a specific notification may be executed at a timing related to that passage. As the game medium passes through the starting area, the counter value is updated. When the game medium passes through the starting area, the counter value becomes the pre-announcement update value, and if a specific announcement is executed, the sound corresponding to the specific announcement is output first, and then the display mode of the display corresponding to the pre-announcement is updated. It is characterized by the following. According to this feature, when a specific notification is to be executed, the corresponding sound is output first, and then the content of the pre-notification display is updated. This allows multiple pieces of information to be conveyed at once, preventing confusion for the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264

[0088] [Feature 80] The gaming machine with 80 features is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. The counter value is the pre-notification value, and the regular pattern for receiving the pre-notification start command is, There are irregular patterns that differ from the regular pattern and receive a pre-notification start command. Regardless of whether the pattern that receives the pre-notification start command is a regular pattern or an irregular pattern, pre-notification will be performed. Regardless of whether the pattern receiving the pre-notification start command is a regular pattern or an irregular pattern, if a power outage occurs and is restored, the system will resume in the manner in which the pre-notification was terminated. It is characterized by the following. This feature allows for termination using a common procedure regardless of the situation, reducing the processing burden and, as a result, providing a suitable gaming machine. Corresponding drawings: Figures 248 and 249

[0089] [Feature 81] The gaming machine with feature 81 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. The counter value is the pre-notification value, and the regular pattern for receiving the pre-notification start command is, There are irregular patterns that differ from the regular pattern and receive a pre-notification start command. Regardless of whether the pattern that receives the pre-notification start command is a regular pattern or an irregular pattern, pre-notification will be initiated. Regardless of whether the pattern receiving the pre-notification start command is a regular pattern or an irregular pattern, if the next command to receive the counter value corresponds to a command to terminate the pre-notification, the pre-notification will terminate. It is characterized by the following. This feature allows the system to terminate with a common command reception regardless of the situation, reducing the processing load and ultimately providing a suitable gaming machine. Corresponding drawings: Figures 250 and 251

[0090] [Feature 82] The gaming machine with feature 82 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. The regular pattern is that when the system is controlled to an advantageous state, the counter value becomes the activation value and the activation warning notification start command is received, There are irregular patterns that differ from the regular pattern and receive the operation warning notification start command. Regardless of whether the pattern that receives the operation warning notification start command is a regular pattern or an irregular pattern, the operation warning notification will be initiated. If the pattern that receives the operation warning notification start command is an operation warning notification started by a regular pattern, and a power outage occurs and is restored, the system will recover in the manner in which the operation warning notification was issued. If the pattern that receives the operation warning notification start command is an operation warning notification started by an irregular pattern, and a power outage occurs and is restored, the system will recover in the manner in which the operation warning notification was terminated. It is characterized by the following. According to this feature, under normal circumstances, the machine is designed so that the operation warning state (later the operation state) is not canceled by turning the power off and on, taking into account the actual situation on the gaming machine. However, in the case of operation warnings in irregular patterns where the conditions are not met, it is possible to terminate them with a process that can be performed by the gaming store staff on the same day, such as turning the power off and on. This prevents players from suffering any disadvantage in the event of an irregularly occurring operation warning, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 252

[0091] [Feature 83] The gaming machine with feature 83 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. The regular pattern is that when the system is controlled to an advantageous state, the counter value becomes the activation value and the activation warning notification start command is received, There are irregular patterns that differ from the regular pattern and receive the operation warning notification start command. Regardless of whether the pattern that receives the operation warning notification start command is a regular pattern or an irregular pattern, the operation warning notification will be initiated. Regardless of whether the pattern that receives the operation warning notification start command is a regular pattern or an irregular pattern, if the next command to inform the counter value received is different from the operating value, the operation warning notification will be maintained. It is characterized by the following. According to this feature, in the normal case, a special playing method that intentionally reduces the number of balls won during a jackpot can be used to prevent a strategy from emerging where the machine enters an activation warning state and then exits that state. To prevent this, the machine is designed so that once it reaches 95,000, the complete function is activated after the jackpot ends, no matter what happens. This also prevents the activation warning from ending in irregular patterns, just like in the normal pattern, thus avoiding increased processing load, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 253

[0092] [Feature 84] The gaming machine with feature 84 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. The counter value is the activation value, and there is a regular pattern for receiving the activation notification start command, There are irregular patterns that differ from the regular pattern and receive the operation notification start command. Regardless of whether the pattern that receives the operation notification start command is a regular pattern or an irregular pattern, the operation notification will be started. When the pattern that receives the operation notification start command is an operation notification started by a regular pattern, and a power outage occurs and is restored, the system will be restored in the manner in which the operation notification was issued. When the pattern for receiving the operation notification start command is an operation notification started by an irregular pattern, and a power outage occurs and is restored, the operation notification will be restored in the manner in which it was terminated. It is characterized by the following. According to this feature, under normal circumstances, taking into account the actual situation on the gaming machine (prohibition of changing settings during business hours, and if the complete function is activated, the gaming machine that was activated on that day will not be playable), the system is designed so that the activation notification is not canceled by turning the power off and on. However, in the case of activation notifications that occur in irregular patterns where the conditions are not met, by making it possible to terminate them with a process that can be performed by the gaming store staff on the same day, such as turning the power off and on, it is possible to prevent players from suffering any disadvantage in the event of an irregularly occurring activation notification, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 254 and 255

[0093] [Feature 85] The gaming machine with feature 85 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. The counter value is the activation value, and there is a regular pattern for receiving the activation notification start command, There are irregular patterns that differ from the regular pattern and receive the operation notification start command. Regardless of whether the pattern that receives the operation notification start command is a regular pattern or an irregular pattern, the operation notification will be started. Regardless of whether the pattern receiving the activation notification start command is a regular pattern or an irregular pattern, if the next command to inform the counter value received is different from the activation value, the activation notification will be maintained. It is characterized by the following. According to this feature, under normal circumstances, the design requires special operation by a gaming parlor employee to terminate the operating state and operation notification. Furthermore, even if a command with a value lower than the operation notification is received after the operation notification has been issued, the operation notification will not be terminated. Irregular patterns will also not terminate the operation notification, thus avoiding increased processing load, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 256 and 257

[0094] [Feature 86] The gaming machine with feature 86 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. The counter value is the pre-notification value, and the regular pattern for receiving the pre-notification start command is, There are irregular patterns that differ from the regular pattern and receive a pre-notification start command. Regardless of whether the pattern that receives the pre-notification start command is a regular pattern or an irregular pattern, pre-notification will be initiated. Whether the pattern receiving the pre-notification start command is a regular pattern or an irregular pattern, if a power outage occurs and is restored, the system will be restored in the manner in which the pre-notification was terminated. The regular pattern is that when the system is controlled to an advantageous state, the counter value becomes the activation value and the activation warning notification start command is received, There are irregular patterns that differ from the regular pattern and receive the operation warning notification start command. Regardless of whether the pattern that receives the operation warning notification start command is a regular pattern or an irregular pattern, the operation warning notification will be initiated. If the pattern for receiving the operation warning notification start command is an operation warning notification started by a regular pattern, and a power outage occurs and is restored, the system will recover in the manner in which the operation warning notification was issued. If the pattern for receiving the operation warning notification start command is an operation warning notification started by an irregular pattern, and a power outage occurs and is restored, the system will recover in the manner in which the operation warning notification was terminated. It is characterized by the following. This feature allows for termination using a common procedure regardless of the situation, reducing the processing burden and ultimately providing a suitable gaming machine. Furthermore, under normal circumstances, considering the actual conditions on the gaming machine, the system is designed so that the operation warning state (later the operation state) is not canceled by turning the power off and on. However, in the case of operation warnings in irregular patterns where the conditions are not met, it is possible to terminate them with a process that can be performed by the gaming store staff on the same day, such as turning the power off and on. This prevents players from suffering any disadvantage in the event of an irregularly occurring operation warning, and ultimately provides a suitable gaming machine. Moreover, each irregular pattern can be terminated with a common process such as cutting the power, preventing players from suffering any disadvantage and ultimately providing a suitable gaming machine. Corresponding drawings: Figures 248 to 257

[0095] [Feature 87] The gaming machine with feature 87 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. The counter value is the pre-notification value, and the regular pattern for receiving the pre-notification start command is, There are irregular patterns that differ from the regular pattern and receive a pre-notification start command. Regardless of whether the pattern that receives the pre-notification start command is a regular pattern or an irregular pattern, pre-notification will be initiated. Whether the pattern receiving the pre-notification start command is a regular pattern or an irregular pattern, if a power outage occurs and is restored, the system will be restored in the manner in which the pre-notification was terminated. The counter value is the activation value, and there is a regular pattern for receiving the activation notification start command, There are irregular patterns that differ from the regular pattern and receive the operation notification start command. Regardless of whether the pattern that receives the operation notification start command is a regular pattern or an irregular pattern, the operation notification will be started. When the pattern receiving the operation notification start command is an operation notification started by a regular pattern, and a power outage occurs and is restored, the system will be restored in the manner in which the operation notification was issued. When the pattern receiving the operation notification start command is an operation notification started by an irregular pattern, and a power outage occurs and is restored, the system will be restored in the manner in which the operation notification was terminated. It is characterized by the following. This feature allows for termination using a common procedure regardless of the situation, reducing the processing burden and ultimately providing a suitable gaming machine. Furthermore, in normal circumstances, considering the actual conditions on the gaming machine (prohibition of setting changes during business hours, and if the complete function is activated, the gaming machine that was activated on that day cannot be played), the system is designed so that the activation notification is not canceled by turning the power off and on. However, in the case of activation notifications in irregular patterns where the conditions are not met, it is possible to terminate them with a process that can be performed by the gaming store staff on that day, such as turning the power off and on. This prevents players from suffering any disadvantage in the event of an irregularly occurring activation notification, and ultimately provides a suitable gaming machine. Moreover, each irregular pattern can be terminated with a common process such as cutting the power, preventing players from suffering any disadvantage and ultimately providing a suitable gaming machine. Corresponding drawings: Figures 248 to 257

[0096] [Feature 88] The gaming machine with feature 88 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. If the counter value becomes the pre-announced value, pre-announcement will be made. When the counter value reaches the activation value while the system is controlled to an advantageous state, an activation warning notification is issued. When the counter value becomes the activation value and restricts the progress of the game, an activation notification is issued. The regular pattern is that when the system is controlled to an advantageous state, the counter value becomes the activation value and the activation warning notification start command is received, There are irregular patterns that differ from the regular pattern and receive the operation warning notification start command. Regardless of whether the pattern that receives the operation warning notification start command is a regular pattern or an irregular pattern, the operation warning notification will be initiated. If the pattern receiving the operation warning notification start command is an operation warning notification started by a normal pattern, and a power outage occurs and is restored, the system will recover in the manner in which the operation warning notification was issued. If the pattern receiving the operation warning notification start command is an operation warning notification started by an irregular pattern, and a power outage occurs and is restored, the system will recover in the manner in which the operation warning notification was terminated. The regular pattern is that when the system is not controlled to an advantageous state, the counter value becomes the activation value and the activation notification start command is received, There are irregular patterns that differ from the regular pattern and receive the operation notification start command. Regardless of whether the pattern that receives the operation notification start command is a regular pattern or an irregular pattern, the operation notification will be started. When the pattern receiving the operation notification start command is an operation notification started by a regular pattern, and a power outage occurs and is restored, the system will be restored in the manner in which the operation notification was issued. When the pattern receiving the operation notification start command is an operation notification started by an irregular pattern, and a power outage occurs and is restored, the system will be restored in the manner in which the operation notification was terminated. It is characterized by the following. According to this characteristic, Under normal circumstances, considering the actual conditions on the gaming machine, the system is designed so that turning the power off and on does not cancel the operation warning state (later the operation state). However, in the case of operation warnings in irregular patterns where the conditions are not met, by making it possible to terminate them with a process that can be performed by the gaming store staff on the same day, such as turning the power off and on, it is possible to prevent players from suffering any disadvantage in the event of an irregularly occurring operation warning, and as a result, a suitable gaming machine can be provided. Furthermore, each irregular pattern can be terminated with a common process such as cutting the power, preventing players from suffering any disadvantage, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 248 to 257

[0097] [Feature 89] The gaming machine with feature 89 is, A gaming machine for playing games, It is possible to display a demonstration. When the demonstration display is shown, the demonstration display will end when the game medium passes through the starting area. The display of the performance identification information in the first frame after the demonstration display ends is the same as when the variable display ended, and the display of the performance identification information changes in the next frame. It is characterized by the following. According to this feature, if a starting win occurs while a demo movie is being displayed, and all the displays start moving at the same time as the demo movie ends, it becomes difficult to recognize that a starting win has occurred. Therefore, by adding a one-frame pause after the demo movie ends, it becomes possible to recognize that a starting win has occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 244

[0098] [Feature 90] The gaming machine with feature 90 is, A gaming machine for playing games, It is possible to display a demonstration. When the demonstration display is shown, the demonstration display will end when the game medium passes through the starting area. In the first frame after the demonstration display ends, the specific display corresponding to the variable display is shown at the starting position of the moving display. In the next frame, the display position of the specific display corresponding to the variable display changes so that it moves to the display position corresponding to the variable display. It is characterized by the following. According to this feature, if a starting win occurs while a demo movie is being displayed, and all the displays start moving at the same time as the demo movie ends, it becomes difficult to recognize that a starting win has occurred. Therefore, by adding a one-frame pause after the demo movie ends, it becomes possible to recognize that a starting win has occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 244

[0099] [Feature 91] The gaming machine with feature 91 is, A gaming machine for playing games, It is possible to display a demonstration. When the demonstration display is shown, the demonstration display will end when the game medium passes through the starting area. The display pattern of the performance identification information in the first frame after the demonstration display ends is the same as when the variable display ends, the display pattern of the reduced performance identification information in the first frame after the demonstration display ends is different from when the variable display ends, and the display pattern of the performance identification information changes in the next frame. It is characterized by the following. According to this feature, when a starting win occurs while a demo movie is being displayed, the demo movie ends, and the small symbols continue to move, but the decorative symbols remain still for a short time. This allows the player to recognize that a starting win has occurred, and also recognize that the small symbols have started to move, resulting in a suitable gaming machine. Corresponding drawing: Figure 244

[0100] [Feature 92] The gaming machine with feature 92 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. It is equipped with a variable display means for displaying specific identification information in a variable manner, The variable display means indicates the variable display result of specific identification information by the light emission pattern. A buffer for variable display means is provided for storing information regarding the light emission mode of the variable display means. When the counter reaches the operating value, control is performed to change the light emission mode of the variable display means to a different light emission mode from the variable display result without updating the data in the buffer for the variable display means. The data in the buffer for the variable display means is initialized when power is restored after an interruption, with initialization taking place. It is characterized by the following. According to this feature, by using a special process that omits the process of updating the buffer values, the special feature unit can be configured in a special state, allowing it to stably operate in the state when the complete function is activated. Furthermore, by initializing it by clearing the RAM along with other data, the processing burden can be reduced, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 146-151, 168, 170

[0101] [Feature 93] The gaming machine with feature 93 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. Equipped with variable means, The variable means, when the solenoid is in the first state, makes it easier for the game medium to pass through a specific area than when the solenoid is in the second state. When a gaming medium passes through a specific area, gaming value is assigned to it. By updating the value of the solenoid buffer, it is possible to perform the normal process of changing the solenoid from the first state to the second state. When the counter reaches the operating value, a special process is executed to change the solenoid from the first state to the second state without updating the value of the solenoid buffer. It is characterized by the following. This feature prevents the machine from remaining in a state where balls are easily inserted after activation, thus providing a suitable gaming machine. Corresponding drawings: Figures 157, 158, 168, 170

[0102] [Feature 94] The gaming machine with feature 94 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. Equipped with variable means, The variable means, when the solenoid is in the first state, makes it easier for the game medium to pass through a specific region provided in accordance with the variable means than when the solenoid is in the second state. When a gaming medium passes through a specific area, gaming value is assigned to it. There is a solenoid counter to set the solenoid to the first state. By updating the value of the solenoid buffer, it is possible to perform the normal process of changing the solenoid from the first state to the second state. It is possible to perform a special process that changes the solenoid from the first state to the second state without updating the value of the solenoid buffer. When the solenoid counter reaches its final value, normal processing is executed. When the game medium passes through a specific area and the counter value becomes the activation value, the variable means enters a second state due to special processing, even if the solenoid counter has not yet reached its termination value. It is characterized by the following. This feature prevents the machine from remaining in a state where balls are easily inserted after activation, thus providing a suitable gaming machine. Corresponding drawings: Figures 157, 158, 168, 170

[0103] [Feature 95] The gaming machine with feature 95 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. Equipped with variable means, The variable means, when the solenoid is in the first state, makes it easier for the game medium to pass through a specific region provided in accordance with the variable means than when the solenoid is in the second state. When a gaming medium passes through a specific area, gaming value is assigned to it. When a game medium passes through a predetermined area different from a specific area, game value is assigned to it. There is a solenoid counter to set the solenoid to the first state. By updating the value of the solenoid buffer, it is possible to perform the normal process of changing the solenoid from the first state to the second state. It is possible to perform a special process that changes the solenoid from the first state to the second state without updating the value of the solenoid buffer. When the solenoid counter reaches its final value, normal processing is executed. When the game medium passes through a predetermined area and the counter value becomes the activation value, the variable means enters a second state due to the execution of a special process, even if the solenoid counter has not yet reached its termination value. It is characterized by the following. This feature prevents the machine from remaining in a state where balls are easily inserted after activation, thus providing a suitable gaming machine. Corresponding drawings: Figures 157, 158, 168, 170

[0104] [Feature 96] The gaming machine with feature 96 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When a power outage occurs and is restored, the count value is cleared. If the count value becomes a test signal output value lower than the operating value, a specific test signal is output. When a power outage occurs and is restored, the process of terminating the output of a specific test signal is performed. When the counter value reaches the operating value, the process of terminating the output of the specific test signal is performed. It is characterized by the following. This feature prevents situations where the test cannot continue due to the activation of the complete function by prompting a power cut-off by outputting a specific test signal. In the market, stable control can be achieved by terminating the output even when the complete function is activated, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 151-153, 161, 168, 170

[0105] [Feature 97] The gaming machine with feature 97 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When the power is cut off, the count value is cleared. If the count value becomes a test signal output value lower than the operating value, a specific test signal is output. When a power outage occurs and is restored, the process of terminating the output of a specific test signal is performed. The data in the buffer for the specific test signal is The counter value reaches the operating value, then a power outage occurs, and when power is restored, it is not reset. The counter value reaches the operating value, and then a power outage occurs, followed by a recovery that involves initialization, at which point it is reset. It is characterized by the following. This feature prevents situations where the test cannot continue due to the activation of the complete function by prompting a power cut-off by outputting a specific test signal. Since releasing the game stoppage caused by the complete function requires power-on with a RAM clear operation, the processing burden can be reduced by clearing the RAM along with other data during initialization via RAM clear, rather than clearing it by power-on as in the normal procedure. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 150, 151, 155, 156, 161

[0106] [Feature 98] The gaming machine with feature 98 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. A variable display means that shows the variable display result of specific identification information by the light emission pattern, It includes a variable display means on the performance control side that indicates that a variable display is being performed by the manner of illumination, When the counter value becomes the activation value, the illumination mode of the variable display means is set to a mode that cannot be taken while the game is in progress. When the counter value becomes the activation value, the illumination mode of the variable display means on the performance control side is set to a mode that cannot be taken while the game is in progress. It is characterized by the following. This feature allows for the appropriate indication that the complete function is activated, depending on the configuration of the special symbol unit and the fourth symbol unit, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 138 and 139

[0107] [Feature 99] The gaming machine with 99 features is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. A favorable state includes a first favorable state and a second favorable state. The ending period differs between the first advantageous state and the second advantageous state. In the first advantageous state, if the counter value becomes the activation value, after the ending period corresponding to the first advantageous state has ended, the progress of the game will be restricted. In the second advantageous state, if the counter value becomes the activation value, the game's progress will be restricted after the ending period corresponding to the second advantageous state has ended. It is characterized by the following. This feature allows for different ending periods depending on the type of jackpot, enabling the execution of appropriate effects for each to enhance the gaming experience. By activating the complete function at the end of the common ending period for all jackpots, the complete function can be reliably activated, resulting in the provision of a suitable gaming machine. Corresponding drawing: Figure 265

[0108] [Feature 100] The gaming machine with 100 features is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. A display unit for displaying predetermined information regarding the assignment of game value is provided on the main board. When the counter value reaches the activation value, the system controls the execution of processing related to the display unit. It is characterized by the following. This feature ensures that the values ​​displayed on the performance monitor are those of a playable state, by preventing the execution of processing related to the performance display monitor when the complete function is activated and the game is not playable. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 155, 156, and 168

[0109] [Feature 101] The gaming machine with feature 101 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. Movable body and, It comprises a light emission control means for controlling a light emission means, The light emission control means is, When the movable body moves, the light-emitting means is controlled by a brightness data table for the movement of the movable body. When a movable part is in motion, if the counter value reaches the activation value, the light-emitting means is controlled using a brightness data table corresponding to restricting the progress of the game. The degree of emphasis is lower for the light emission pattern controlled by It is characterized by the following. This feature allows for the prevention of misinterpretation, even when the mechanical parts are operating while the complete function is activated, by switching the illumination pattern of the light-emitting means. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 266 and 267

[0110] [Feature 102] The gaming machine with feature 102 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. In either the case of a specific error, or when the counter value becomes the activation value and the game's progress is restricted, a specific external signal can be output. If a specific error occurs and a specific external signal is output, the specific external signal will continue to be output until the specific error is resolved. When the counter value becomes the activation value and the game's progress is restricted, a specific external signal is output, and the specific external signal is output for a predetermined period of time. It is characterized by the following. This feature allows for the operation of the gaming establishment by leaving the power ON when the complete function is activated. In this case, it prevents the security signal caused by the complete function activation from continuing indefinitely. Furthermore, by limiting the output of the security signal due to an error to the time it is cleared, the cause of the security signal can be identified from the output pattern of the signal, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 155, 156, and 168

[0111] [Feature 103] The gaming machine with feature 103 is, A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. If the counter value reaches the activation value when the game is not controlled to an advantageous state, the game's progress will be restricted. When the counter value reaches the activation value while the game is controlled to an advantageous state, the game's progress will be restricted after the advantageous state ends. It is capable of outputting specific external signals, In relation to controlling a favorable state, it is possible to output a predetermined external signal. When the counter value becomes the activation value during a favorable state, and the game's progress is restricted after the favorable state ends, the output of a predetermined external signal is terminated and the output of a specific external signal is started. It is characterized by the following. Based on this feature, one possible situation in which the complete function is activated is during a jackpot. However, if the external signal output, which is used to excite the player during a jackpot, continues to be output indefinitely even after the complete function has been activated, it may be perceived as an attempt to hype up the activation of the complete function. Therefore, by preventing this and outputting a signal corresponding to the activation of the complete function, it is possible to appropriately communicate that the complete function has been activated, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 155, 156, and 168

[0112] Embodiments for implementing the gaming machine according to the present invention will be described below based on examples.

[0113] The embodiments of the present invention will be described by dividing them into two parts: Feature section 1, which mainly relates to effect display, and Feature section 2, which mainly relates to the complete function. Although Feature section 1 and Feature section 2 relate to the same pachinko game machine 1, Feature section 2 has an exception in that some parts of the configuration of the pachinko game machine 1 are different.

[0114] (Feature 1) An embodiment for implementing the pachinko game machine of the present invention will be described below based on the characteristic part 1.

[0115] (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.

[0116] 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.

[0117] 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.

[0118] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) 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.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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 a hold display corresponding to a variable display whose execution is pending, and an active display corresponding to a variable display that is currently running. The hold display and active display are collectively referred to as variable display corresponding displays. In this feature unit 1, 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 the 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 the second hold display representing a variable display whose execution of the second special symbol is pending, may be provided separately. In this feature unit 1, 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.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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.

[0131] 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.

[0132] 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.

[0133] 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."

[0134] 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.

[0135] 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.

[0136] 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.

[0137] 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.

[0138] Furthermore, the game area in this feature section 1 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 as they flow down.

[0139] Furthermore, the normal state in this feature section 1 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 feature section 1 are game states in which the player shoots game balls toward the right game area 2R.

[0140] 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".

[0141] 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.

[0142] 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.

[0143] 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.

[0144] 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).

[0145] 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).

[0146] 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.

[0147] (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).

[0148] 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).

[0149] 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.

[0150] 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.

[0151] 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.

[0152] 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."

[0153] 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.

[0154] 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.).

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 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).

[0159] 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.

[0160] 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.).

[0161] 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).

[0162] 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.

[0163] Furthermore, in this feature section 1, the large prize slot that opens in a specific round (for example, the 6th round) differs depending on the type of jackpot. In the type of jackpot where the second prize slot opens in that specific round, the game state is controlled to a probability variation state (high probability, high base state) after the jackpot game ends, based on the detection by the second count switch 24 that a game ball enters the second large prize slot.

[0164] (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.

[0165] 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).

[0166] 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.

[0167] 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.

[0168] 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.

[0169] 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").

[0170] 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.

[0171] 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.

[0172] 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.

[0173] 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).

[0174] (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.

[0175] 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).

[0176] 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.

[0177] 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.

[0178] 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.

[0179] 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).

[0180] 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).

[0181] 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.

[0182] The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal 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.

[0183] 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.

[0184] Furthermore, the pachinko game machine 1 in this feature section 1 is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to dispense a predetermined number of game balls (for example, 3, 5, 10, 15 balls, 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 pattern of the game ball detection signal received from the game ball detection sensor.

[0185] 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.

[0186] 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.

[0187] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances 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.

[0188] 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.

[0189] 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.

[0190] 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).

[0191] 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.

[0192] 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 feature unit 1, 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.

[0193] 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.

[0194] 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.

[0195] Furthermore, the enlargement effect in Feature 1 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). The decorative effect in Feature 1 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). In addition, 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.

[0196] In this feature unit 1, an image to be displayed on the display screen of the image display device 5 can be generated by superimposing the images drawn and arranged in the Layer 1 image drawing area to the Layer 13 image drawing area. 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.

[0197] 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.

[0198] 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.

[0199] 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.

[0200] 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.

[0201] 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.

[0202] 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).

[0203] 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).

[0204] 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.

[0205] Figure 6(A) is an explanatory diagram showing an example of the content of a performance control command used in this feature unit 1. 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 an 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.

[0206] 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.

[0207] 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".

[0208] 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.

[0209] 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."

[0210] 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.

[0211] 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").

[0212] 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.

[0213] 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).

[0214] 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.

[0215] 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.

[0216] Command D000H is a V-entry notification command used to notify 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 feature section 1, 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 feature section 1, "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).

[0217] Command 9F00H is a command to specify the display of a customer waiting demonstration (customer waiting demo) and to execute it.

[0218] 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.

[0219] 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.

[0220] 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.

[0221] 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."

[0222] 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."

[0223] 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".

[0224] 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".

[0225] 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".

[0226] Figure 8 shows an example of the configuration of the display result determination table stored in ROM 101. In this feature section 1, 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.

[0227] 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.

[0228] 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".

[0229] 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 determining to control the special symbol display result to a jackpot game state as a "jackpot" is higher when the pachinko game machine 1 is in a time-saving state (low probability state) compared to the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" (approximately 1 / 30 in this feature unit 1). 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.

[0230] Figure 9(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. The jackpot type determination table in this feature unit 1 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, the 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).

[0231] Here, the types of jackpots in Feature Unit 1 will be explained using Figure 9(B). In Feature Unit 1, there are three types of jackpots: Jackpot A, Jackpot B, and Jackpot C, in which a time-saving control is executed for up to 100 variable displays after the jackpot game state ends. Furthermore, Jackpots A, B, and 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, a probability variation control is executed for up to 100 variable displays after the jackpot game ends.

[0232] 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).

[0233] In this feature section 1, at least a time-saving control is performed after the end of the jackpot game state. If a jackpot occurs while this time-saving control is being performed, the 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.

[0234] In this feature section 1, an example is given of a configuration in which three types of jackpots, Jackpot A to Jackpot C, are provided. However, the present invention is not limited to this, and there may be two or fewer types of jackpots, or four or more types.

[0235] 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 enter the second starting prize entry point formed by the variable prize ball entry device 6B due to high opening control associated with time-saving control, it is possible to avoid frequent occurrences of jackpot states with fewer prize balls, thereby preventing a decrease in the enjoyment of the game.

[0236] Figures 10 and 11 are explanatory diagrams showing specific examples of variation patterns in the feature unit 1. The variation patterns of the feature unit 1 are broadly composed of a losing variation pattern where the variable display result is a loss, and a winning variation pattern where the variable display result is a big win.

[0237] As shown in FIG. 10, the deviation variation patterns can be broadly classified into non-reach deviation variation patterns (variation pattern type is non-reach variation pattern) where deviation occurs without executing any reach effect, normal reach variation patterns (variation pattern type is normal reach variation pattern) where deviation occurs after executing the reach effect of normal reach, low-base weak super reach A variation patterns (variation pattern type is low-base weak super reach variation pattern) where deviation occurs after executing the reach effect of low-base weak super reach A or low-base weak super reach B in the normal state (low-base state), low-base strong super reach A variation patterns (variation pattern type is low-base strong super reach A variation pattern) where deviation occurs after finally executing the reach effect of low-base strong super reach A in the normal state (low-base state), low-base strong super reach B variation patterns (variation pattern type is low-base strong super reach B variation pattern) where deviation occurs after finally executing the reach effect of low-base strong super reach B in the normal state (low-base state), low-base strong super reach C variation patterns (variation pattern type is low-base strong super reach C variation pattern) where deviation occurs after finally executing the reach effect of low-base strong super reach C in the normal state (low-base state), low-base strongest super reach variation patterns (variation pattern type is low-base strongest super reach variation pattern) where deviation occurs after finally executing the reach effect of low-base strongest super reach in the normal state (low-base state), high-base super reach A variation patterns (variation pattern type is high-base super reach A variation pattern) where deviation occurs after finally executing the reach effect of high-base super reach A in the time-saving state or probability-changing state (high-base state), high-base super reach B variation patterns (variation pattern type is high-base super reach B variation pattern) where deviation occurs after finally executing the reach effect of high-base super reach B in the time-saving state or probability-changing state (high-base state).In the shortened time state or the probability variation state (high base state), there is a variation pattern for high base super reach C where the reach animation of high base super reach C is ultimately executed but it is a miss (variation pattern type is high base super reach C variation pattern), and in the shortened time state or the probability variation state (high base state), there is a variation pattern for high base super reach D where the reach animation of high base super reach D is ultimately executed but it is a miss (variation pattern type is high base super reach D variation pattern).

[0238] As for non-reach variation patterns, there are four types of variation patterns: PA1-1, in which the special symbol variation time is 12000ms and no reach effects are executed when the number of reserved special symbols for variable display is 2 or less in the normal state; PA1-2, in which the special symbol variation time is 5000ms and no reach effects are executed when the number of reserved special symbols for variable display is 3 in the normal state; PA1-3, in which the special symbol variation time is 2000ms and no reach effects are executed during time-saving control (time-saving state or probability-changing state); and PA1-4, in which the special symbol variation time is 8000ms and no reach effects are executed during time-saving control (time-saving state or probability-changing state).

[0239] For the variation pattern type of normal reach, there are three types of variation patterns: PA2-1A, where the special symbol variation time is 20,000 ms and the normal reach reach animation is performed but it is a miss; PA2-1B, where the special symbol variation time is 35,000 ms and the pseudo-consecutive animation is performed once before the normal reach reach animation is performed but it is a miss; and PA2-1C, where the special symbol variation time is 50,000 ms and the pseudo-consecutive animation is performed twice before the normal reach reach animation is performed but it is a miss.

[0240] As for the variation pattern type of low-base weak super reach, there are two types of variation patterns: PA2-2, in which the special symbol variation time is 73,000 ms, and after the pseudo-consecutive effect is executed twice, the reach effect of a normal reach and the reach effect of low-base weak super reach A are executed, resulting in a loss; and PA2-3, in which the special symbol variation time is 83,000 ms, and after the pseudo-consecutive effect is executed twice, the reach effect of a normal reach and the reach effect of low-base weak super reach B are executed, resulting in a loss.

[0241] For the variation pattern type of Low Base Strong Super Reach A, the special symbol variation time is 93,000 ms plus the 10,000 ms for the miss notification period, totaling 103,000 ms. PA2-4 is a variation where two pseudo-consecutive effects, a normal reach effect, and a Low Base Weak Super Reach A reach effect are performed, followed by the Low Base Strong Super Reach A reach effect, resulting in a miss. The special symbol variation time is 103,000 ms plus the 10,000 ms for the miss notification period, totaling 113,000 ms. There are three types of spin patterns: PA2-5, in which two pseudo-consecutive spin sequences, a normal reach sequence, and a low-base weak super reach B sequence are performed, followed by a low-base strong super reach A sequence that results in a loss; and PA2-6, in which the special symbol spin time is 40,000ms plus a 10,000ms loss notification period, totaling 50,000ms, and in which a normal reach sequence is performed followed by a low-base strong super reach A sequence that results in a loss.

[0242] For the variation pattern type Low Base Strong Super Reach B, the special symbol variation time is 108,000 ms plus the 10,000 ms for the miss notification period, totaling 118,000 ms. PA2-7 is a variation where two pseudo-consecutive effects, a normal reach effect, and a low base weak super reach A effect are performed, followed by the low base strong super reach B effect, resulting in a miss. The special symbol variation time is 113,000 ms plus the 10,000 ms for the miss notification period, totaling 123,000 ms. There are three types of variation patterns: PA2-8, in which two pseudo-consecutive performances, a normal reach performance, and a low-base weak super reach B performance are performed, followed by a low-base strong super reach B performance that results in a loss; and PA2-9, in which the special symbol variation time is 45,000 ms plus a loss notification period of 10,000 ms, and a normal reach performance is performed followed by a low-base strong super reach B performance that results in a loss.

[0243] For the variation pattern type Low Base Strong Super Reach C, the special symbol variation time is 118,000 ms plus the 10,000 ms for the miss notification period, totaling 128,000 ms. PA2-10 is a variation where two pseudo-consecutive effects, a normal reach effect, and a low base weak super reach A effect are performed before the low base strong super reach C effect is performed, resulting in a miss. The special symbol variation time is 123,000 ms plus the 10,000 ms for the miss notification period, totaling 133,000 ms. There are three types of spin patterns: PA2-11, in which two pseudo-consecutive spin sequences, a normal reach sequence, and a low-base weak super reach B sequence are performed, followed by a low-base strong super reach C sequence that results in a los...

Claims

[Claim 1] A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the game's progress is restricted. When restricting the progress of the game, the restriction is notified by a display corresponding to the restriction and a corresponding light emission pattern in the light emission means. It includes a light emission control means for controlling the light emission means, The light emission control means can change the illumination mode of the light emission means to an illumination mode corresponding to the performance when the progress of the game is not restricted, and before switching to a display corresponding to the restriction of the progress of the game, it performs control to switch the illumination mode of the light emission means to an illumination mode corresponding to the restriction of the progress of the game. A display unit for displaying predetermined information regarding the assignment of game value is provided on the main board. A gaming machine that controls the execution of display-related processing when the counter value reaches the activation value.