Gaming machine

The gaming machine improves commercial value by dynamically controlling display transparency and brightness to create engaging visual effects and suggest advantageous game states, addressing the limitations of conventional machines in transitioning and displaying special information.

JP7871157B2Active Publication Date: 2026-06-08SANKYO CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANKYO CO LTD
Filing Date
2022-11-07
Publication Date
2026-06-08

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhanced commercial value in their visual and interactive effects, particularly in transitioning between game states and displaying special identification information to enhance player engagement.

Method used

The gaming machine incorporates display and light-emitting means with control mechanisms to dynamically change transparency and brightness, allowing for variable displays of special identification information, fragment images, and hold displays, along with game control logic to manage these transitions and suggest advantageous game states.

Benefits of technology

This enhances the commercial value by providing engaging visual effects and improved player experience through dynamic transitions and increased probability of advantageous game states, thereby increasing player interaction and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: A game machine includes: game control means (a game control microcomputer 100) for controlling progress of a game; performance control means (a performance control CPU 120) for controlling a performance; and a liquid crystal indicator (an image display device 5). The performance control means displays a glass plate image on the liquid crystal indicator and executes a cracking performance for cracking the glass plate image according to a performance control command transmitted from the game control means.SELECTED DRAWING: Figure 125
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of playing games.

Background Art

[0002] In conventional gaming machines, as a step-up effect in which an image displayed on a liquid crystal display device is gradually changed, the display screen of the liquid crystal device is regarded as glass, and after displaying a crack (a glass plate as a crack precursor image) on the display screen, there is a gaming machine that can execute an effect of displaying a plurality of fragment images as if the display screen has cracked (see, for example, Patent Document 1). Further, there is a gaming machine that can execute variable display and can be controlled to a jackpot gaming state (advantageous state) advantageous to the player, and when a hold memory including information related to the variable display occurs due to the occurrence of a new start winning, it is possible to execute the display of an appearance animation in which the hold display based on the hold memory is gradually displayed (see, for example, Patent Document 2).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] In gaming machines having the functions and configurations of Patent Document 1 and Patent Document 2, there was room to improve the commercial value.

[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine with improved commercial value.

Means for Solving the Problems

[0006] The gaming machine according to claim 1 of the present invention is A gaming machine that can display variable special identification information when the starting conditions are met, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, the background display can be shown. In the second period following the end of the first period, a demonstration display can be shown. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. When the activation condition is met, the variable display of the performance identification information is displayed so that the transparency of the performance identification information changes from a first value to a second value which is higher than the first value. If the activation condition is met while the demonstration display is displayed, the display is switched from the demonstration display to the variable display of the performance identification information before the transparency of the performance identification information reaches the second value. The aforementioned light emission control means is During the second period, the light-emitting means can be controlled using the demonstration display brightness data table corresponding to the demonstration display. When the start condition is met while the demonstration display is displayed by the display means, the light-emitting means is controlled by switching from the demonstration display brightness data table to the brightness data table corresponding to the variable display of the performance identification information, before the display means switches from the demonstration display to the display corresponding to the variable display of the performance identification information. It is possible to control the game to create a favorable state for the player. Fragment images can be displayed, It is possible to perform a predetermined performance that suggests the system is controlled to the aforementioned advantageous state, The aforementioned predetermined effect is an effect in which, after displaying a cracking precursor image, a predetermined fragment image corresponding to the cracking precursor image is displayed as the fragment image. In the predetermined performance, after the predetermined fragment image is displayed, any of a plurality of predetermined images can be displayed, including a first predetermined image and a second predetermined image that suggests a higher probability of being controlled to the advantageous state than the first predetermined image. In the predetermined performance, before displaying the premonition image of the crack, it is possible to display the object image in any of a plurality of object image forms, including a specific form. Depending on the form of the object image, it is possible to suggest which predetermined image will be displayed after the predetermined fragment image is displayed in the predetermined performance. It is possible to perform a special effect that displays a special fragment image as the fragment image without displaying the aforementioned pre-breakage image. In the aforementioned special performance, before displaying the special fragment image, it is possible to display the object image in the specific form, The effect image can be displayed before the object image is displayed. There are cases where the object image is displayed after the effect image is displayed, and cases where the object image is not displayed. Game control means, Means of execution of the performance, Further comprising a means for holding memory, The aforementioned reserved storage means is capable of storing information related to variable displays as reserved storage, up to a predetermined number, based on the fulfillment of the starting conditions. When the variable display of the special identification information is completed, the game control means executes the next variable display of the special identification information if there is a reserved memory corresponding to the next variable display of the special identification information. The aforementioned performance execution means is When a hold memory is stored, it is possible to display one of several types of hold displays, including a first hold display and a second hold display that is different in form from the first hold display. In a situation where fewer than the predetermined number of reserved memories are stored, If the start condition is met at a first timing in which the period until the next variable display of the special identification information is started is longer than a predetermined period, the first pending display is started to be displayed in the first start mode, changed to the first intermediate mode, and then changed to the first completed mode and displayed. When the start condition is satisfied at the first timing, the second hold display is started to be displayed in the second start mode, changed to the second intermediate mode, and then changed to the second completion mode for display. When the start condition is satisfied at a second timing where the period until the start of the next variable display of the special identification information is less than the predetermined period, the first hold display is started to be displayed in the first start mode, changed to the first intermediate mode, and changed to the first completion mode for display based on the start of the next variable display of the special identification information. When the start condition is satisfied at the second timing, the second hold display is started to be displayed in the second start mode, changed to the second intermediate mode, and changed to the second completion mode for display based on the start of the next variable display of the special identification information. When the start condition is satisfied at a third timing where the display position of the hold display being displayed moves in response to the start of the variable display of the special identification information, the first hold display is displayed in the first completion mode without being displayed in the first start mode and the first intermediate mode. When the start condition is satisfied at the third timing, the second hold display is displayed in the second completion mode without being displayed in the second start mode and the second intermediate mode. It is characterized by this. According to this feature, in view of the above situation, a gaming machine with enhanced commerciality can be provided.

[0007] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.

Brief Description of the Drawings

[0008] [Figure 1] It is a front view showing a gaming machine in an embodiment. [Figure 2] It is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine. [Figure 3] It is a diagram illustrating an effect control command. [Figure 4] It is an explanatory diagram showing each random number. [Figure 5] It is an explanatory diagram showing a display result determination table. [Figure 6] (A) is an explanatory diagram showing a jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 7] It is an explanatory diagram of a variation pattern. [Figure 8] It is an explanatory diagram of a variation pattern determination table. [Figure 9] It is an explanatory diagram showing a game control data holding area. [Figure 10] (A) is an explanatory diagram showing an effect control data holding area, and (B) is an explanatory diagram showing a start winning reception command buffer. [Figure 11] It is a flowchart showing an example of game control main processing. [Figure 12] It is a flowchart showing an example of game control timer interrupt processing. [Figure 13] It is a flowchart showing an example of special symbol process processing. [Figure 14] It is a flowchart showing an example of start winning determination processing. [Figure 15] It is a flowchart showing an example of special symbol normal processing. [Figure 16] It is a flowchart showing an example of effect control main processing. [Figure 17] It is a flowchart showing an example of effect control process processing. [Figure 18] It is a flowchart showing an example of demo effect control processing. [Figure 19] It is a flowchart showing an example of demo effect control processing. [Figure 20] It is a flowchart showing an example of demo effect control processing. [Figure 21] (A1)(A2) are diagrams showing the modes of the first effect mode, (B1)(B2) are diagrams showing the modes of the second effect mode, and (C1)(C2) are diagrams showing the modes of the third effect mode. [Figure 22]This diagram shows the variable display flow of decorative symbols in the first performance mode. [Figure 23] This figure shows the flow of variable display of decorative patterns, following Figure 22. [Figure 24] This diagram shows the variable display flow of decorative symbols in the third performance mode. [Figure 25] (A) is a timing chart showing the state of each part at the start of variable display in the first performance mode, and (B) is a timing chart showing the state of each part at the start of variable display in the second and third performance modes. [Figure 26] This diagram shows the flow of the SP reach animation in a low base state. [Figure 27] This diagram shows the flow of the SP reach animation in a high base state. [Figure 28] (A) is a diagram showing the start and end conditions for displaying the demo movie, and (B) is a diagram showing the configuration of the demo movie display. [Figure 29] This diagram shows examples of how each part operates during the demo video. [Figure 30] This is a diagram illustrating the transitions in the demo performance while waiting for customers. [Figure 31] This figure shows an example of how the demo movie display works. [Figure 32] This figure shows an example of how the demo movie display works. [Figure 33] (A) is a diagram showing examples of the display in the first scene (company name), (B) is an example of the display in the fourth scene (warning 1), and (C) is an example of the display in the fourth scene (warning 2). [Figure 34] This diagram compares the display patterns of the first scene (company name), the fourth scene (warning signs 1 and 2), the number of reserved symbols, and the small symbols. [Figure 35] This diagram shows the illumination patterns of the lamps corresponding to the game state. [Figure 36] (A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A). [Figure 37] Figures (A1) to (A8) show examples of operation when the customer waiting demo is performed after the variable display of the first special symbol in the low base state has finished. [Figure 38](A4) to (A5) are diagrams showing the main parts of Figure 37. [Figure 39] This is a timing chart showing the flow of the demo performance while waiting for customers in a low base state. [Figure 40] This is a timing chart showing the flow of the demo performance while waiting for customers in a low base state. [Figure 41] Figures (B1) to (B8) show examples of how the customer waiting demo performance works in a high base state. [Figure 42] This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state. [Figure 43] This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state. [Figure 44] This diagram shows an example of how a pachinko machine operates when it starts up in a cold start state and then a customer waiting demo sequence begins. [Figure 45] This is a timing chart showing the sequence of events from when a pachinko machine starts up in a cold start state until the customer waiting demo begins. [Figure 46] This diagram shows an example of how a pachinko machine operates when it starts up with a hot start in a low base state, and then a customer waiting demo sequence begins. [Figure 47] This timing chart shows the sequence of events from when a pachinko machine starts up with a hot start in a low base state, to when the customer waiting demo performance begins. [Figure 48] This diagram shows an example of how a pachinko machine operates when it starts up with a hot start in a high base state, and then the customer waiting demo sequence begins. [Figure 49] This timing chart shows the sequence of events from when a pachinko machine starts up with a hot start in a high base state, to when the customer waiting demo performance begins. [Figure 50] Figures (A) to (E) show examples of how the demo movie display ends after a certain amount of time has elapsed in a low base state. [Figure 51] This timing chart shows the sequence of events that occur when the demo movie display ends over time in a low base state. [Figure 52] This timing chart shows the sequence of events that occur when the demo movie display ends after a certain amount of time has elapsed, under high base conditions. [Figure 53] Figures (A) to (E) show examples of operation when the demo movie display starts and ends upon winning a prize in a low base state. [Figure 54] Figures (A) to (G) show the details of the high base state of the display mode in Figure 53. [Figure 55] This timing chart shows the sequence in which the demo movie display ends with the first win in a low base state. [Figure 56] This timing chart shows the sequence in which the demo movie display ends when the second start is awarded in a low base state. [Figure 57] This timing chart shows the sequence in which the demo movie display ends with the second start and winning when the base state is high. [Figure 58] This timing chart shows the sequence in which the demo movie display ends with the first win in a high base state. [Figure 59] Figures (A) to (C) show examples of operation when the demo movie display is terminated by steering wheel operation in a low base state. [Figure 60] This timing chart shows the sequence of events when the demo movie display ends due to steering input in a low base state. [Figure 61] Figures (A) to (C) show examples of how the demo movie display can be terminated by menu operation in a low base state. [Figure 62] This timing chart shows the sequence of events when a demo movie display ends due to menu operation in a low base state. [Figure 63] This timing chart shows the sequence of events when the demo movie display ends via menu operation in a high base state. [Figure 64] (A) is a timing chart showing an example of normal operation of the payout device in response to a prize win, and (B) is a timing chart showing an example of erroneous operation of the payout device in response to a prize win. [Figure 65]This figure shows an example of how the system works when a bulb failure error occurs during a customer-waiting demo. [Figure 66] This is a diagram to explain priority layers. [Figure 67] This diagram shows the process when an error occurs during a customer waiting demo performance that starts in a low base state. [Figure 68] This diagram shows the process when an error occurs during a customer waiting demo performance that starts in a high base state. [Figure 69] This diagram explains the mechanism of output to the LED driver. [Figure 70] This diagram illustrates an example of lamp control using a lamp data table. [Figure 71] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 72] This figure shows an example of a parent table that makes up a lamp data table. [Figure 73] This figure shows an example of a child table that makes up a lamp data table. [Figure 74] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 75] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 76] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 77] This diagram shows the lamp data table used when not playing (only the white flashing button and red flashing button are used during gameplay). [Figure 78] Lamp Data Table: Background This diagram shows the settings of the normal parent table. [Figure 79] Lamp Data Table: Background This diagram shows the settings of a normal child table. [Figure 80] Lamp Data Table: Background This diagram shows the settings of a normal grandchild table. [Figure 81]Lamp Data Table: Background This diagram shows the settings of a normal grandchild table. [Figure 82] Lamp Data Table: This diagram shows the settings of the parent table for background time reduction. [Figure 83] Lamp Data Table: This diagram shows the settings of the subtable for background time reduction. [Figure 84] Lamp Data Table: This diagram shows the settings of the sub-table for background time reduction. [Figure 85] Lamp Data Table: This diagram shows the settings of the sub-table for background time reduction. [Figure 86] Lamp Data Table: This diagram shows the settings of the parent table for background probability changes. [Figure 87] Lamp Data Table: This diagram shows the settings of the subtable for background probability variation. [Figure 88] Lamp Data Table: This diagram shows the settings for the sub-table of background probability changes. [Figure 89] Lamp Data Table: This diagram shows the settings for the sub-table of background probability changes. [Figure 90] Lamp Data Table: This diagram shows the settings of the parent table for the customer waiting demo. [Figure 91] Lamp Data Table: This diagram shows the settings of the child table in the customer waiting demo. [Figure 92] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 93] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 94] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 95] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 96] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 97]Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 98] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 99] Lamp Data Table: This diagram shows the settings of the parent table for the button that lights up white. [Figure 100] Lamp Data Table: This diagram shows the settings of the subtable for the button that lights up white. [Figure 101] Lamp Data Table: This diagram shows the settings for the sub-table of the button that lights up white. [Figure 102] Lamp Data Table: This diagram shows the settings in the parent table for the button that blinks white. [Figure 103] Lamp Data Table: This diagram shows the settings of the subtable for the button that blinks white. [Figure 104] Lamp Data Table: This diagram shows the settings for the sub-table of the button that blinks white. [Figure 105] Lamp Data Table: This diagram shows the settings in the parent table for the red blinking button. [Figure 106] Lamp Data Table: This diagram shows the settings of the subtable for the button that blinks red. [Figure 107] Lamp Data Table: This diagram shows the settings of the sub-table for the button that blinks red. [Figure 108] Lamp Data Table: This diagram shows the settings of the parent table for initialization notifications. [Figure 109] Lamp Data Table: This diagram shows the settings of the child table for initialization notification. [Figure 110] Lamp Data Table: This diagram shows the settings of the grandchild table for initialization notification. [Figure 111] Lamp Data Table: This diagram shows the settings of the parent table for errors. [Figure 112] Lamp Data Table: This diagram shows the settings of the error child table. [Figure 113]Lamp Data Table: This diagram shows the settings of the grandchild table for errors. [Figure 114] This diagram shows the settings for the common table. [Figure 115] This diagram shows the settings for the common table. [Figure 116] This diagram shows the settings for the common table. [Figure 117] This diagram shows the settings for the common table. [Figure 118] This diagram shows the settings for the common table. [Figure 119] Figures (A1) to (A4) show examples of how text is displayed and how light is emitted in each scene. [Figure 120] (A) is a diagram showing examples of actions in the first scene, (B) is in the third scene, and (C) is in the fourth scene. [Figure 121] This is a comparison table showing text animation displays. [Figure 122] (A) and (B) are diagrams used to explain analogous colors. [Figure 123] This diagram illustrates the timing of the demo movie display. [Figure 124] Figures (A) to (G) show the details of the high base state of the display mode in Figure 53. [Figure 125] This is a front view showing the gaming machine in the embodiment. [Figure 126] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 127] This is an explanatory diagram showing the contents of VRAM. [Figure 128] This is an explanatory diagram showing the contents of VRAM. [Figure 129] This is an explanatory diagram showing the layer configuration. [Figure 130] (A) and (B) are diagrams illustrating the effects control commands. [Figure 131] This is an explanatory diagram showing each random number. [Figure 132] This is an explanatory diagram showing the display result determination table. [Figure 133](A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 134] (A) is an explanatory diagram of the fluctuation pattern in the normal state, and (B) is an explanatory diagram of the fluctuation pattern in the time-saving state or the probability-increasing state. [Figure 135] (A) to (F) are explanatory diagrams of the variation pattern determination table. [Figure 136] This is an explanatory diagram showing the data storage area for game control. [Figure 137] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 138] This flowchart shows an example of the main game control process. [Figure 139] This flowchart shows an example of timer interrupt processing for game control. [Figure 140] This is a flowchart showing an example of the special pattern processing. [Figure 141] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 142] (A) is a flowchart showing an example of the random value determination process when winning an award, and (B) is a diagram showing the fluctuating categories. [Figure 143] This flowchart shows an example of the normal processing of special symbols. [Figure 144] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 145] This is a flowchart showing an example of the special symbol stopping process. [Figure 146] This is a flowchart showing an example of the process that ends after a big win. [Figure 147] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 148] This flowchart shows an example of the performance control process. [Figure 149] This diagram explains whether or not the pending display animation is executed and the proportion of the animation pattern that determines it. [Figure 150]This flowchart shows an example of the variable display start setting process. [Figure 151] (A) is a flowchart showing an example of the variable display start setting process, and (B) is an explanatory diagram of the determination ratio for whether or not to execute the continuous crackle effect in the normal state. [Figure 152] (A) is a flowchart showing an example of the dialogue preview effect setting process, (B) is an explanatory diagram of whether or not the dialogue preview effect is executed in the normal state and the effect pattern determination ratio, and (C) is an explanatory diagram of the effect patterns. [Figure 153] (A) is an explanatory diagram showing whether or not a background change is performed and the proportion of the background change effect pattern that is determined; (B) is an explanatory diagram showing whether or not a reach suggestion effect is performed and the proportion of the effect pattern that is determined; and (C) is an explanatory diagram showing whether or not a cut-in effect is performed and the proportion of the effect pattern that is determined. [Figure 154] This diagram explains the types of effects that can be performed under normal conditions and the patterns of the crack effect. [Figure 155] This diagram explains the types of effects that can be performed under normal conditions and the patterns of the crack effect. [Figure 156] This diagram explains the types of effects that can be performed during the time-saving and probability-changing states, as well as the patterns of the "break" effect. [Figure 157] This diagram explains the approximate execution timing and duration for each variation pattern of the performance. [Figure 158] This diagram explains the approximate execution timing and duration for each variation pattern of the performance. [Figure 159] This diagram explains the approximate execution timing and duration for each variation pattern of the performance. [Figure 160] This diagram explains the approximate execution timing and duration for each variation pattern of the performance. [Figure 161] This diagram shows the sequence of events in Super Reach α. [Figure 162] This diagram shows the sequence of events in Super Reach α. [Figure 163] This diagram shows the sequence of events in Super Reach α. [Figure 164] This diagram shows the sequence of events in Super Reach β. [Figure 165] This diagram shows the sequence of events in Super Reach β. [Figure 166] This diagram shows a detailed example of the operation of the first consecutive crack effect. [Figure 167] This diagram shows the details of an example of the operation of the second consecutive crack effect. [Figure 168] This diagram shows a detailed example of how the dialogue preview effect works. [Figure 169] This diagram shows the details of an example of the operation of background change effect A. [Figure 170] This diagram shows the details of an example of the operation of background change effect A. [Figure 171] This figure shows the details of an example of background change effect B in operation. [Figure 172] This diagram shows details of some examples of how the pseudo-consecutive win animation works. [Figure 173] This diagram shows a detailed example of how the reach indication effect works. [Figure 174] This diagram shows a detailed example of how the reach indication effect works. [Figure 175] This diagram shows the details of an example of how a weak development effect works. [Figure 176] This diagram shows the details of some of the operational examples of the strong development effect A. [Figure 177] This diagram shows the details of an example of the operation of the strong development effect B. [Figure 178] This diagram shows the details of an example of the operation of the strong development effect B. [Figure 179] This diagram shows a detailed example of how the cut-in animation works. [Figure 180] This diagram shows a detailed example of how the result notification animation works when the variable display result is a jackpot. [Figure 181] This diagram shows a detailed example of how the result notification animation works when the variable display result is a jackpot. [Figure 182] This diagram shows a detailed example of how the result notification animation works when the variable display result is incorrect. [Figure 183] This diagram compares the details of each performance. [Figure 184] It is an explanatory diagram for comparing the details of each performance. [Figure 185] It is a timing chart showing the details of the first continuous crack effect and the second continuous crack effect. [Figure 186] It is a timing chart showing the details of the dialogue preview effect. [Figure 187] It is a timing chart showing the details of the background change effect A. [Figure 188] It is a timing chart showing the details of the background change effect B. [Figure 189] It is a timing chart showing the details of the pseudo - continuous effect. [Figure 190] It is a timing chart showing the details of the reach suggestion effect. [Figure 191] It is a timing chart showing the details of the weak development effect. [Figure 192] It is a timing chart showing the details of the strong development effect A. [Figure 193] It is a timing chart showing the details of the strong development effect B. [Figure 194] It is a timing chart showing the details of the cut - in effect. [Figure 195] It is a timing chart showing the details of the result notification effect. [Figure 196] It is an explanatory diagram showing the speed change of the fragment image in each performance. [Figure 197] It is a diagram showing the crack pattern in the crack effect. [Figure 198] It is a diagram showing the display examples of each crack pattern. [Figure 199] It is a diagram showing the display examples with and without the white - out image in the crack pattern A. [Figure 200] It is a diagram showing the display examples with and without the white - out image in the crack pattern B. [Figure 201] It is a diagram showing the display examples with and without the white - out image in the crack pattern C. [Figure 202]This figure shows examples of display with and without a whiteout image in crack pattern D. [Figure 203] This figure shows examples of display with and without a whiteout image in crack pattern E. [Figure 204] This figure shows examples of display with and without a whiteout image in crack pattern F. [Figure 205] This figure shows examples of display with and without a whiteout image in crack pattern G. [Figure 206] (A) shows the fragment images displayed during the pseudo-consecutive animation, and (B) shows the fragment images displayed during the cut-in animation. [Figure 207] (A) shows the fragment images displayed during background change effect A, and (B) shows the fragment images displayed during strong development effect B. [Figure 208] This figure shows a modified example 1 of the present invention. [Figure 209] This figure shows a modified example of the present invention, part 2. [Figure 210] This figure shows a modified example 3 of the present invention. [Figure 211] This figure shows a modified example 4 of the present invention. [Figure 212] This figure shows a modified example 5 of the present invention. [Figure 213] This figure shows a modified example 6 of the present invention. [Figure 214] This figure shows a modified example of the present invention, part 7. [Figure 215] This figure shows a modified example of the present invention, part 8. [Figure 216] This figure shows a modified example 9 of the present invention. [Figure 217] This figure shows a modified example 9 of the present invention. [Figure 218] This figure shows a modified example 10 of the present invention. [Figure 219] This is a front view showing the gaming machine in the embodiment. [Figure 220] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 221]This is a block diagram showing the circuit configuration of the main board. [Figure 222] This is an explanatory diagram showing the contents of VRAM. [Figure 223] This is a diagram explaining each drawing area. [Figure 224] (A) and (B) are diagrams illustrating the effects control commands. [Figure 225] This is an explanatory diagram showing each random number. [Figure 226] This is an explanatory diagram showing the display result determination table. [Figure 227] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 228] This is an explanatory diagram showing the table for determining whether a performance is a miss. [Figure 229] This is an explanatory diagram showing the variation pattern type determination table. [Figure 230] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the probability-increasing state. [Figure 231] (A) to (F) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 232] (A) to (D) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 233] (A) to (C) are explanatory diagrams of the variable pattern determination table for when the result is incorrect. [Figure 234] (A) to (C) are explanatory diagrams of the variable pattern determination table for jackpots. [Figure 235] This is a diagram illustrating each game state. [Figure 236] (A) is an explanatory diagram of the special symbol unit, (B) is an explanatory diagram of the variable display of the special symbols, (C) is an explanatory diagram of the display unit for effects, and (D) is an explanatory diagram of the variable display of the sub-symbols. [Figure 237] This is an explanatory diagram showing the data storage area for game control. [Figure 238] This is an explanatory diagram showing the input ports. [Figure 239]This is an explanatory diagram showing the output ports. [Figure 240] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 241] This flowchart shows an example of the main game control process. [Figure 242] This flowchart shows an example of timer interrupt processing for game control. [Figure 243] This is an explanatory diagram showing the 2-byte buffers formed in the RAM used for switch processing. [Figure 244] This is a flowchart showing an example of a switch process. [Figure 245] This flowchart shows an example of a random number update process. [Figure 246] This is a flowchart showing an example of the special pattern processing. [Figure 247] This flowchart shows an example of the process of passing through the start switch. [Figure 248] This is a flowchart showing an example of the animation process when a prize is awarded. [Figure 249] This flowchart shows an example of the normal processing of special symbols. [Figure 250] This is a flowchart showing an example of the special symbol detection process. [Figure 251] This flowchart shows an example of special pattern buffer shift processing. [Figure 252] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 253] This is a flowchart showing an example of special symbol variation processing. [Figure 254] This is a flowchart showing an example of the special symbol stopping process. [Figure 255] This is a flowchart showing an example of the process that ends after a big win. [Figure 256] This is a flowchart showing an example of the display process. [Figure 257] This is an explanatory diagram of the lighting control method for each hold indicator. [Figure 258] This flowchart shows an example of a special pattern display control process. [Figure 259] This flowchart shows an example of display control processing. [Figure 260] (A) is an explanatory diagram of the timing of command transmission due to the occurrence of a starting prize and the timing of the start of light control of the hold indicator; (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of the start of light control of the hold indicator after the number of hold memories has been reduced; and (C) is an explanatory diagram of the timing of the start of light control of the special symbols and the timing of the start of the reduction of the variable display time when the variable display starts. [Figure 261] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 262] This flowchart shows an example of the performance control process. [Figure 263] This is an explanatory diagram of the triggers for changing the performance mode during the performance mode determination process. [Figure 264] This diagram explains whether or not the pending change effect is executed and the proportion of the effect pattern that is determined. [Figure 265] This is a flowchart showing an example of the flash animation process when a prize is won. [Figure 266] This is an explanatory diagram illustrating the factors that determine whether or not a flash animation is performed upon winning a prize. [Figure 267] This is a flowchart showing an example of button vibration effect processing. [Figure 268] This is an explanatory diagram of the lighting control method for each sub-hold indicator. [Figure 269] This flowchart shows an example of the variable display start setting process. [Figure 270] (A) is a diagram illustrating the processing cycle of the CPU and the CPU for controlling the effects, and (B) is a diagram illustrating the execution period of animation for each effect mode. [Figure 271](A1) and (A2) are explanatory diagrams of the display mode of the image display device in performance mode A, (B1) and (B2) are explanatory diagrams of the display mode of the image display device in performance mode B, (C1) and (C2) are explanatory diagrams of the display mode of the image display device in performance mode C, and (D1) and (D2) are explanatory diagrams of the display mode of the image display device in performance mode D. [Figure 272] This is an explanatory diagram showing the appearance animation in performance mode A. [Figure 273] This is an explanatory diagram showing the appearance animation in performance mode A. [Figure 274] This is an explanatory diagram showing the movement of the hold display in the appearance animation in performance mode A. [Figure 275] This is an explanatory diagram showing a shift animation. [Figure 276] This is an explanatory diagram showing the appearance animation in performance mode B. [Figure 277] This is an explanatory diagram showing the appearance animation in performance mode B. [Figure 278] This is an explanatory diagram showing the appearance animation in performance mode C. [Figure 279] This is an explanatory diagram showing the appearance animation in performance mode D. [Figure 280] (A) is an explanatory diagram showing the dwell animation in production mode A, and (B) is an explanatory diagram showing the dwell animation in production mode B. [Figure 281] (A) is an explanatory diagram showing the ending animation in production mode A, (B) is an explanatory diagram showing the ending animation in production mode B, (C) is an explanatory diagram showing the ending animation in production mode C, and (D) is an explanatory diagram showing the ending animation in production mode D. [Figure 282] This is an explanatory diagram showing the shift animation in performance mode A. [Figure 283] This is an explanatory diagram showing the shift animation in performance mode A. [Figure 284]This is an explanatory diagram showing the shift animation in performance mode B. [Figure 285] (A) is an explanatory diagram showing the display of the active display area and the hold display area in each performance mode, and (B) is an explanatory diagram of the animation in each performance mode. [Figure 286] This is an explanatory diagram of the animation that appears when a pending memory is created while there is one or more pending memories. [Figure 287] This is an explanatory diagram of the animation that appears when a pending memory is created while there is one or more pending memories. [Figure 288] This is an explanatory diagram of the animation that appears when a pending memory is generated while the number of pending memories is 0. [Figure 289] This is an explanatory diagram of the animation that appears when a pending memory is generated while the number of pending memories is 0. [Figure 290] This diagram illustrates the case where a new pending memory is generated during a variable display with 1 to 3 pending memories, and the appearance animation starts at least 660ms before the next variable display begins. [Figure 291] This diagram illustrates the case where a new pending memory is generated during a variable display with 1 to 3 pending memories, and the appearance animation starts less than 660ms before the next variable display begins. [Figure 292] This diagram illustrates what happens when a new hold memory occurs during a shift animation, after a variable display with 1 to 3 hold memories has finished and the next variable display has started. [Figure 293] This diagram illustrates what happens when a hold memory is created within 33ms of the start of the next variable display after the variable display with 1 to 3 hold memories has finished. [Figure 294] This diagram illustrates the process when a new hold memory is created less than 33ms after the end of a variable display showing 1 to 3 hold memories, before the start of the next variable display. [Figure 295] This is an explanatory diagram showing what happens when a new starting win occurs while the number of reserved memories is displayed as 4 (variable display). [Figure 296]This diagram illustrates what happens when a new hold memory is created in the shift animation of the next variable display after the variable display with 4 hold memories has finished. [Figure 297] This is an explanatory diagram illustrating what happens when a new starting win occurs during the symbol confirmation period after the variable display of 4 reserved memories has ended. [Figure 298] This diagram illustrates what happens when a new hold memory is created within 33ms of the start of the next variable display after the variable display with 4 hold memories has finished. [Figure 299] This diagram illustrates the case where a new pending memory is generated during a variable display with zero pending memory counts, and the appearance animation starts at a timing of 660ms or more before the start of the next variable display. [Figure 300] This diagram illustrates the case where a new pending memory is generated during a variable display with zero pending memory counts, and the appearance animation starts less than 660ms before the start of the next variable display. [Figure 301] This diagram explains what happens when a new hold memory is created less than 33ms after the end of the variable display symbol confirmation period for a hold memory with 0 units. [Figure 302] This diagram illustrates what happens when a new hold memory is created at a timing less than 33ms before the end of the symbol confirmation period for a variable display with 0 hold memories. [Figure 303] This diagram explains what happens when a new hold memory is created at a timing of 33ms or more after the end of the symbol confirmation period for a variable display with 0 hold memories. [Figure 304] This diagram explains the timing of the start of variable display when a new reserved memory is created while the number of reserved memories is 0 and variable display is not being executed. [Figure 305] This diagram explains the timing of the start of variable display when a new reserved memory is created while the number of reserved memories is 0 and variable display is not being executed. [Figure 306] This diagram illustrates the hold indicator and the timing of the hold indicator display when the number of hold memories is 0 and a new hold memory is created during variable display execution. [Figure 307]This is an explanatory diagram regarding the hold indicator and the display timing of the hold indicator when a new hold memory is created during the execution of a variable display with one hold memory. [Figure 308] This diagram illustrates the hold indicator and the timing of the hold indicator display when the number of hold memories is 0 and a new hold memory is created during variable display execution. [Figure 309] This diagram illustrates the hold indicator and the timing of the hold indicator display when the number of hold memories is 0 and a new hold memory is created during variable display execution. [Figure 310] This is a comparison chart of each production style. [Figure 311] This is an explanatory diagram for storing random values ​​extracted during the process of passing through the start switch. [Figure 312] This is a diagram illustrating the special buffer shift process. [Figure 313] This is a diagram illustrating the special buffer shift process. [Figure 314] This diagram explains what happens when a new hold memory is created during the shift animation in performance mode C or performance mode D. [Figure 315] This diagram explains what happens when a new hold memory is created during the shift animation in performance mode C or performance mode D. [Figure 316] This diagram explains what happens when a new hold memory is created during the shift animation in performance mode C or performance mode D. [Figure 317] This is an explanatory diagram for when pending memory occurs consecutively. [Figure 318] This diagram illustrates what happens when a new reserved memory is created while the number of reserved memories is 0 and the variable display is not being executed. [Modes for carrying out the invention]

[0009] The embodiments for implementing the gaming machine according to the present invention will be described below based on the following examples.

[0010] [Form 1] The gaming machine of type 1-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. During the second period, the light-emitting means is controlled using a demonstration display luminance data table corresponding to the demonstration display. Before the display means switches the display from the background display to the demonstration display, the light-emitting means is controlled by switching from the brightness data table for the background display to the brightness data table for the demonstration display (Figures 18, 19, 38, 39, 40, etc.). It is characterized by the following. This feature, which involves switching the control of the light-emitting means first and then starting the demonstration display in a step-by-step design, allows attention to be drawn to the changes rather than starting everything at once, making the start of the demonstration display noticeable and resulting in optimal customer waiting control.

[0011] [Form 2] The gaming machine of type 2-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. The aforementioned light emission control means is In the first period after the end of gameplay in the normal state, the light-emitting means is controlled using the normal state background display brightness data table corresponding to the normal state background display. In the first period after the end of the game in the special state, the light-emitting means is controlled using a brightness data table for the special state background display corresponding to the special state background display. In the second period following the end of the first period after the end of the game in the normal state, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the end of the game in the special state, the light-emitting means is controlled using the demonstration display brightness data table. Before the display means switches the display from the normal state background display to the demonstration display, the light-emitting means controls the light-emitting means by switching from the brightness data table for the normal state background display to the brightness data table for the demonstration display. Before the display means switches the display from the special state background display to the demonstration display, the light-emitting means is controlled by switching from the brightness data table for the special state background display to the brightness data table for the demonstration display (Figures 18, 19, 38, 39, 40, 42, 43, etc.). It is characterized by the following. This feature, which involves switching the control of the light-emitting means first and then starting the demonstration display in a step-by-step manner, allows attention to be drawn to the changes rather than starting everything at once, making the start of the demonstration display noticeable and resulting in optimal customer waiting control.

[0012] The gaming machine of form 2-2 is the gaming machine described in form 2-1, The luminance data initially used in the demonstration display luminance data table is data that emits light in a different color than the final luminance data used in the normal state background display luminance data table and the final luminance data used in the special state background display luminance data table (Figures 80, 84, 88, 92, etc.). It is characterized by the following. This feature means that the color of the last luminance data during normal background display differs from the color of the first luminance data during demonstration display, and the color of the last luminance data during special background display differs from the color of the first luminance data during demonstration display. As a result, the color change of the light-emitting means is more noticeable when the demonstration display starts in each state, making it easier to understand that the demonstration display has started, and consequently enabling optimal customer waiting control.

[0013] [Form 3] The gaming machine of type 3-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The light-emitting means includes a first light-emitting means, a second light-emitting means, and a third light-emitting means. The third light-emitting means is a light-emitting means provided in correspondence with the performance operation means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is During the first period, the first light-emitting means and the second light-emitting means are controlled using a background display luminance data table corresponding to the background display. During the second period, the first light-emitting means and the second light-emitting means are controlled using a demonstration display luminance data table corresponding to the demonstration display. During the first and second periods, the third light-emitting means is controlled using a luminance data table different from the luminance data table for background display and the luminance data table for demonstration display (Figures 29, 38, 39, 42, etc.). It is characterized by the following. This feature means that switching the mode of the light-emitting means corresponding to the performance control means could mislead the player into thinking that they are being prompted to operate the performance control means. Therefore, by keeping the mode constant, it is possible to prevent such misunderstandings and, as a result, enable optimal customer waiting control.

[0014] [Form 4] The gaming machine of type 4-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The light-emitting means includes a first light-emitting means, a second light-emitting means, and a third light-emitting means. The third light-emitting means is a light-emitting means provided in correspondence with the performance operation means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. The aforementioned light emission control means is During the first period after the end of gameplay in the normal state, the first light-emitting means and the second light-emitting means are controlled using a brightness data table for the normal state background display corresponding to the normal state background display. In the first period after the end of the game in the special state, the first light-emitting means and the second light-emitting means are controlled using a brightness data table for the special state background display corresponding to the special state background display. In the second period following the end of the first period after the end of the game in the normal state, the first light-emitting means and the second light-emitting means are controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the end of the game in the special state, the first light-emitting means and the second light-emitting means are controlled using the demonstration display brightness data table. In the first period after the end of gameplay in the normal state, the third light-emitting means is controlled using a luminance data table different from the luminance data table for displaying the background in the normal state, the luminance data table for displaying the background in the special state, and the luminance data table for displaying the demonstration. In the first period after the end of the game in the special state, the third light-emitting means is controlled using the first brightness data table. In the second period following the end of the first period after the end of the game in the normal state, the third light-emitting means is controlled using the first brightness data table. In the second period following the end of the first period after the end of the game in the special state, the third light-emitting means is controlled using the first brightness data table (Figures 29, 38, 39, 42, etc.). It is characterized by the following. This feature means that switching the mode of the light-emitting means corresponding to the performance control means could lead players to mistakenly believe that they are being prompted to operate the performance control means. Therefore, by maintaining a consistent mode in both the normal and special states, it is possible to prevent players from being misled in either state, and as a result, appropriate customer waiting control can be achieved.

[0015] [Form 5] The gaming machine of type 5-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The light-emitting means includes a first light-emitting means, a second light-emitting means, and a third light-emitting means. The third light-emitting means is a light-emitting means provided in correspondence with the performance operation means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a first scene and a second scene. The aforementioned light emission control means is During the first period, the first light-emitting means and the second light-emitting means are controlled using a background display luminance data table corresponding to the background display. In the first scene during the second period, the first light-emitting means and the second light-emitting means are controlled using a luminance data table for the first scene corresponding to the first scene. In the second scene during the second period, the first light-emitting means and the second light-emitting means are controlled using a luminance data table for the second scene corresponding to the second scene. In the first scene during the second period, the third light-emitting means is controlled using a luminance data table different from the luminance data table for the first scene and the luminance data table for the second scene. In the second scene during the second period, the third light-emitting means is controlled using the first luminance data table (Figures 29, 38, 39, 42, etc.). It is characterized by the following. This feature means that switching the mode of the light-emitting means corresponding to the performance control means could mislead the player into thinking that they are being prompted to operate the performance control means. Therefore, by keeping the mode constant, it is possible to prevent such misunderstandings and, as a result, enable optimal customer waiting control.

[0016] The gaming machine of form 5-2 is the gaming machine described in form 3-1, form 4-1, and form 5-1, One luminance data table is different from the luminance data table used when a promotional effect is performed to prompt the operation of the performance control device. The luminance data that makes up the first luminance data table has less luminance variation than the luminance data that makes up the promotional effect luminance data table (Figures 97 to 105, etc.). It is characterized by the following. According to this feature, one brightness data table is composed of brightness data that is less emphasized than when the operation of the performance control device is being prompted. This prevents players from mistakenly believing that the operation of the performance control device is being prompted, and as a result, optimal customer waiting control can be performed.

[0017] The gaming machine of form 5-3 is the gaming machine described in form 3-1, form 4-1, and form 5-1, One luminance data table consists of luminance data used to turn off a light. It is characterized by the following. According to this feature, since one brightness data table consists of brightness data for turning off the lights, it is possible to prevent players from mistakenly thinking that they are being prompted to operate the performance control device, and as a result, appropriate customer waiting control can be performed.

[0018] The gaming machine of form 5-4 is the gaming machine described in form 3-1, form 4-1, and form 5-1, The first light-emitting means is provided on the game board, The second and third light-emitting means are provided in the game frame (Figure 36, etc.). It is characterized by the following. According to this feature, although the light-emitting means corresponding to the performance control means are provided on the game frame, by managing them separately from other light-emitting means provided on the game frame using a different brightness data table, it is possible to suitably design the system to prevent players from mistakenly believing that they are being prompted to operate the performance control means, and as a result, suitable customer waiting control can be achieved.

[0019] The gaming machine of form 5-5 is the gaming machine described in form 3-1, form 4-1, and form 5-1, The display means displays an indication that the device is starting up after the power is turned on. The light emission control means is, At a timing related to displaying an indication that the display means is activated, the first light-emitting means and the second light-emitting means are controlled using a background display brightness data table. The third light-emitting means is controlled using a luminance data table at a timing related to displaying an indication that the display means is activated (Figures 47, 49, etc.). It is characterized by the following. This feature allows for illumination using a luminance data table even before the background display is activated, enabling verification of the illumination mechanism's functionality at startup. Subsequently, the illumination pattern can be seamlessly transitioned to the customer waiting mode, resulting in optimal customer waiting control.

[0020] [Form 6] The gaming machine of type 6-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a scene displaying the company name, a scene displaying the title name, a scene displaying a warning, a scene introducing the first model, and a scene introducing the second model. The aforementioned company name display scene is a scene in which the company name related to the gaming machine is displayed in text. The aforementioned title name display scene is a scene in which the title name of the gaming machine is displayed in text. The aforementioned warning display scene is a scene in which warning text is displayed when playing the gaming machine. The aforementioned first model introduction scene is a scene in which text introducing the gaming machine is displayed. The aforementioned second model introduction scene is a different scene from the aforementioned first model introduction scene, and is a scene in which text introducing the gaming machine is displayed. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. In the company name display scene during the second period, the light-emitting means is controlled using a brightness data table for the company name display scene corresponding to the company name display scene. In the title name display scene during the second period, the light-emitting means is controlled using a luminance data table for the title name display scene corresponding to the title name display scene. In the warning display scene during the second period, the light-emitting means is controlled using a luminance data table for the warning display scene corresponding to the warning display scene. In the first model introduction scene during the second period, the light-emitting means is controlled using a luminance data table different from the luminance data table for the company name display scene, the luminance data table for the title name display, and the luminance data table for the warning display scene. In the second model introduction scene during the second period, the light-emitting means is controlled using the first brightness data table (Figure 29, etc.). It is characterized by the following.

[0021] Note that the corporate name includes the name of the company involved in the development, manufacture, and sale of the gaming machine. According to this feature, there are multiple scenes for conveying information by character display. However, since information such as the corporate name, model title, and attention - calling information needs to be emphasized respectively, by making them emit light dedicatedly, they can be emphasized in comparison with other character displays, and as a result, suitable customer - waiting control can be performed.

[0022] The gaming machine of Form 6 - 2 is the gaming machine described in Form 6 - 1, There is another scene between the first model introduction scene and the second model introduction scene, In the other scene, a luminance data table different from the one - luminance data table is used (Fig. 29, etc.) It is characterized by this. According to this feature, since the same luminance data table is used in the first model introduction scene and the second model introduction scene, suitable light emission can be achieved without increasing the capacity, and as a result, suitable customer - waiting control can be performed.

[0023] The gaming machine of Form 6 - 3 is the gaming machine described in Form 6 - 1, The execution period of the model introduction scene (30 sec) including the first model introduction scene and the second model introduction scene > the execution period of the corporate name display scene (10 sec), and the execution period of the model introduction scene (30 sec) including the first model introduction scene and the second model introduction scene > the execution period of the attention - calling display scene (5 sec). This is the relationship of the execution periods, Regarding the character display of the corporate name and the character display for attention - calling, they may be displayed at display timings other than during the demonstration display. It is characterized by this. According to this feature, by making it possible to emphasize for a longer time the model introduction scene and the title name display scene that are displayed only during the demonstration display, suitable customer - waiting control can be achieved.

[0024] [Form 7] The gaming machine of type 7-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a scene displaying the company name, a scene introducing the first model, and a scene introducing the second model. The aforementioned company name display scene is a scene in which the text of the company name related to the gaming machine is displayed with animation. The aforementioned first model introduction scene is a scene in which the text introducing the gaming machine is displayed with animation. The aforementioned second model introduction scene is a different scene from the aforementioned first model introduction scene, and is a scene in which the text introducing the gaming machine is displayed with animation. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. In the company name display scene during the second period, the light-emitting means is controlled using a brightness data table for the company name display scene corresponding to the company name display scene. In the first model introduction scene during the second period, the light-emitting means is controlled using a luminance data table different from the luminance data table for the company name display scene. In the second model introduction scene during the second period, the light-emitting means is controlled using the first luminance data table. The aforementioned brightness data table for the company name display scene includes brightness data that is linked to the animation of the text display of the company name related to the gaming machine. The first brightness data table does not include brightness data linked to the animation of the text display introducing the gaming machine in the first model introduction scene, nor brightness data linked to the animation of the text display introducing the gaming machine in the second model introduction scene (Figures 29, 31, 32, 91-98, and 119). It is characterized by the following. This feature allows for multiple scenarios where information is conveyed through text displays. In particular, to convey company names, using brightness data linked to the display animation allows for emphasis compared to other text displays, resulting in optimal customer waiting control.

[0025] [Form 8] The gaming machine of type 8-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a title display scene, a scene introducing the first model, and a scene introducing the second model. The aforementioned title name display scene is a scene in which the title name of the gaming machine is displayed in text with animation. The aforementioned first model introduction scene is a scene in which the text introducing the gaming machine is displayed with animation. The aforementioned second model introduction scene is a different scene from the aforementioned first model introduction scene, and is a scene in which the text introducing the gaming machine is displayed with animation. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. In the title name display scene during the second period, the light-emitting means is controlled using a luminance data table for the title name display scene corresponding to the title name display scene. In the first model introduction scene during the second period and the second model introduction scene during the second period, the light-emitting means is controlled using a luminance data table different from the luminance data table for title name display. The luminance data table for the title name display scene includes luminance data linked to the animation of the character display of the title name of the gaming machine. The one luminance data table does not include luminance data linked to the animation of the character display of the introduction of the gaming machine in the first model introduction scene and luminance data linked to the animation of the character display of the introduction of the gaming machine in the second model introduction scene (Figs. 29, 31, 32, 91 - 98, 119). It is characterized by this. According to this feature, there are multiple scenes for conveying information by character display. In particular, since it is desired to convey the information of the model name, by using luminance data linked to the display animation, it can be emphasized in comparison with other character displays, and as a result, suitable customer waiting control can be performed.

[0026] <​​​​​​​​​​​​​​​​​​​​​​The aforementioned title name display scene is a scene in which the title name of the gaming machine is displayed in text. The aforementioned warning display scene is a scene in which warning text is displayed when playing the gaming machine. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. In the company name display scene during the second period, the light-emitting means is controlled using a brightness data table for the company name display scene corresponding to the company name display scene. In the title name display scene during the second period, the light-emitting means is controlled using a luminance data table for the title name display scene corresponding to the title name display scene. In the warning display scene during the second period, the light-emitting means is controlled using a luminance data table for the warning display scene corresponding to the warning display scene. The mode of the light-emitting means controlled using the aforementioned brightness data table for corporate name display scenes is a more emphasized mode than the mode of the light-emitting means controlled using the aforementioned brightness data table for warning display scenes. The mode of the light-emitting means controlled using the aforementioned brightness data table for title name display scenes is a more emphasized mode than the mode of the light-emitting means controlled using the aforementioned brightness data table for warning display scenes (Figure 28, etc.). It is characterized by the following. This feature allows for the transmission of information through text displays in multiple scenarios. To emphasize each type of information, such as company names, machine titles, and warnings, dedicated illumination is used for each. In particular, the illumination patterns for company names and machine titles are emphasized compared to warning scenes, resulting in more effective customer waiting control.

[0027] The gaming machine of form 9-2 is the gaming machine described in form 9-1, The mode in which the light-emitting means controlled using the aforementioned luminance data table for corporate name display scenes is more emphasized than the mode in which the light-emitting means controlled using the aforementioned luminance data table for warning display scenes, and the mode in which the light-emitting means controlled using the aforementioned luminance data table for title name display scenes is more emphasized than the mode in which the light-emitting means controlled using the aforementioned luminance data table for warning display scenes, are any of the following: (1) Frequent flashing (2) A configuration in which many colors light up (3) A large number of light-emitting means are used (Figure 28, etc.) It is characterized by the following. This feature allows for emphasis on the company name and model title, resulting in optimal customer waiting control.

[0028] The gaming machine of form 9-3 is the gaming machine described in form 9-1, The mode of the light-emitting means controlled using the aforementioned brightness data table for the corporate name display scene is more pronounced than the mode of the light-emitting means controlled using the aforementioned brightness data table for the title name display scene. It is characterized by the following. This feature allows for greater emphasis on the company name, making it easier for players to understand which company is associated with the gaming machine, and consequently enabling more effective customer waiting control.

[0029] [Form 10] The gaming machine of type 10-1 is, A gaming machine that is playable, Display means and Light-emitting means, It comprises a light emission control means, The light-emitting means includes a first light-emitting means and a second light-emitting means. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a scene showing the company name and a scene introducing the product model. The aforementioned light emission control means is During the first period, the first light-emitting means and the second light-emitting means are controlled using a background display luminance data table corresponding to the background display. In the company name display scene during the second period, the first light-emitting means and the second light-emitting means are controlled using a luminance data table for the company name display scene corresponding to the company name display scene. In the model introduction scene during the second period, the first light-emitting means and the second light-emitting means are controlled using a brightness data table for the model introduction display scene corresponding to the model introduction display scene. The plurality of luminance data constituting the luminance data table for the corporate name display scene are luminance data configured to be emitted by the first light-emitting means and the second light-emitting means. The multiple luminance data sets that constitute the luminance data table for the aforementioned model introduction scene are luminance data configured so that the first light-emitting means emits light, but the second light-emitting means does not emit light (Figures 29, 90-98). It is characterized by the following. According to this feature, although there are multiple scenes in which information is conveyed through text display, in the scene where the company name is displayed, both the first and second light-emitting means are made to illuminate, and in the scene where the model is introduced, the first light-emitting means illuminates but the second light-emitting means does not. This allows the scene where the company name is displayed to be relatively emphasized, and as a result, optimal customer waiting control can be achieved. The gaming machine of type 10-2 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The light-emitting means includes a first light-emitting means and a second light-emitting means. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a scene displaying the company name, a scene introducing the first model, and a scene introducing the second model. The aforementioned light emission control means is During the first period, the first light-emitting means and the second light-emitting means are controlled using a background display luminance data table corresponding to the background display. In the company name display scene during the second period, the first light-emitting means and the second light-emitting means are controlled using a luminance data table for the company name display scene corresponding to the company name display scene. In the first model introduction scene during the second period, the first light-emitting means is controlled using a luminance data table for the first model introduction display scene corresponding to the first model introduction display scene. In the second model introduction scene during the second period, the first light-emitting means is controlled using a luminance data table for the second model introduction display scene corresponding to the second model introduction display scene. In the first model introduction scene during the second period and the second model introduction scene during the second period, the second light-emitting means is controlled using a single luminance data table. It is characterized by the following. According to this feature, although there are multiple scenes in which information is conveyed through text display, in the scene where the company name is displayed, both the first and second light-emitting means are set to emit light in a dedicated emission mode. In the scenes where the first and second models are introduced, the first light-emitting means emits light in a dedicated emission mode, while the second light-emitting means emits light in a common emission mode. This allows the scene where the company name is displayed to be relatively emphasized, and as a result, optimal customer waiting control can be achieved.

[0030] [Form 11] The gaming machine of type 11-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is During the second period, the light-emitting means is controlled using the rainbow luminance data table. When a specific effect is performed, the light-emitting means is controlled using the rainbow brightness data table. The rainbow luminance data table used during the second period and the rainbow luminance data table used when the specific effect is performed are common luminance data tables (Figures 28, 31, 32, etc.). It is characterized by the following. This feature allows for a more spectacular demonstration display by setting the light emission pattern to rainbow. Furthermore, by using the same luminance data table for setting the light emission pattern to rainbow as the luminance data table used for specific effects performed during gameplay, the system does not require increased capacity, resulting in optimal customer waiting control.

[0031] [Form 12] The gaming machine of type 12-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. The aforementioned light emission control means is In the second period following the end of the first period after the end of the game in the normal state, the light-emitting means is controlled using the rainbow brightness data table. In the second period following the end of the first period after the end of the game in the special state, the light-emitting means is controlled using the rainbow brightness data table. When a specific performance that can be executed in the normal state and a special performance that can be executed in the special state are executed, the light-emitting means is controlled using the rainbow brightness data table. The rainbow brightness data table used in the second period after the first period following the end of gameplay in the normal state, the rainbow brightness data table used in the second period after the first period following the end of gameplay in the special state, and the rainbow brightness data table used when specific effects that can be performed in the normal state and special effects that can be performed in the special state are performed are all common brightness data tables (Figures 28, 31, 32, etc.). It is characterized by the following. This feature allows for a more spectacular demonstration display by setting the light emission pattern to rainbow. Furthermore, by using the same luminance data table for setting the light emission pattern to rainbow as the luminance data table used for specific effects that can be performed in normal conditions and special effects that can be performed in special conditions, the system does not require increased capacity, resulting in optimal customer waiting control.

[0032] The gaming machine of form 12-2 is the gaming machine described in form 12-1, The aforementioned specific effects and special effects are effects that definitively inform that the system will be controlled to a favorable state. It is characterized by the following. According to this feature, the luminance data table used for effects that are guaranteed to be controlled to a favorable state is also used for demonstration displays, resulting in optimal customer waiting control.

[0033] [Form 13] The gaming machine of type 13-1 is, A gaming machine that is playable, Display means and Light-emitting means, It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a scene that includes a title name display, The aforementioned title name display scene consists of a main title name display part that displays the main title name of the gaming machine, and a subtitle name display part that subsequently displays the subtitle name of the gaming machine. The light emission control means controls the light emission means using a luminance data table for the subtitle name display part corresponding to the subtitle name display part at the timing of switching from the main title name display part to the subtitle name display part. The luminance data table for the subtitle name display part is a luminance data table that uses multiple luminance data to cause the light-emitting means to emit light in a manner that is linked to the animation of the subtitle name's text display (Figure 29, etc.). It is characterized by the following. According to this feature, the main title name and subtitle name are displayed in that order, and the title name of the gaming machine is completed when the subtitle name is displayed. By illuminating the lighting means in conjunction with the display animation of the subtitle name, the title name of the gaming machine can be emphasized, and as a result, suitable customer waiting control can be performed.

[0034] [Form 14] The gaming machine of type 14-1 is, A gaming machine that is playable, Equipped with display means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a scene displaying the company name, a scene displaying the title name, and a scene displaying a warning. The aforementioned company name display scene is a scene in which the text of the company name related to the gaming machine is displayed with animation. The aforementioned title name display scene is a scene in which the title name of the gaming machine is displayed in text with animation. The aforementioned warning display scene is a scene in which warning text is displayed in animation when playing the gaming machine. The animated display of the company name associated with the gaming machine is more emphasized than the animated display of warning text when playing the gaming machine. The animated display of the game machine's title is more emphatic than the animated display of warning text when playing the game machine (Figures 120, 121, etc.). It is characterized by the following. This feature allows for the use of text displays to convey information in multiple scenarios. To emphasize each type of information, such as company names, machine titles, and warnings, dedicated display animations are used for each. In particular, emphasizing the display animations for company names and machine titles compared to warning scenes allows for greater emphasis on these elements, resulting in optimal customer waiting control.

[0035] [Form 15] The gaming machine of type 15-1 is, A gaming machine that is playable, Equipped with display means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a title display scene and a warning display scene. The aforementioned title name display scene is a scene in which the title name of the gaming machine is displayed in text. The aforementioned warning display scene is a scene in which warning text is displayed when playing the gaming machine. The aforementioned display means is In the aforementioned title name display scene, the title name of the gaming machine is displayed as an animation at a predetermined display position. After that, the title name of the gaming machine is displayed in text with animation. In the aforementioned warning display scene, warning text for playing the gaming machine is displayed with animation at a designated display position. Subsequently, warning text messages regarding gameplay are displayed without animation (Figures 120, 121, etc.). It is characterized by the following. According to this feature, by adding a lingering animation to the display of the game title, attention is drawn to the title, while by not using lingering animations for warnings, the text can be read clearly, resulting in optimal customer waiting control.

[0036] [Form 16] The gaming machine of type 16-1 is, A gaming machine that is playable, Equipped with display means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display includes a warning display scene, The aforementioned warning display scene is a scene in which warning text is displayed when playing the gaming machine. The aforementioned warning display scene consists of a first warning display part that displays a warning text for the first event, and a second warning display part that displays a warning text for the second event. The background color of the text in the first warning display part is different from the background color of the text in the second warning display part (Figures 33, 34, etc.). It is characterized by the following. This feature allows for increased attention to different events by using different background colors, resulting in more effective customer waiting control.

[0037] [Form 17] The gaming machine of type 17-1 is, A gaming machine that is playable, Equipped with display means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned demonstration display consists of a scene displaying the company name and a scene displaying a warning. The aforementioned company name display scene is a scene in which the company name related to the gaming machine is displayed in text. The aforementioned warning display scene is a scene in which warning text is displayed when playing the gaming machine. The background color of the text displayed in the aforementioned company name display scene is different from the background color of the text displayed in the aforementioned warning display scene (Figures 33, 34, etc.). It is characterized by the following. This feature allows for increased attention when switching between displaying the company name and warnings by using different background colors, resulting in more effective customer waiting control.

[0038] [Form 18] The gaming machine of type 18-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. After the second period ends, the background display is shown again. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. During the second period, the light-emitting means is controlled using a demonstration display luminance data table corresponding to the demonstration display. Before the display means switches the display from the demonstration display to the background display, the light-emitting means is controlled by switching from the brightness data table for the demonstration display to the brightness data table for the background display (Figures 50, 51, etc.). It is characterized by the following. This feature, which involves switching the control of the light-emitting means first and then starting the background display in a step-by-step design, prevents an unpleasant feeling after the demonstration display ends, and as a result enables optimal customer waiting control.

[0039] [Form 19] The gaming machine of type 19-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. After the second period in the aforementioned normal state has ended, the background display of the normal state will be displayed again. After the second period in the aforementioned special state has ended, the special state background display will be displayed again. The aforementioned light emission control means is In the first period after the end of gameplay in the normal state, the light-emitting means is controlled using the normal state background display brightness data table corresponding to the normal state background display. In the first period after the end of the game in the special state, the light-emitting means is controlled using a brightness data table for the special state background display corresponding to the special state background display. In the second period following the end of the first period after the end of the game in the normal state, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the end of the game in the special state, the light-emitting means is controlled using the demonstration display brightness data table. Before the display means switches the display from the demonstration display to the normal state background display, the light-emitting means controls the light-emitting means by switching from the brightness data table for the demonstration display to the brightness data table for the normal state background display. Before the display means switches the display from the demonstration display to the special state background display, the light-emitting means is controlled by switching from the brightness data table for the demonstration display to the brightness data table for the special state background display (Figures 50 to 52, etc.). It is characterized by the following. This feature, which involves switching the control of the light-emitting means first and then starting the background display in a step-by-step design, prevents a negative aftertaste when the demonstration display ends. Furthermore, the state can be quickly communicated to the player through the lamp's illumination pattern, resulting in optimal customer waiting control.

[0040] [Form 20] The gaming machine of type 20-1 is, A gaming machine that can display variable special identification information when the starting conditions are met, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the variable display has ended, the background display is shown. In the second period following the end of the first period, a demonstration display is shown. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. During the second period, the light-emitting means is controlled using a demonstration display luminance data table corresponding to the demonstration display. When the start condition is met while the demonstration display is displayed by the display means, the light-emitting means is controlled by switching from the luminance data table for the demonstration display to the luminance data table corresponding to the variable display of the performance identification information, before the display means switches from the demonstration display to the display corresponding to the variable display of the performance identification information (Figures 53 to 58, etc.). It is characterized by the following. This feature allows for switching the control of the light-emitting means first, which in turn promptly signals that the starting conditions have been met and the demonstration display has ended. As a result, optimal customer waiting control can be achieved.

[0041] [Form 21] The gaming machine of type 21-1 is, A gaming machine that can display variable special identification information when the starting conditions are met, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the variable display in the normal state has ended, the normal state background display is displayed. In the first period after the variable display in the aforementioned special state has ended, the special state background display is displayed. In the second period following the end of the first period after the end of the variable display in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the variable display in the special state, the demonstration display is displayed. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. The aforementioned light emission control means is In the first period after the variable display in the normal state has ended, the light-emitting means is controlled using the luminance data table for the normal state background display corresponding to the normal state background display. In the first period after the variable display in the special state has ended, the light-emitting means is controlled using the luminance data table for the special state background display corresponding to the special state background display. In the second period following the end of the first period after the variable display in the normal state has ended, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the variable display in the special state has ended, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. When the start condition is met while the demonstration display is displayed by the display means in the normal state, the light-emitting means is controlled by switching from the luminance data table for the demonstration display to the luminance data table corresponding to the variable display of the performance identification information in the normal state, before the display means switches from the demonstration display to the variable display of the performance identification information in the normal state. When the start condition is met while the demonstration display is displayed by the display means in the special state, the light-emitting means is controlled by switching from the luminance data table for the demonstration display to the luminance data table corresponding to the variable display of the performance identification information in the special state, before the display means switches from the demonstration display to the variable display of the performance identification information in the special state (Figures 53 to 58, etc.). It is characterized by the following. This feature allows for switching the control of the light-emitting means first, both in normal and special states. This switching of the light-emitting means allows for prompt notification that the starting conditions have been met and the demonstration display has ended, resulting in optimal customer waiting control.

[0042] [Form 22] The gaming machine of type 22-1 is, A gaming machine capable of displaying variable information for the first special identification information when the first starting condition is met, and displaying variable information for the second special identification information when the second starting condition is met, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the variable display of the first special identification information has ended, a background display is shown. During the first period after the variable display of the second special identification information has ended, the background display is displayed. In the second period following the end of the first period after the variable display of the first special identification information has ended, a demonstration display is shown. In the second period following the end of the first period after the end of the variable display of the second special identification information, the demonstration display is displayed. It is possible to display a variable display of performance identification information corresponding to the variable display of the first special identification information, It is possible to display a variable display of performance identification information corresponding to the variable display of the second special identification information, The aforementioned light emission control means is In the first period after the variable display of the first special identification information has finished, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. In the first period after the variable display of the second special identification information has ended, the light-emitting means is controlled using the background display brightness data table. In the second period following the end of the first special identification information, the light-emitting means is controlled using the demonstration display luminance data table corresponding to the demonstration display. In the second period following the end of the first period after the termination of the second special identification information, the light-emitting means is controlled using the demonstration display brightness data table. When the first start condition is met while the demonstration display is displayed by the display means, the light-emitting means controls the light-emitting means by switching from the luminance data table for the demonstration display to the luminance data table corresponding to the variable display of the performance identification information corresponding to the first special identification information, before the display means switches from the demonstration display to the variable display of the performance identification information corresponding to the first special identification information. When the second start condition is met while the demonstration display is being displayed by the display means, the light-emitting means is controlled by switching from the luminance data table for the demonstration display to the luminance data table corresponding to the variable display of the performance identification information corresponding to the second special identification information, before the display means switches from the demonstration display to the variable display of the performance identification information corresponding to the second special identification information (Figures 53 to 58, etc.). It is characterized by the following. This feature allows for optimal customer waiting control, as the system switches control of the light-emitting means first, regardless of which starting condition is met. This switching of the light-emitting means quickly signals that the starting condition has been met and the demonstration display has ended, resulting in a more efficient customer waiting control system.

[0043] [Form 23] The gaming machine of type 23-1 is, A gaming machine that can display variable special identification information when the starting conditions are met, Equipped with display means, The aforementioned display means is During the first period after the variable display has ended, the background display is shown. In the second period following the end of the first period, a demonstration display is shown. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. When the aforementioned starting condition is met, the variable display of the performance identification information is displayed such that the transparency of the performance identification information changes from a first value to a second value which is higher than the first value. When the aforementioned demonstration display is displayed and the activation condition is met, the display switches from the demonstration display to the variable display of the performance identification information before the transparency of the performance identification information reaches the second value (Figures 25, 54, etc.). It is characterized by the following. This feature allows for the switching from the demonstration display to be completed before the transparency of the performance identification information increases, thereby indicating that the activation conditions have been met and the demonstration display has ended, resulting in optimal customer waiting control.

[0044] [Form 24] The gaming machine of type 24-1 is, A gaming machine that can display variable special identification information when the starting conditions are met, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the variable display in the normal state has ended, the normal state background display is displayed. In the first period after the variable display in the aforementioned special state has ended, the special state background display is displayed. In the second period following the end of the first period after the end of the variable display in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the variable display in the aforementioned special state, a demonstration display is shown. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. When the aforementioned starting condition is met, the variable display of the performance identification information is displayed such that the transparency of the performance identification information changes from a first value to a second value which is higher than the first value. In the normal state, if the start condition is met while the demonstration display is shown, the display is switched from the demonstration display to the variable display of the performance identification information in the normal state before the transparency of the performance identification information reaches the second value. In the aforementioned special state, if the activation condition is met while the demonstration display is shown, the display is switched from the demonstration display to the variable display of the performance identification information in the special state before the transparency of the performance identification information reaches the second value (Figures 25, 54, 124, etc.). It is characterized by the following. This feature allows for the completion of the switch from the demonstration display before the transparency of the performance identification information increases, in both normal and special states. This signals that the activation conditions have been met and the demonstration display has ended, resulting in optimal customer waiting control.

[0045] [Form 25] The gaming machine of type 25-1 is, A gaming machine capable of displaying variable information for the first special identification information when the first starting condition is met, and displaying variable information for the second special identification information when the second starting condition is met, Equipped with display means, The aforementioned display means is During the first period after the variable display of the first special identification information has ended, a background display is shown. During the first period after the variable display of the second special identification information has ended, the background display is displayed. In the second period following the end of the first period after the variable display of the first special identification information has ended, a demonstration display is shown. In the second period following the end of the first period after the end of the variable display of the second special identification information, the demonstration display is displayed. It is possible to display a variable display of performance identification information corresponding to the variable display of the first special identification information, It is possible to display a variable display of performance identification information corresponding to the variable display of the second special identification information, When the aforementioned starting condition is met, the variable display of the performance identification information is displayed such that the transparency of the performance identification information changes from a first value to a second value which is higher than the first value. When the first activation condition is met while the demonstration display is being shown, the display is switched from the demonstration display to a variable display of the performance identification information corresponding to the first special identification information before the transparency of the performance identification information reaches the second value. When the demonstration display is shown and the second activation condition is met, the display switches from the demonstration display to a variable display of the performance identification information corresponding to the second special identification information before the transparency of the performance identification information reaches the second value (Figures 25, 54, 124, etc.). It is characterized by the following. This feature allows for optimal customer waiting control by completing the switch from the demonstration display before the transparency of the performance identification information increases, regardless of which activation condition is met, regardless of which activation condition is met.

[0046] [Form 26] The gaming machine of type 26-1 is, A gaming machine that can display variable special identification information when the starting conditions are met, Launching operation means, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the variable display has ended, the background display is shown. In the second period following the end of the first period, a demonstration display is shown. If the firing operation means is operated while the demonstration display is being shown, the display will switch from the demonstration display to the background display. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table corresponding to the background display. During the second period, the light-emitting means is controlled using a demonstration display luminance data table corresponding to the demonstration display. When the firing operation means is operated while the demonstration display is displayed by the display means, the light-emitting means is controlled by switching from the demonstration display brightness data table to the background display brightness data table before the display means switches from the demonstration display to the background display (Figures 59, 60, etc.). It is characterized by the following. This feature allows for switching the control of the light-emitting means first, which in turn signals that the demonstration display has ended due to the operation of the firing mechanism. As a result, optimal customer waiting control can be achieved.

[0047] [Form 27] The gaming machine of type 27-1 is, A gaming machine capable of providing gaming services, Menu operation means, Display means and Light-emitting means, It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. If the menu operation means is operated while the demonstration display is being shown, the system switches from the demonstration display to the menu display. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display luminance data table. During the second period, the light-emitting means is controlled using a demonstration display luminance data table corresponding to the demonstration display. When the menu is displayed, the light-emitting means is controlled using a menu display brightness data table corresponding to the menu display. When the menu operation means is operated while the demonstration display is displayed by the display means, the light-emitting means is controlled by switching from the brightness data table for the demonstration display to the brightness data table for the menu display before the display means switches the display from the demonstration display to the menu display (Figures 61 to 63, etc.). It is characterized by the following. This feature allows for switching the control of the light-emitting means first, which in turn promptly signals that the menu operation means has been operated and the demonstration display has ended. As a result, optimal customer waiting control can be achieved.

[0048] [Form 28] The gaming machine of type 28-1 is, A gaming machine capable of providing gaming services, Menu operation means, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, a demonstration display is shown. If the menu operation means is operated while the demonstration display is being shown, the system switches from the demonstration display to the menu display. The aforementioned light emission control means is In the first period after the end of gameplay in the normal state, the light-emitting means is controlled using the normal state background display brightness data table corresponding to the normal state background display. In the first period after the end of the game in the special state, the light-emitting means is controlled using a brightness data table for the special state background display corresponding to the special state background display. In the second period following the end of the first period after the end of the game in the normal state, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the end of the game in the special state, the light-emitting means is controlled using the demonstration display brightness data table. When the menu is displayed, the light-emitting means is controlled using a menu display brightness data table corresponding to the menu display. In the normal state described above, when the menu operation means is operated while the demonstration display is displayed by the display means, the light-emitting means is controlled by switching from the demonstration display brightness data table to the menu display brightness data table before the display means switches from the demonstration display to the menu display. In the aforementioned special state, when the display means is showing the demonstration display, and the menu operation means is operated, the light-emitting means is controlled by switching from the demonstration display brightness data table to the menu display brightness data table before the display means switches from the demonstration display to the menu display (Figures 61 to 63, etc.). It is characterized by the following. This feature allows for switching the control of the light-emitting means first, both in normal and special states. This switching of the light-emitting means allows for prompt notification that the menu operation means has been operated and the demonstration display has ended, resulting in optimal customer waiting control. It is characterized by the following. This feature allows for optimal customer waiting control.

[0049] [Form 29] The gaming machine of type 29-1 is, A gaming machine that is playable, Equipped with display means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. After the second period ends, the switching display is shown, and then the background display is shown. If an interrupt condition is met while the demonstration display is being shown, the system will switch from the demonstration display to the background display without displaying the switching display (see Figures 50 to 63, etc.). It is characterized by the following. This feature allows for a more abrupt transition when a demonstration display ends due to the passage of time, by inserting a switching display. Conversely, when a demonstration display ends due to an interruption condition, it appears to switch abruptly without an inserting switching display. This contrast highlights the fact that the display ended abruptly, resulting in optimal customer waiting control.

[0050] [Form 30] The gaming machine of type 30-1 is, A gaming machine that is playable, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. After the second period in the aforementioned normal state has ended, a switching display is shown, and then the background display of the aforementioned normal state is shown. After the second period in the aforementioned special state has ended, the switching display is shown, and then the background display for the aforementioned special state is shown. When the demonstration display is shown in the normal state, if the interrupt condition is met, the system will switch from the demonstration display to the normal state background display without displaying the switching display.

[0051] When the demonstration display is displayed in the aforementioned special state, if the interrupt condition is met, the system switches from the demonstration display to the special state background display without displaying the switching display (Figures 50 to 63, etc.). It is characterized by the following. This feature allows for optimal customer waiting control by contrasting the two events: in normal and special states, the termination of a demonstration display due to the passage of time is prevented from appearing abrupt by inserting a switching display; and the termination of a demonstration display due to an interruption condition is made to appear abrupt without inserting a switching display.

[0052] [Form 31] The gaming machine of type 31-1 is, A gaming machine that is playable, Equipped with display means, The aforementioned display means is If a power outage occurs and then the power is restored, After power is turned on, the background display is displayed without showing the guidance message regarding the performance adjustment at the time the background display starts. After that, a demonstration display will be shown. Subsequently, the guidance display is displayed at the timing when the background display starts, and the background display is displayed. If a power outage occurs and a power-on process is performed that involves initialization, After the power is turned on, the background display is displayed without displaying the guidance display regarding the performance adjustment at the timing when the background display starts. After that, the aforementioned demonstration display is shown, Subsequently, the guidance display is displayed at the timing when the background display starts, and the background display is then displayed (Figures 44 and 45). It is characterized by the following. Based on these features, the setup process before a gaming parlor opens can be either a hot start (power on without initialization) or a cold start (power on with initialization). In either case, the staff can check the display in the following order after power-on: checking the background display, checking the demonstration display, and checking the guidance display, thus increasing the efficiency of the checks. Furthermore, when the gaming parlor opens and welcomes players, if a background display is shown, it will be the background display that shows the guidance display. This allows for clear guidance regarding the adjustment of the presentation from the moment the game starts, providing players with a suitable gaming environment, and ultimately enabling effective customer waiting control.

[0053] [Form 32] The gaming machine of type 32-1 is, A gaming machine that is playable, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is In the aforementioned normal state, the normal state background display is shown, In the aforementioned special state, the special state background display is shown, In the aforementioned normal state, if a power outage occurs and the power is restored, After the power is turned on, the guidance display regarding the performance adjustment is not displayed at the timing when the normal state background display starts, and the normal state background display is displayed. After that, a demonstration display will be shown. Subsequently, the guidance display is displayed at the timing when the normal state background display starts, and the normal state background display is displayed. In the aforementioned special condition, if a power outage occurs and then the power is restored, After the power is turned on, the guidance display regarding the performance adjustment is not displayed at the timing when the special state background display starts, and the special state background display is displayed. After that, the aforementioned demonstration display is shown, Subsequently, the guidance display is shown at the timing of the start of the display of the special state background display, while the special state background display is displayed (Figures 46 to 49, etc.). It is characterized by the following. Based on these characteristics, there are two possible states for the setup of a gaming parlor before it opens: a normal state and a special state. To allow players to confirm which state the parlor is in during startup, the system avoids displaying guidance messages in the background to avoid interference. If the background is displayed again afterward, it is highly likely that the state has already been confirmed. Therefore, by displaying guidance messages from the moment the background display starts, when the gaming parlor opens and welcomes players, the background display will be the one with the guidance message. This allows for clear guidance regarding adjustments to the game's presentation from the moment players start playing, providing them with a suitable gaming environment and ultimately enabling effective customer waiting control.

[0054] [Form 33] The gaming machine of type 33-1 is, A gaming machine that is playable, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is In the aforementioned normal state, after the variable display has finished, Without displaying a guidance message regarding the performance adjustment, the normal background display is shown, and after a predetermined period of time has elapsed, the guidance message is displayed while the normal background display is shown. Subsequently, a demonstration display is shown, and after the display period of the demonstration display has elapsed, the guidance display is shown while the normal state background display is shown. In the aforementioned special state, after the variable display has finished, Without displaying a guidance message regarding the performance adjustment, a special state background display is shown, and after a predetermined period has elapsed, the guidance message is displayed while the special state background display is shown. Subsequently, the demonstration display is shown, and after the display period of the demonstration display has elapsed, the guidance display is shown while the special status background display is shown (Figures 39 to 44, etc.). It is characterized by the following. This feature prevents unnecessary prompting of performance adjustments by not immediately displaying a guidance message after the end of a variation, regardless of whether it is a normal or special state. Since there is a possibility that the player has left their seat after the demonstration display has ended, prompting for performance adjustments immediately after switching from the demonstration display to the background display encourages the player to play in a suitable gaming environment, and as a result, effective customer waiting control can be achieved.

[0055] [Form 34] The gaming machine of type 34-1 is, A gaming machine capable of displaying variable information for the first special identification information when the first starting condition is met, and displaying variable information for the second special identification information when the second starting condition is met, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is In the aforementioned normal state, after the variable display of the first special identification information has ended, Without displaying a guidance message regarding the performance adjustment, the normal background display is shown, and after a predetermined period of time has elapsed, the guidance message is displayed while the normal background display is shown. Subsequently, a demonstration display is shown, and after the display period of the demonstration display has elapsed, the guidance display is shown while the normal state background display is shown. In the aforementioned normal state, after the variable display of the second special identification information has ended, The normal state background display is displayed without displaying the guidance display, and after the predetermined period has elapsed, the normal state background display is displayed while displaying the guidance display. Subsequently, the demonstration display is shown, and after the display period of the demonstration display has elapsed, the guidance display is shown while the normal state background display is shown. In the aforementioned special state, after the variable display of the first special identification information has ended, The special status background display is displayed without the aforementioned guidance display, and after the predetermined period has elapsed, the special status background display is displayed while the guidance display is displayed. Subsequently, the demonstration display is shown, and after the display period of the demonstration display has elapsed, the guidance display is shown while the special status background display is shown. In the aforementioned special state, after the variable display of the second special identification information has ended, The special status background display is displayed without displaying the aforementioned guidance display, and after the predetermined period has elapsed, the special status background display is displayed while the guidance display is displayed. Subsequently, the demonstration display is shown, and after the display period of the demonstration display has elapsed, the guidance display is shown while the special status background display is shown (Figures 39 to 44, etc.). It is characterized by the following. According to this feature, after the change in the first special identification information in either the normal state or the special state has ended, or after the change in the second special identification information has ended, the guidance display is not immediately displayed after the change has ended, preventing unnecessary prompting of performance adjustments. Since there is a possibility that the player has left their seat after the demonstration display has ended, prompting for performance adjustments immediately after switching from the demonstration display to the background display encourages the player to play in a suitable gaming environment, and as a result, effective customer waiting control can be achieved.

[0056] [Form 35] The gaming machine of type 35-1 is, A gaming machine that is playable, Equipped with display means, The aforementioned display means is After the variable display ends, Without displaying a guidance message regarding the production adjustment, the background display is shown, and after a predetermined period of time has elapsed, the guidance message is displayed superimposed on the background display by displaying a specific animation. Subsequently, a demonstration display is shown, and after the display period of the demonstration display has elapsed, the guidance display is displayed superimposed on the background display by displaying the specific animation (Figures 39 to 44, etc.). It is characterized by the following. This feature prevents unnecessary prompting of performance adjustments by not immediately displaying guidance after the end of a variation. Once the demonstration display has ended, prompting for performance adjustments immediately after switching from the demonstration display to the background display encourages players to play in a suitable gaming environment. Furthermore, when displaying guidance immediately after switching from the demonstration display to the background display, using the same animation as when displaying guidance after the end of a variation allows for appealing that guidance has been displayed without incurring additional costs, resulting in optimal customer waiting control.

[0057] [Form 36] The gaming machine of type 36-1 is, A gaming machine that is playable, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is In the aforementioned normal state, after the variable display has finished and the first specific period has elapsed, the demonstration display is displayed. In the aforementioned special state, after the variable display has ended and the first specific period has elapsed, the demonstration display is displayed. In the aforementioned normal state, a power outage occurs, and after the power is restored, the second specified period elapses, causing the demonstration display to be shown. In the aforementioned special state, a power outage occurs, and after the power is restored, the second specified period elapses, causing the demonstration display to be shown. The first specified period is longer than the second specified period (Figures 39, 42, 47, 49, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is shown immediately after the fluctuation ends, it may be annoying as the players may not have changed yet. Therefore, a longer time is set. After the power is turned on, it is the store staff, not the players, who are present, so setting a shorter time allows the store staff to quickly check the demonstration display, resulting in optimal customer waiting control.

[0058] [Form 37] The gaming machine of type 37-1 is, A gaming machine that is playable, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is In the aforementioned normal state, after the variable display has finished and the first specific period has elapsed, the demonstration display is displayed. In the aforementioned special state, after the variable display has ended and the first specific period has elapsed, the demonstration display is displayed. In the aforementioned normal state, a power outage occurs, followed by a power-on process that includes initialization. After the second specified period has elapsed, the demonstration display is shown. In the aforementioned special state, a power outage occurs, followed by a power-on with initialization, and after the second specified period has elapsed, the demonstration display is shown. The first specified period is longer than the second specified period (Figures 39, 42, 45, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is shown immediately after the fluctuation ends, it may be bothersome as the players may not have changed yet. Therefore, a longer time is set. Cold start (power on with initialization) is the starting method that must be performed when a gaming machine is introduced to a gaming parlor. By making the demonstration display appear immediately, the staff of the gaming parlor can quickly check the demonstration display and become more familiar with the introduced machine, resulting in optimal customer waiting control.

[0059] [Form 38] The gaming machine of type 38-1 is, A gaming machine that is playable, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is In the aforementioned normal state, a power outage occurs, and after the power is restored, a demonstration display is shown after a first specific period has elapsed. In the aforementioned special state, a power outage occurs, and after the power is restored, the first specified period elapses, causing the demonstration display to be shown. In the aforementioned normal state, a power outage occurs, followed by a power-on process that includes initialization. After the second specified period has elapsed, the demonstration display is shown. In the aforementioned special state, a power outage occurs, followed by a power-on with initialization, and after the second specified period has elapsed, the demonstration display is shown. The first specified period is longer than the second specified period (Figures 45, 47, 49, 123, etc.). It is characterized by the following. According to this feature, a cold start (power-on with initialization) is the initial starting method required when a gaming machine is introduced to a gaming parlor. By making the demonstration display appear immediately, the staff can quickly check the demonstration display and become more familiar with the introduced machine, which in turn allows for optimal customer waiting control.

[0060] [Form 39] The gaming machine of type 39-1 is, A gaming machine that is playable, Equipped with display means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is In the aforementioned normal state, after the variable display ends and a first specific period has elapsed, a demonstration display is displayed, and after the demonstration display ends and a predetermined period has elapsed, the demonstration display is displayed again. In the aforementioned special state, after the variable display has ended and the first specified period has elapsed, the demonstration display is displayed, and after the demonstration display has ended and the predetermined period has elapsed, the demonstration display is displayed again. In the aforementioned normal state, a power outage occurs, and after power-on with initialization, the demonstration display is displayed after a second specific period has elapsed, and after the demonstration display has finished, the demonstration display is displayed again after a predetermined period has elapsed. In the aforementioned special state, a power outage occurs, followed by a power-on with initialization, and after the second specified period has elapsed, the demonstration display is shown; and after the demonstration display has finished, and after the predetermined period has elapsed, the demonstration display is shown again. The first specified period is longer than the second specified period (Figures 39, 42, 45, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is shown immediately after the end of a variation, it may be bothersome as the players may not have changed yet. Therefore, a longer time is set. Cold start (power on with initialization) is the starting method that must be performed when a gaming machine is introduced to a gaming parlor. By making the demonstration display appear immediately, the staff of the gaming parlor can quickly check the demonstration display and become more familiar with the introduced machine. Furthermore, by making the period after the demonstration display is shown once in all situations—after the end of a variation in normal mode, after the end of a variation in special mode, and after a cold start—and then displaying the demonstration display again, the demo movie can be shown stably, resulting in optimal customer waiting control.

[0061] [Form 40] The gaming machine of type 40-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. If the aforementioned specific error occurs during gameplay, the light-emitting means is controlled using the specific error brightness data table corresponding to the said specific error. Subsequently, if the specific error is not resolved during the first period, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error is not resolved during the second period, control of the light-emitting means using the brightness data table for the specific error is continued (Figures 65 to 67, etc.). It is characterized by the following. This feature allows for stable notification of specific errors that occur during gameplay, whether during background display or demonstration display, resulting in optimal customer waiting control.

[0062] [Form 41] The gaming machine of type 41-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period after the end of gameplay in the normal state, the light-emitting means is controlled using the normal state background display brightness data table corresponding to the normal state background display. In the first period after the end of gameplay in the special state, if the specific error has not occurred, the light-emitting means is controlled using the brightness data table for the special state background display corresponding to the special state background display. In the second period following the end of the first period after the end of the game in the normal state, if the specific error has not occurred, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the end of the game in the special state, if the specific error has not occurred, the light-emitting means is controlled using the demonstration display brightness data table. If the specified error occurs during gameplay in the normal state, the light-emitting means is controlled using the brightness data table for the specified error corresponding to the specified error. Subsequently, if the specific error has not been resolved during the first period after the completion of gameplay in the normal state, the control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error has not been resolved during the second period following the end of the first period after the end of the game in the normal state, the control of the light-emitting means using the specific error brightness data table is continued. If the specific error occurs during gameplay in the special state, the light-emitting means is controlled using the specific error brightness data table. Subsequently, if the specific error has not been resolved during the first period after the game in the special state has ended, the control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error has not been resolved during the second period following the end of the first period after the end of the game in the special state, the control of the light-emitting means using the specific error brightness data table continues (Figures 65 to 68, etc.). It is characterized by the following. This feature ensures that the notification of specific errors that occur during gameplay is carried over and executed regardless of whether the game is in a normal or special state, whether it is during background display or demonstration display. This allows for stable notification of specific errors and, as a result, enables optimal customer waiting control.

[0063] [Form 42] The gaming machine of type 42-1 is, A gaming machine capable of displaying variable information for the first special identification information when the first starting condition is met, and displaying variable information for the second special identification information when the second starting condition is met, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the variable display of the first special identification information has ended, a background display is shown. During the first period after the variable display of the second special identification information has ended, the background display is displayed. In the second period following the end of the first period after the variable display of the first special identification information has ended, a demonstration display is shown. In the second period following the end of the first period after the end of the variable display of the second special identification information, the demonstration display is displayed. The aforementioned light emission control means is In the first period after the variable display of the first special identification information has finished, if no specific error has occurred, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. In the first period after the variable display of the second special identification information has finished, if the specific error has not occurred, the light-emitting means is controlled using the background display brightness data table. In the second period following the end of the first period after the variable display of the first special identification information has finished, if the specific error has not occurred, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the variable display of the second special identification information has finished, if the specific error has not occurred, the light-emitting means is controlled using the demonstration display brightness data table. If a specific error occurs during the variable display of the first special identification information, the light-emitting means is controlled using the specific error brightness data table corresponding to the specific error. Subsequently, if the specific error has not been resolved during the first period after the variable display of the first special identification information has ended, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error has not been resolved during the second period following the end of the first period after the variable display of the first special identification information has finished, the control of the light-emitting means using the specific error brightness data table is continued. If the specific error occurs during the variable display of the second special identification information, the light-emitting means is controlled using the brightness data table for the specific error. Subsequently, if the specific error has not been resolved during the first period after the variable display of the second special identification information has ended, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error has not been resolved during the second period following the end of the first period after the variable display of the second special identification information has finished, control of the light-emitting means using the specific error brightness data table is continued (Figures 65 to 68, etc.). It is characterized by the following. This feature allows for stable notification of specific errors, which can be achieved by ensuring that the lamp notification of specific errors occurring during the variable display of the first special identification information and the variable display of the second special identification information is carried over and executed during both background display and demonstration display. As a result, optimal customer waiting control can be achieved.

[0064] [Form 43] The gaming machine of type 43-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. If the aforementioned specific error occurs during gameplay, the light-emitting means is controlled using the specific error brightness data table corresponding to the said specific error. Subsequently, if the specific error is not resolved during the first period, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error is not resolved during the second period, control of the light-emitting means using the brightness data table for the specific error is continued. The luminance data constituting the demonstration display luminance data table and the luminance data constituting the specific error luminance data table have different proportions of colors (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. This feature allows for different primary colors in the luminance data between the luminance data table for specific errors and the luminance data table for demonstration displays. This enables the system to indicate that a specific error has occurred based on the emission pattern during the demonstration display, resulting in optimal customer waiting control.

[0065] [Form 44] The gaming machine of type 44-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. If the aforementioned specific error occurs during gameplay, the light-emitting means is controlled using the specific error brightness data table corresponding to the said specific error. Subsequently, if the specific error is not resolved during the first period, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error is not resolved during the second period, control of the light-emitting means using the brightness data table for the specific error is continued. The brightness data constituting the background display brightness data table and the brightness data constituting the specific error brightness data table have different proportions of colors (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the luminance data table for specific errors and the luminance data table for background display to have different primary colors in the luminance data, it is possible to indicate that a specific error has occurred based on the emission pattern during background display, and as a result, suitable customer waiting control can be performed.

[0066] [Form 45] The gaming machine of type 45-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period after the end of gameplay in the normal state, the light-emitting means is controlled using the normal state background display brightness data table corresponding to the normal state background display. In the first period after the end of gameplay in the special state, if the specific error has not occurred, the light-emitting means is controlled using the brightness data table for the special state background display corresponding to the special state background display. In the second period following the end of the first period after the end of the game in the normal state, if the specific error has not occurred, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the end of the game in the special state, if the specific error has not occurred, the light-emitting means is controlled using the demonstration display brightness data table. If the specified error occurs during gameplay in the normal state, the light-emitting means is controlled using the brightness data table for the specified error corresponding to the specified error. Subsequently, if the specific error has not been resolved during the first period after the completion of gameplay in the normal state, the control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error has not been resolved during the second period following the end of the first period after the end of the game in the normal state, the control of the light-emitting means using the specific error brightness data table is continued. If the specific error occurs during gameplay in the special state, the light-emitting means is controlled using the specific error brightness data table. Subsequently, if the specific error has not been resolved during the first period after the game in the special state has ended, the control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error has not been resolved during the second period following the end of the first period after the end of the game in the special state, the control of the light-emitting means using the specific error brightness data table is continued. The luminance data constituting the normal state background display luminance data table and the luminance data constituting the specific error luminance data table have different proportions of colors. The luminance data constituting the luminance data table for displaying the special state background and the luminance data constituting the luminance data table for specific errors have different proportions of colors (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the luminance data table for specific errors and the luminance data table for normal state background display to use different main colors in the luminance data, and by configuring the luminance data table for specific errors and the luminance data table for special state background display to use different main colors in the luminance data, it is possible to indicate that a specific error has occurred based on the emission pattern of the background display, regardless of which background display is being used, and as a result, suitable customer waiting control can be performed.

[0067] [Form 46] The gaming machine of type 46-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The light-emitting means includes a first light-emitting means and a second light-emitting means. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the second period, the first light-emitting means and the second light-emitting means are controlled using the demonstration display brightness data corresponding to the demonstration display. If the aforementioned specific error occurs during the second period, The first light-emitting means is controlled using the specific error brightness data corresponding to the aforementioned specific error. The second light-emitting means is controlled using the luminance data for demonstration display. The brightness data for the demonstration display and the brightness data for the specific error have different proportions of colors (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the luminance data for specific errors and the luminance data for demonstration displays to have different main colors, it is possible to indicate that a specific error has occurred based on the emission pattern during the demonstration display, and as a result, suitable customer waiting control can be performed.

[0068] [Form 47] The gaming machine of type 47-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The light-emitting means includes a first light-emitting means and a second light-emitting means. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period, the first light-emitting means and the second light-emitting means are controlled using the background display brightness data corresponding to the background display. If the aforementioned specific error occurs during the first period, The first light-emitting means is controlled using the specific error brightness data corresponding to the aforementioned specific error. The second light-emitting means is controlled using the background display brightness data. The colors that make up the majority of the background display brightness data and the specific error brightness data are different (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the luminance data for specific errors and the luminance data for background display to have different main colors in the luminance data, it is possible to indicate that a specific error has occurred based on the emission pattern during background display, and as a result, suitable customer waiting control can be performed.

[0069] [Form 48] The gaming machine of type 48-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period after the end of gameplay in the normal state, the first light-emitting means and the second light-emitting means are controlled using the normal state background display brightness data corresponding to the normal state background display. In the first period after the end of gameplay in the special state, if the specific error has not occurred, the first light-emitting means and the second light-emitting means are controlled using the brightness data for the special state background display corresponding to the special state background display. If the aforementioned specific error occurs during the first period after the end of gameplay in the normal state, The first light-emitting means is controlled using the specific error brightness data corresponding to the aforementioned specific error. The second light-emitting means is controlled using the luminance data for displaying the background in the normal state. If the aforementioned specific error occurs during the first period after the end of gameplay in the aforementioned special state, The first light-emitting means is controlled using the specific error brightness data corresponding to the aforementioned specific error. The second light-emitting means is controlled using the luminance data for displaying the special state background. The colors that make up the majority of the normal state background display luminance data and the specific error luminance data are different. The brightness data for displaying the special state background and the brightness data for the specific error have different proportions of colors (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the luminance data to use different main colors for luminance data for specific errors and luminance data for normal state background display, and by configuring the luminance data to use different main colors for luminance data for specific errors and luminance data for special state background display, it is possible to indicate that a specific error has occurred based on the emission pattern during background display, regardless of whether it is a normal or special state, and as a result, suitable customer waiting control can be performed.

[0070] [Form 49] The gaming machine of type 49-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. If the aforementioned specific error occurs during gameplay, the light-emitting means is controlled using the specific error brightness data table corresponding to the said specific error. Subsequently, if the specific error is not resolved during the first period, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error is not resolved during the second period, control of the light-emitting means using the brightness data table for the specific error is continued. The luminance data constituting the demonstration display luminance data table and the luminance data constituting the specific error luminance data table are configured to have different light emission operation patterns that the player can see (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to differ between the brightness data table for specific errors and the brightness data table for demonstration displays, it is possible to suggest that a specific error has occurred based on the light-emitting pattern during the demonstration display, and as a result, appropriate customer waiting control can be performed.

[0071] [Form 50] The gaming machine of type 50-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. If the aforementioned specific error occurs during gameplay, the light-emitting means is controlled using the specific error brightness data table corresponding to the said specific error. Subsequently, if the specific error is not resolved during the first period, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error is not resolved during the second period, control of the light-emitting means using the brightness data table for the specific error is continued. The luminance data constituting the background display luminance data table and the luminance data constituting the specific error luminance data table are configured to have different light emission operation patterns that are visible to the player (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to differ between the brightness data table for specific errors and the brightness data table for background display, it is possible to suggest that a specific error has occurred based on the light-emitting pattern during background display, and as a result, suitable customer waiting control can be performed.

[0072] [Form 51] The gaming machine of type 51-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period after the end of gameplay in the normal state, the light-emitting means is controlled using the normal state background display brightness data table corresponding to the normal state background display. In the first period after the end of gameplay in the special state, if the specific error has not occurred, the light-emitting means is controlled using the brightness data table for the special state background display corresponding to the special state background display. In the second period following the end of the first period after the end of the game in the normal state, if the specific error has not occurred, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. In the second period following the end of the first period after the end of the game in the special state, if the specific error has not occurred, the light-emitting means is controlled using the demonstration display brightness data table. If the specified error occurs during gameplay in the normal state, the light-emitting means is controlled using the brightness data table for the specified error corresponding to the specified error. Subsequently, if the specific error has not been resolved during the first period after the completion of gameplay in the normal state, the control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error has not been resolved during the second period following the end of the first period after the end of the game in the normal state, the control of the light-emitting means using the specific error brightness data table is continued. If the specific error occurs during gameplay in the special state, the light-emitting means is controlled using the specific error brightness data table. Subsequently, if the specific error has not been resolved during the first period after the game in the special state has ended, the control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error has not been resolved during the second period following the end of the first period after the end of the game in the special state, the control of the light-emitting means using the specific error brightness data table is continued. The luminance data constituting the luminance data table for displaying the background in the normal state and the luminance data constituting the luminance data table for specific errors are configured to have different light emission operation patterns that the player can see. The luminance data constituting the luminance data table for displaying the special state background and the luminance data constituting the luminance data table for specific errors are configured to have different light emission operation patterns that the player can see (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, the movement of the light-emitting means shown to the player is configured to differ between the brightness data table for specific errors and the brightness data table for normal state background display, and the movement of the light-emitting means shown to the player is configured to differ between the brightness data table for specific errors and the brightness data table for special state background display, so that it is possible to suggest that a specific error has occurred based on the light-emitting pattern during the background display, regardless of which background display is being used, and as a result, suitable customer waiting control can be performed.

[0073] [Form 52] The gaming machine of type 52-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The light-emitting means includes a first light-emitting means and a second light-emitting means. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the second period, the first light-emitting means and the second light-emitting means are controlled using the demonstration display brightness data corresponding to the demonstration display. If the aforementioned specific error occurs during the second period, The first light-emitting means is controlled using the specific error brightness data corresponding to the aforementioned specific error. The second light-emitting means is controlled using the luminance data for demonstration display. The luminance data for demonstration display and the luminance data for specific errors are configured such that the light emission operation mode of the first light-emitting means and the light emission operation mode of the second light-emitting means are different as seen by the player (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to differ between the brightness data for specific errors and the brightness data for demonstration displays, it is possible to suggest that a specific error has occurred based on the light-emitting pattern during the demonstration display, and as a result, appropriate customer waiting control can be performed.

[0074] [Form 53] The gaming machine of type 53-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, The light-emitting means includes a first light-emitting means and a second light-emitting means. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period, the first light-emitting means and the second light-emitting means are controlled using the background display brightness data corresponding to the background display. If the aforementioned specific error occurs during the first period, The first light-emitting means is controlled using the specific error brightness data corresponding to the aforementioned specific error. The second light-emitting means is controlled using the background display brightness data. The luminance data for background display and the luminance data for specific errors are configured such that the light emission operation mode of the first light-emitting means and the light emission operation mode of the second light-emitting means are different as seen by the player (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to differ between the brightness data for specific errors and the brightness data for background display, it is possible to suggest that a specific error has occurred based on the light-emitting pattern during background display, and as a result, suitable customer waiting control can be performed.

[0075] [Form 54] The gaming machine of type 54-1 is, A gaming machine that is playable, Display means and Light-emitting means and It comprises a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state. The aforementioned display means is During the first period after the end of gameplay in the normal state, the normal state background display is shown. During the first period after the game in the aforementioned special state has ended, the special state background display is shown. In the second period following the end of the first period after the end of the game in the normal state, a demonstration display is shown. In the second period following the end of the first period after the end of the game in the aforementioned special state, the demonstration display is shown. The aforementioned light emission control means is If no specific error occurs during the first period after the end of gameplay in the normal state, the first light-emitting means and the second light-emitting means are controlled using the normal state background display brightness data corresponding to the normal state background display. In the first period after the end of gameplay in the special state, if the specific error has not occurred, the first light-emitting means and the second light-emitting means are controlled using the brightness data for the special state background display corresponding to the special state background display. If the aforementioned specific error occurs during the first period after the end of gameplay in the normal state, The first light-emitting means is controlled using the specific error brightness data corresponding to the aforementioned specific error. The second light-emitting means is controlled using the luminance data for displaying the background in the normal state. If the aforementioned specific error occurs during the first period after the end of gameplay in the aforementioned special state, The first light-emitting means is controlled using the specific error brightness data corresponding to the aforementioned specific error. The second light-emitting means is controlled using the luminance data for displaying the special state background. The luminance data for displaying the background in the normal state and the luminance data for specific errors are configured such that the light emission operation mode of the first light-emitting means and the light emission operation mode of the second light-emitting means are different as seen by the player. The luminance data for displaying the special state background and the luminance data for specific errors are configured such that the light emission operation mode of the first light-emitting means and the light emission operation mode of the second light-emitting means are different as seen by the player (Figures 35, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, the movement of the light-emitting means shown to the player is configured to differ depending on whether the brightness data for a specific error is used or the brightness data for displaying the background in the normal state. By configuring the movement of the light-emitting means shown to the player to differ depending on whether the brightness data for a specific error is used or the brightness data for displaying the background in a special state, it is possible to indicate that a specific error has occurred based on the light-emitting pattern during background display, regardless of whether the state is normal or special. As a result, suitable customer waiting control can be performed.

[0076] [Form 55] The gaming machine of type 55-1 is, A gaming machine that is playable, A dispensing unit that dispenses game tokens, The dispensing section is provided with a detection means for detecting game media, Display means and Light-emitting means and It comprises a light emission control means, If the conditions for dispensing a game medium are met, but the detection means does not detect the game medium, resulting in undispensed game mediums, a specific error occurs. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If the specific error does not occur during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. If the aforementioned specific error occurs during gameplay, the light-emitting means is controlled using the specific error brightness data table corresponding to the said specific error. Subsequently, if the specific error is not resolved during the first period, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error is not resolved during the second period, control of the light-emitting means using the brightness data table for the specific error is continued. During the second period, when the specified error occurs, whether the number of game media exceeding the number of unpaid media are distributed to the dispensing unit or the number of game media not exceeding the number of unpaid media are distributed to the dispensing unit, the detection means switches from the brightness data table for the specified error to the brightness data table for the demonstration display and controls the light-emitting means at a timing related to the detection of the first distributed game media (Figures 35, 64, 65, 78-89, 110-112, etc.). It is characterized by the following. This feature allows for seamless demonstrations of the game balls, regardless of the number of game balls dispensed to the payout unit. When the detection sensor detects the first game ball, the light emission mode of the light emission means is switched to a mode corresponding to the demonstration display. This enables the demonstration display to be shown without any unnaturalness, standardizes the processing, and as a result, enables optimal customer waiting control.

[0077] [Form 56] The gaming machine of type 56-1 is, A gaming machine that is playable, A dispensing unit that dispenses game tokens, The dispensing section is provided with a detection means for detecting game media, Display means and Light-emitting means and It comprises a light emission control means, If the conditions for dispensing a game medium are met, but the detection means does not detect the game medium, resulting in undispensed game mediums, a specific error occurs. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If the specific error does not occur during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. If the aforementioned specific error occurs during gameplay, the light-emitting means is controlled using the specific error brightness data table corresponding to the said specific error. Subsequently, if the specific error is not resolved during the first period, control of the light-emitting means using the specific error brightness data table is continued. Subsequently, if the specific error is not resolved during the second period, control of the light-emitting means using the brightness data table for the specific error is continued. When the specified error occurs during the first period, whether the number of game media exceeding the number of unpaid media are distributed to the dispensing unit or the number of game media not exceeding the number of unpaid media are distributed to the dispensing unit, the detection means switches from the brightness data table for the specified error to the brightness data table for background display and controls the light-emitting means at a timing related to the detection of the first distributed game media (Figures 35, 64, 65, 78-89, 110-112, etc.). It is characterized by the following. This feature allows the background display to be shown quickly and seamlessly, regardless of the number of game balls dispensed to the payout unit. As soon as the detection sensor detects the first game ball, the illumination mode of the light-emitting means is switched to an illumination mode corresponding to the background display. This enables standardization of processing and, as a result, allows for optimal customer waiting control.

[0078] [Form 57] The gaming machine of type 57-1 is, A gaming machine that is playable, A dispensing unit that dispenses game tokens, The dispensing section is provided with a detection means for detecting game media, Display means and Light-emitting means and It comprises a light emission control means, If the conditions for dispensing a game medium are met, but the detection means does not detect the game medium, resulting in undispensed game mediums, a specific error occurs. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If the specific error does not occur during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. During the second period, if the conditions for dispensing a game medium are met and the detection means does not detect a game medium for a predetermined period of time, the light-emitting means is controlled by switching from the demonstration display brightness data table to the specific error brightness data table corresponding to the specific error. When the specified error occurs during the second period, and a specified period shorter than the predetermined period has elapsed since the detection means detected the game medium, the light-emitting means is controlled by switching from the brightness data table for the specified error to the brightness data table for the demonstration display (Figures 35, 64, 65, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, while a state where the detection means does not detect anything may indicate a specific error, it could also be due to a ball delay or other issues. Therefore, the illumination mode of the light-emitting means is not immediately switched. When a game ball is detected, the illumination mode of the light-emitting means is immediately switched to an illumination mode corresponding to the demonstration display. This allows the demonstration display to be shown without any sense of incongruity, and as a result, optimal customer waiting control can be achieved.

[0079] [Form 58] The gaming machine of type 58-1 is, A gaming machine that is playable, A dispensing unit that dispenses game tokens, The dispensing section is provided with a detection means for detecting game media, Display means and Light-emitting means and It comprises a light emission control means, If the conditions for dispensing a game medium are met, but the detection means does not detect the game medium, resulting in undispensed game mediums, a specific error occurs. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. The aforementioned light emission control means is If the specific error does not occur during the first period, the light-emitting means is controlled using the background display brightness data table corresponding to the background display. If the specific error does not occur during the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. During the first period, if the conditions for dispensing a game medium are met and the detection means does not detect a game medium for a predetermined period of time, the light-emitting means is controlled by switching from the background display brightness data table to the specific error brightness data table corresponding to the specific error. When the specified error occurs during the first period, and a specified period shorter than the predetermined period has elapsed since the detection means detected the game medium, the system switches from the brightness data table for the specified error to the brightness data table for background display and controls the light-emitting means (Figures 35, 64, 65, 78-89, 110-112, etc.). It is characterized by the following. According to this feature, while a state where the detection means does not detect anything may indicate a specific error, it could also be due to a ball delay or other issues. Therefore, the illumination mode of the light-emitting means is not immediately switched. When a game ball is detected, the illumination mode of the light-emitting means is immediately switched to an illumination mode corresponding to the background display. This allows the background display to be shown without any unnaturalness, resulting in optimal customer waiting control.

[0080] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).

[0081] Next, embodiments for implementing the gaming machine according to the present invention will be described below based on the drawings. In the following, the front side of Figure 1 will be the front (front, front view) side of the pachinko gaming machine 1, and the back side will be the rear (rear, back view) side, and the explanation will be based on the up, down, left, and right directions when viewing the pachinko gaming machine 1 from the front side. In this embodiment, the front of the pachinko gaming machine 1 is the surface facing the player who is playing the game on the pachinko gaming machine 1. Also, in the explanation of each step in the flowchart, for example, "Step S1" may be abbreviated as "S1" or "004SGS1", "Normal Reach" may be abbreviated as "N Reach", and "Super Reach" may be abbreviated as "SP Reach".

[0082] (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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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 image 004SG201 (see Figure 21) prompting the player to shoot to the right, and time-saving remaining display 004SG202 (see Figure 21) indicating the remaining number of time-saving rounds, etc., may be displayed in front of (upper layer) the performance images such as characters, in order 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 may be displayed behind (lower layer) the performance images, in order to prevent the decorative symbols from overlapping and reducing the visibility of the performance images.

[0089] 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.

[0090] Furthermore, the symbols displayed on the fourth symbol display device, which is installed in a location other than the image display device 5 (for example, the special variable prize ball device 7, which is a designated location on the game board 2), such as the LED for the first special symbol and the LED for the second special symbol, are also called the fourth symbols.

[0091] The lower part of the screen of the image display device 5 is provided with 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 being executed. The hold display and the active display are collectively referred to as variable display-compatible displays corresponding to variable displays. In this embodiment, a special symbol hold memory display area 5U is provided common to the first special symbol and the second special symbol, but a first special symbol hold memory display area for displaying a first hold display representing a variable display whose execution for the first special symbol is pending, and a second special symbol hold memory display area for displaying a second hold display representing a variable display whose execution for the second special symbol is pending, may be provided separately.

[0092] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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 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.

[0097] Between the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 having a large prize opening is provided. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.

[0098] For example, in the special variable prize ball device 7, 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 large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0099] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.

[0100] 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."

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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 very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.

[0105] 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".

[0106] A movable body 32 that operates according to the effects is provided at predetermined positions on the game board 2 (above and below 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 (see Figure 36). The various lamps will be described later.

[0107] 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.

[0108] 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.

[0109] 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).

[0110] 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).

[0111] 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.

[0112] (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).

[0113] 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).

[0114] 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.

[0115] 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.

[0116] 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.

[0117] 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."

[0118] 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.

[0119] In a jackpot state, the large prize winning slot formed by the special variable prize ball entry device 7 opens 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 winning slot reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize winning slot can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize winning slot is 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 (15 times or 2 times).

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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).

[0124] 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, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.

[0125] 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.).

[0126] 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).

[0127] 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.

[0128] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.

[0129] (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.

[0130] 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).

[0131] 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.

[0132] 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.

[0133] 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.

[0134] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.

[0135] 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").

[0136] 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.

[0137] Furthermore, in the image display device 5, a pseudo-consecutive display effect may be performed 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.

[0138] 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.

[0139] 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).

[0140] (Circuit board configuration) The pachinko game machine 1 is equipped with, for example, a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, and a relay board 15, as shown in Figure 2. In addition, various other boards are arranged on the back of the pachinko game machine 1, such as a payout control board 004SG030, an information terminal board, and a launch control board. 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.

[0141] A power switch 91 is connected to the power supply board 17. 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).

[0142] 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.

[0143] 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.

[0144] 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.

[0145] 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).

[0146] 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).

[0147] 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), count switch 23) 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.

[0148] 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.

[0149] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on solenoid 81 and solenoid 82) from the game control microcomputer 100 to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.

[0150] The payout control board 004SG030 is connected to a payout device 004SG031, which is driven to pay out a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to the player based on the receipt of a payout signal, and a game ball detection sensor 004SG032, which is installed in the payout passage (not shown) through which the game balls dispensed by the payout device 004SG031 pass. The board 004SG030 is capable of stopping the operation of the payout device 004SG031 according to the nature of the game ball detection signal received from the game ball detection sensor 004SG032.

[0151] Furthermore, the payout control board 004SG030 is connected to a handle sensor 004SG034 for detecting the amount of operation performed by the player, and a touch ring 004SG035 (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 004SG030 controls the launching device 004SG033, which is capable of launching game balls onto the game board 2. In addition, signals indicating whether or not the touch ring 004SG35 has been detected, and signals indicating that a game ball has been launched by the launching device 004SG033, are input from the payout control board 004SG030 to the game control microcomputer 100 on the main board 11.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] 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).

[0157] 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.

[0158] The display control unit 123, based on the execution instructions for the performance control CPU 120, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. It also performs display processing to output the image data of the display image creation area in the VRAM area specified in the display register as a video signal. In this embodiment, the display image creation area and the drawing area switch with each V-blank. Therefore, drawing is performed in the area allocated as the drawing area in one V-blank, and then in the next V-blank, it switches to the display image creation area, so the image data drawn in the previous V-blank is displayed, while drawing continues in the other area during that time.

[0159] Furthermore, 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 has the concepts of upper, middle, and lower, and images of upper layers are given a higher display priority on the image display device 5, while images of lower layers are given a lower display priority on the image display device 5.

[0160] The VRAM area contains a Layer 1 image rendering area for rendering and positioning Layer 1 images, a Layer 2 image rendering area for rendering and positioning Layer 2 images, and a Layer 3 image rendering area for rendering and positioning Layer 3 images. In addition, the VRAM area also contains a displacement image creation area for creating displacement images and a display image creation area.

[0161] The displacement image creation area is an area where a displacement image is created by superimposing (combining) an image drawn and placed in the Layer 2 image drawing area and an image drawn and placed in the Layer 3 image drawing area, and then applying a displacement image to the displacement image.

[0162] The display image creation area is an area where images are created for display on the image display device 5, which are either images drawn and placed in the Layer 1 image drawing area, images drawn and placed in the Layer 2 image drawing area, images drawn and placed in the Layer 3 image drawing area superimposed (combined), or images drawn and placed in the Layer 1 image drawing area superimposed (combined) with displacement images created in the displacement image creation area.

[0163] Furthermore, images drawn and placed in the Layer 1 image drawing area are set to have the highest display priority in the image display device 5 (display priority: high), images drawn and placed in the Layer 2 image drawing area are set to have a lower display priority than images drawn and placed in the Layer 1 image drawing area in the image display device 5 (display priority: medium), and images drawn and placed in the Layer 3 image drawing area are set to have the lowest display priority in the image display device 5 (display priority: low). In other words, Layer 1 is the upper layer with the highest image display priority, Layer 2 is the middle layer with a lower image display priority than Layer 1, and Layer 3 is the lower layer with the lowest image display priority.

[0164] The Layer 1 image drawing area is a drawing area for drawing images to display a first interface image, which includes a special symbol hold memory display area 5U that displays the first and second special symbol hold memory counts in a identifiable manner at the bottom of the display screen of the image display device 5, and a second interface image, which includes small symbols and a hold memory count display that are smaller than the decorative symbols on the display screen, at the upper left of the display screen of the image display device 5.

[0165] The Layer 2 image drawing area is a drawing area located in the center of the display screen of the image display device 5, where the left, center, and right decorative patterns are drawn in order to perform variable display of the decorative patterns.

[0166] Furthermore, the Layer 3 image drawing area is a drawing area that draws the background display in order to display the background display across the entire display screen of the image display device 5.

[0167] In this embodiment, 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 (Layer 1 image), the images drawn and arranged in the Layer 2 image drawing area (Layer 2 image), and the images drawn and arranged in the Layer 3 image drawing area (Layer 3 image). In particular, as mentioned above, the images drawn in the Layer 1 image drawing area (first interface image and second interface image) are set to have the highest display priority and are therefore displayed as the top layer image on the image display device 5. The images drawn in the Layer 2 image drawing area (decorative patterns) are set to have a lower display priority than the images drawn in the Layer 1 image drawing area and are therefore displayed as the middle layer image on the image display device 5. The images drawn in the Layer 3 image drawing area (background display) are set to have the lowest display priority and are therefore displayed as the bottom layer image on the image display device 5.

[0168] In this embodiment, the images drawn and placed in each image drawing area are set to have a transparency of 0% so that when superimposed, the overlapping areas of the upper image and the lower image are not visible to the player. However, the present invention is not limited to this, and depending on the situation, the transparency of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images that are displayed transparently or temporarily hidden may be provided on the display screen of the image display device 5.

[0169] 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.

[0170] 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.

[0171] 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.

[0172] 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.

[0173] 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).

[0174] 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).

[0175] 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.

[0176] Figure 3(A) is an explanatory diagram showing an example of the content of a performance control command used in this embodiment. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is also set to "0". Note that the command form shown in Figure 3(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.

[0177] In the example shown in Figure 3(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.

[0178] 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".

[0179] In the variable display result specification command, for example, as shown in Figure 3(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 "probability variation 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 "probability variation 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 "probability variation jackpot C", as well as the jackpot type determination result. Command 8C04H is the fifth variable display result specification command, which notifies the pre-determined result that the variable display result will be "Big Win" and the big win type will be "Non-Probability Big Win," as well as the big win type determination result.

[0180] 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 9000H is a power-on specification command that specifies that the pachinko game machine 1 has had a cold start (power was turned on with the clear switch 92 pressed (power-on with initialization)). A cold start means that when the power is turned on, the data is initialized without restoring the data from before the power was turned on, and the game machine is put into a state where it can perform various processes. Command 9200H is a power outage recovery specification command that specifies that the pachinko game machine has had a hot start (power was turned on with the clear switch 92 not pressed (power-on without initialization)). A hot start means that when the power is turned on, the game machine is put into a state where it can perform various processes based on the backed-up data. A hot start does not involve initialization, so it is also called a power-on without initialization. Command 95XXH is a game state specification command that specifies the current game state of the pachinko machine 1. Depending on the current game state of the pachinko machine 1, different EXT data is set using the game state specification command. For example, command 9500H is 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), and command 9501H is the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not (low probability high base state, time-saving state). Command 9502H is 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, time-saving probability variation state). Note that the time-saving probability variation state is sometimes simply referred to as the "probability variation state". Command 96XXH is an error specification command that specifies that an error has occurred in the pachinko machine 1 and that the error has been cleared.

[0181] 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.

[0182] 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").

[0183] 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.

[0184] 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). Command E100H is a customer waiting demo specification command that specifies the execution of a customer waiting demo (demo performance). Command F100H is a frame status display specification command that specifies the status of each input port (including the on / off state of the touch ring 004SG35).

[0185] 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.

[0186] Note that the commands shown in Figure 3(A) are just examples, and the system may not have some of these commands, may use different commands instead, 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 change control or time reduction control will be executed.

[0187] Figure 4 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 4, 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 variation pattern, and MR4 for determining the normal display result are controlled to be countable. In addition, other random numbers may be used to enhance the game's effect. Random numbers used to control the progress of the game are also called game random numbers.

[0188] The random number circuit 104 only needs to count numerical data that represents some or all of these random values ​​MR1 ​​to MR4. 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 MR4.

[0189] 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 by treating the variable display result, such as a special symbol, in the special symbol game as a "jackpot," and takes 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 one of "probability variation jackpot A," "probability variation jackpot B," "probability variation jackpot C," or "non-probability variation jackpot" when the variable display result is a "jackpot," and takes values ​​in the range of "0" to "100."

[0190] The random value MR3 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-prepared types, and can take values ​​in the range of "0" to "997".

[0191] The random value MR4 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".

[0192] Figure 5 shows an example of the configuration of the display result determination table stored in ROM 101. In this embodiment, a common display result determination table is used for both the first and second special figures, but the present invention is not limited to this, and separate display result determination tables may be used for the first and second special figures.

[0193] 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.

[0194] 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".

[0195] 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, in the probability variation state (high probability state) in which probability variation control is performed in the pachinko game machine 1, the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this embodiment) compared to the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" when it is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of determining whether or not to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.

[0196] Figure 6(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. In this embodiment, the jackpot type determination table is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, the numerical value (determination value) compared with the random value MR2 for jackpot type determination is assigned to one of several types of jackpots, such as "non-probability variation jackpot," "probability variation jackpot A," "probability variation jackpot B," and "probability variation 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 by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).

[0197] Here, the types of jackpots in this embodiment will be explained using Figure 6(B). In this embodiment, the types of jackpots are set as follows: "Probability variation jackpot A," "Probability variation jackpot B," and "Probability variation jackpot C," in which probability variation control and time reduction control are executed after the jackpot game state ends, transitioning to a high probability high base state; and "Non-probability variation jackpot," in which only time reduction control is executed after the jackpot game state ends, transitioning to a low probability high base state.

[0198] The winning state for "Probability-increasing Jackpot A" is a normal opening jackpot in which the special variable ball entry device 7 is changed to the advantageous first state for the player 10 times (so-called 10 rounds) and this is repeated. On the other hand, the winning state for "Probability-increasing Jackpot B" is a normal opening jackpot in which the special variable ball entry device 7 is changed to the advantageous first state for the player 5 times (so-called 5 rounds) and this is repeated. The winning state for "Probability-increasing Jackpot C" is a normal opening jackpot in which the special variable ball entry device 7 is changed to the advantageous first state for the player 2 times (so-called 2 rounds) and this is repeated. In addition, the winning state for "Non-Probability-increasing Jackpot" is a normal opening jackpot in which the special variable ball entry device 7 is changed to the advantageous first state for the player 5 times (so-called 5 rounds) and this is repeated. Therefore, "Probability-increasing jackpot A" may be referred to as a 10-round (10R) probability-increasing jackpot, "Probability-increasing jackpot B" as a 5-round (5R) probability-increasing jackpot, and "Probability-increasing jackpot C" as a 2-round (2R) probability-increasing jackpot.

[0199] The probability variation control and time reduction control that begin after the end of the jackpot game state of probability variation jackpot A to probability variation jackpot C are terminated on the condition that the game state is controlled to a jackpot game state. Similarly, the time reduction control that begins after the end of the jackpot game state of a non-probability variation jackpot is terminated on the condition that 100 variable displays are completed, or that the game state is controlled to a jackpot game state before the completion of the 100 variable displays. Therefore, if the next jackpot is one of probability variation jackpots A to probability variation jackpot C, the probability variation control and time reduction control are executed again after the end of the jackpot game state, resulting in a so-called continuous jackpot state where jackpot game states occur continuously without going through the normal state. In other words, the probability variation state in this embodiment is a game state that continues until the variable display result is a jackpot, regardless of the number of variable displays, while the time reduction state in this embodiment is a game state that is controlled to the normal state by executing 100 variable displays if the variable display result is not a jackpot. Therefore, the time-saving state is also a game state that is controlled when the winning streak state may end.

[0200] In the example setting of the jackpot type determination table shown in Figure 6(A), the assignment of determination values ​​to the jackpot types "Probability Variation Jackpot A," "Probability Variation Jackpot B," "Probability Variation Jackpot C," and "Non-Probability Variation Jackpot" 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 "81" to "100") are assigned to the jackpot types "Probability Variation Jackpot B" and "Probability Variation Jackpot C," 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 "Probability Variation Jackpot B" and "Probability Variation Jackpot C." With this setting, the proportion of times the jackpot type is determined to be a "probability variation jackpot B" or "probability variation jackpot C" with a small number of rounds can be made different depending on whether the jackpot type is determined to be one of several types based on whether the first start condition for starting a special symbol game using the first special symbol by the first special symbol display device 4A is met, or whether the jackpot type is determined to be one of several types based on whether the second start condition for starting a special symbol game using the second special symbol by the second special symbol display device 4B is met. In particular, in special symbol games using the second special symbol, the jackpot type is never determined to be controlled to a jackpot state with a small number of rounds as "probability variation jackpot B" or "probability variation jackpot C". 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 entry device 6B due to high opening control associated with time reduction control, it is possible to avoid frequent occurrences of jackpot states with small prize balls and prevent a decrease in the enjoyment of the game.

[0201] Furthermore, in the example setting of the jackpot type determination table shown in Figure 6(A), the assignment of determination values ​​for the "non-probability variation" jackpot type is the same regardless of whether it is the first special symbol game or the second special symbol game. Therefore, the probability of a non-probability variation jackpot and the probability of a probability variation jackpot are the same regardless of whether it is the first special symbol game or the second special symbol game.

[0202] Therefore, as mentioned above, just as the assignment of judgment values ​​for "Probability Variation Jackpot B" and "Probability Variation Jackpot C" differs depending on whether it is a special game of the first special symbol or the second special symbol, the assignment of judgment values ​​for "Probability Variation Jackpot A" also differs depending on whether it is a special game of the first special symbol or the second special symbol, and for "Probability Variation Jackpot A," which has a large number of rounds, it is set to be easier to determine when it is a special game of the second special symbol than when it is a special game of the first special symbol.

[0203] Furthermore, even in the case of a special feature game using the second special feature, a different range of predetermined judgment values ​​than those used in the case of a special feature game using the first special feature may be assigned to the jackpot types "probability variation jackpot B" and "probability variation jackpot C". For example, in the case of a special feature game using the second special feature, a smaller judgment value than that used in the case of a special feature game using the first special feature may be assigned to the jackpot types "probability variation jackpot B" and "probability variation jackpot C". Alternatively, regardless of whether it is a special feature game using the first or second special feature, the jackpot type may be determined by referring to common table data.

[0204] Figure 7 shows the variation patterns in this embodiment. In this embodiment, multiple variation patterns are pre-prepared to correspond to cases where the variable display result is a "miss," specifically when the variable display mode of the decorative symbols is "not a reach" and when it is "a reach," as well as when the variable display result is a "jackpot." The variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbols is "not a reach" is called the "not a reach variation pattern" (also called the "not a reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbols is "a reach" is called the "reach variation pattern" (also called the "reach miss variation pattern"). Furthermore, the "not a reach variation pattern" and the "reach variation pattern" are included in the "miss variation pattern" that corresponds to the case where the variable display result is a "miss." The variation pattern corresponding to the case where the variable display result is a "jackpot" is called the "jackpot variation pattern."

[0205] The jackpot variation patterns and reach variation patterns include normal reach variation patterns in which the reach animation of a normal reach is executed, and super reach variation patterns in which the reach animation of a super reach is executed. In this embodiment, one type of normal reach variation pattern is provided, but the present invention is not limited thereto, and two or more types of normal reach variation patterns may be provided. In this embodiment, three types of super reach variation patterns are provided: super reach (no pseudo-consecutive wins), super reach (one pseudo-consecutive win), and super reach (two pseudo-consecutive wins), but the present invention is not limited thereto, and four or more types of super reach variation patterns may be provided, or two or fewer types may be provided.

[0206] In this embodiment, the super reach variation patterns include a variation pattern (PB1-2) where the variable display result is a jackpot and a variation pattern (PA2-2) where it is a miss, as a variation pattern for super reach (no pseudo-consecutive spins), a variation pattern (PB1-3) where the variable display result is a jackpot and a variation pattern (PA2-3) where it is a miss, as a variation pattern for super reach (one pseudo-consecutive spins), and a variation pattern (PB1-4) where the variable display result is a jackpot and a variation pattern (PA2-4) where it is a miss, as a variation pattern for super reach (two pseudo-consecutive spins).

[0207] As shown in Figure 7, the special symbol variation time for the normal reach variation pattern in which the reach animation for the normal reach is performed in this embodiment is set to be shorter than that for the super reach variation pattern.

[0208] In this embodiment, the probability of winning a jackpot increases in the order of Super Reach, Normal Reach, and Non-Reach. Therefore, in the Normal Reach variation pattern and Super Reach variation pattern, the longer the special symbol variation time, the higher the probability of winning a jackpot.

[0209] Furthermore, in this embodiment, as will be described later, these fluctuation patterns are determined using only the random value MR3 for fluctuation pattern determination. However, the present invention is not limited to this. For example, in addition to the random value MR3 for fluctuation pattern determination, a random value for fluctuation pattern type determination may be provided, and the type of fluctuation pattern may be determined first from these random values ​​for fluctuation pattern type determination, and then the fluctuation patterns belonging to the determined type may be determined.

[0210] Figure 8 is an explanatory diagram of the method for determining the variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is different depending on the display result of the variable display to be executed, the number of reserved memories, the game state, etc.

[0211] Specifically, as shown in Figure 8, if the variable display result is a non-probability-changing jackpot, the jackpot variation pattern determination table A is selected, and the variation pattern is determined using the jackpot variation pattern determination table A from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach (no pseudo-consecutive effect) jackpot), PB1-3 (variation pattern for super reach (pseudo-consecutive effect once) jackpot), and PB1-4 (variation pattern for super reach (pseudo-consecutive effect twice) jackpot). More specifically, in the jackpot variation pattern determination table A, PB1-1 is determined at a rate of 5%, PB1-2 at a rate of 20%, PB1-3 at a rate of 35%, and PB1-4 at a rate of 40%.

[0212] Furthermore, if the variable display result is a probability variation jackpot A to C, the jackpot variation pattern determination table B is selected, and the variation pattern is determined using the jackpot variation pattern determination table B from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach (no pseudo-consecutive effect) jackpot), PB1-3 (variation pattern for super reach (pseudo-consecutive effect once) jackpot), and PB1-4 (variation pattern for super reach (pseudo-consecutive effect twice) jackpot). More specifically, the jackpot variation pattern determination table B determines PB1-2 at a rate of 10%, PB1-3 at a rate of 20%, and PB1-4 at a rate of 70%.

[0213] Furthermore, if the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories for the variable special symbol is 1 or less, the miss variation pattern determination table A is selected, and the variation pattern is determined using this miss variation pattern determination table A from PA1-1 (variation pattern for no shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern for super reach (no pseudo-consecutive effect) miss), PA2-3 (variation pattern for super reach (pseudo-consecutive effect once) miss), and PA2-4 (variation pattern for super reach (pseudo-consecutive effect twice) miss). More specifically, in the miss variation pattern determination table A, PA1-1 is determined at a rate of 50%, PA2-1 at a rate of 40%, PA2-2 at a rate of 5%, PA2-3 at a rate of 3%, and PA2-4 at a rate of 2%.

[0214] Furthermore, if the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories for the variable special symbol is 2, then the miss variation pattern determination table B is selected, and the variation pattern is determined using this miss variation pattern determination table B from PA1-2 (variation pattern for shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern for super reach (no pseudo-consecutive effect) miss), PA2-3 (variation pattern for super reach (pseudo-consecutive effect once) miss), and PA2-4 (variation pattern for super reach (pseudo-consecutive effect twice) miss). More specifically, in the miss variation pattern determination table B, PA1-2 is determined at a rate of 60%, PA2-1 at a rate of 30%, PA2-2 at a rate of 5%, PA2-3 at a rate of 3%, and PA2-4 at a rate of 2%.

[0215] Furthermore, if the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories for the variable special symbol is 3, the miss variation pattern determination table C is selected, and the variation pattern is determined using this miss variation pattern determination table C from PA1-3 (variation pattern for shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern for super reach (no pseudo-consecutive effect) miss), PA2-3 (variation pattern for super reach (pseudo-consecutive effect once) miss), and PA2-4 (variation pattern for super reach (pseudo-consecutive effect twice) miss). More specifically, in the miss variation pattern determination table C, PA1-3 is determined at a rate of 70%, PA2-1 at a rate of 20%, PA2-2 at a rate of 5%, PA2-3 at a rate of 3%, and PA2-4 at a rate of 2%.

[0216] Furthermore, if the game state is a high base state (shortened time state or probability change state), the losing variation pattern determination table D is selected, and the variation pattern is determined using this losing variation pattern determination table D from PA1-3 (shortened non-reach loss variation pattern), PA2-1 (normal reach loss), PA2-2 (super reach (no pseudo-consecutive effect) loss variation pattern), PA2-3 (super reach (pseudo-consecutive effect once) loss variation pattern), and PA2-4 (super reach (pseudo-consecutive effect twice) loss variation pattern). More specifically, in the losing variation pattern determination table C, PA1-3 is determined at a rate of 80%, PA2-1 at a rate of 10%, PA2-2 at a rate of 5%, PA2-3 at a rate of 3%, and PA2-4 at a rate of 2%.

[0217] In this embodiment, the variable display result is shown as an example in which the variation pattern is determined according to the type of jackpot when the variable display result is a jackpot. However, the present invention is not limited to this, and the selection ratio of any of the multiple variation patterns for jackpots (PB1-1 to PB1-4) may be varied regardless of the type of jackpot, for example, according to the game state. By doing so, the variable display is performed with a variation pattern suitable for the game state, thereby improving the enjoyment of the game.

[0218] The RAM 102 provided in the game control microcomputer 100 shown in Figure 2 may be a backup RAM in which part or all of its contents are backed up by a backup power supply generated on a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of RAM 102 will be saved for a predetermined period (until the capacitor acting as the backup power supply discharges and the backup power supply becomes unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as the special symbol process flag) and the data indicating the number of unpaid prize balls should be saved in the backup RAM. The data corresponding to the control state of the game control means is the data necessary to restore the control state to what it was before the power outage occurred, based on that data, when power is restored after a power outage or the like. Furthermore, the data corresponding to the control state and the data indicating the number of unpaid prize balls are defined as data indicating the progress of the game.

[0219] Such a RAM 102 is provided with a game control data storage area 004SG150, as shown in Figure 9, which is a region for storing various data used to control the progress of the game in the pachinko game machine 1. The game control data storage area 004SG150 shown in Figure 9 includes a first special symbol hold storage unit 004SG151A, a second special symbol hold storage unit 004SG151B, a regular symbol hold storage unit 004SG151C, a game control flag setting unit 004SG152, a game control timer setting unit 004SG153, a game control counter setting unit 004SG154, and a game control buffer setting unit 004SG155.

[0220] The first special symbol hold memory unit 004SG151A stores hold data for special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, when a game ball has passed through (entered) the first starting winning opening formed by the winning ball device 6A and a starting winning (first starting winning) has occurred, but the game has not yet started.

[0221] The second special symbol hold memory unit 004SG151B stores hold data for special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, when a game ball has passed through (entered) the second starting winning opening formed by the variable winning ball device 6B and a starting winning (second starting winning) has occurred, but the game has not yet started.

[0222] As an example, the first special symbol hold memory unit 004SG151A associates the hold number with the order in which the game balls enter the first starting prize slot (the order in which the game balls are detected), and stores numerical data representing the random value MR1 for determining the variable display result, the random value MR2 for determining the type of win, and the random value MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4"). Furthermore, the second special symbol hold memory unit 004SG151B associates the hold number with the order in which the game balls enter the second starting prize slot (the order in which the game balls are detected), and stores numerical data representing the random value MR1 for determining the variable display result, the random value MR2 for determining the type of win, and the random value MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4").

[0223] The reserved data stored in the first special symbol reserved memory unit 004SG151A and the second special symbol reserved memory unit 004SG151B indicates that the execution of a special symbol game using the first special symbol or a special symbol game using the second special symbol is on hold. This reserved information makes it possible to determine whether or not a jackpot will be won based on the variable display results (special symbol display results) in these special symbol games.

[0224] In this embodiment, when the reserved information (first reserved information) based on the fulfillment of the first start condition due to the game ball passing through (entering) the first start prize entry opening, and the reserved information (second reserved information) based on the fulfillment of the second start prize entry due to the game ball passing through (entering) the second start prize entry opening, are stored in separate reserved storage units in association with reserved numbers, the variable display based on the second reserved storage information is executed with priority over the variable display based on the first reserved information.

[0225] The regular symbol hold memory unit 004SG151C stores hold information for regular symbol games that have not yet been started by the regular symbol display unit 20, even though a game ball has been detected by the gate switch 21. For example, the regular symbol hold memory unit 004SG151C associates the hold number with the order in which the game balls are detected by the gate switch 21, and stores numerical data such as a random value MR4 for determining the regular symbol display result, which is extracted by the CPU 103 from the random number circuit 104 etc. based on the passage of the game ball, as hold data until the number reaches a predetermined upper limit (for example, "4").

[0226] The game control flag setting unit 004SG152 is equipped with multiple types of flags whose state can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 004SG152 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether it is on or off.

[0227] The game control timer setting unit 004SG153 is equipped with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 004SG153 stores data indicating the timer values ​​for each of several types of timers.

[0228] The game control counter setting unit 004SG154 is equipped with multiple types of counters for counting count values ​​used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 004SG154 stores data indicating the count value for each of the multiple types of counters. The game control counter setting unit 004SG154 may also be equipped with a random counter for counting some or all of the random numbers for the game so that the CPU 103 can update them by software.

[0229] The random counter in the game control counter setting unit 004SG154 stores numerical data representing random values ​​not generated by the random number circuit 104, such as random values ​​MR1 ​​to MR4, as random count values, and the numerical data representing each random value is updated periodically or irregularly in response to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count values ​​may be for updating the random count values ​​separately from the numerical data update operation in the random number circuit 104, or it may be for updating the random count values ​​by applying predetermined processing such as scrambling or arithmetic processing to all or part of the numerical data extracted from the random number circuit 104.

[0230] The game control buffer setting unit 004SG155 is equipped with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 004SG155 stores data indicating the buffer values ​​for each of several types of buffers.

[0231] The ROM 121 mounted on the performance control board 12 shown in Figure 2 stores not only the program for performance control, but also various data tables used to control performance operations. For example, the ROM 121 stores table data that constitutes multiple judgment tables prepared for the performance control CPU 120 to perform various judgments, decisions, and settings, as well as pattern data that constitutes various performance control patterns.

[0232] As an example, ROM 121 stores a performance control pattern table containing multiple types of performance control patterns used by the performance control CPU 120 to control the performance operations of various performance devices (e.g., image display device 5, speakers 8L, 8R, game effect lamps 9 and decorative LEDs, performance models, etc.). The performance control patterns consist of data indicating the control content, corresponding to various performance operations executed according to the progress of the game in the pachinko game machine 1. The performance control pattern table should contain, for example, performance control patterns for when the special symbol is displayed, pre-announcement performance control patterns, and various other performance control patterns.

[0233] The RAM 122 mounted on the performance control board 12 shown in Figure 2 is provided with a performance control data holding area 004SG190, for example, as shown in Figure 10(A), which is a region for holding various data used to control performance operations. The performance control data holding area 004SG190 shown in Figure 10(A) includes a performance control flag setting unit 004SG191, a performance control timer setting unit 004SG192, a performance control counter setting unit 004SG193, and a performance control buffer setting unit 004SG194.

[0234] The performance control flag setting unit 004SG191 is equipped with multiple types of flags whose status can be updated according to the performance operation status, such as the display status of the performance image on the screen of the image display device 5, or performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 004SG191 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether they are on or off.

[0235] The performance control timer setting unit 004SG192 is equipped with multiple types of timers used to control the progress of various performance operations, such as the display operation of performance images on the screen of the image display device 5. For example, the performance control timer setting unit 004SG192 stores data indicating the timer value for each of the multiple types of timers.

[0236] The performance control counter setting unit 004SG193 is equipped with multiple types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 004SG193 stores data indicating the count value for each of the multiple types of counters.

[0237] The performance control buffer setting unit 004SG194 is equipped with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 004SG194 stores data indicating the buffer value for each of the multiple types of buffers.

[0238] In this embodiment, the data constituting the start-up winning command buffer 004SG194A, as shown in Figure 10(B), is stored in a predetermined area of ​​the performance control buffer setting unit 004SG194. The start-up winning command buffer 004SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4") and a storage area corresponding to the first special feature during variable display (area corresponding to buffer number "1-0"). Furthermore, the start-up winning command buffer 004SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4") and a storage area corresponding to the second special feature during variable display (area corresponding to buffer number "2-0"). When a starting prize is awarded at the first or second starting prize slot, two commands, a starting slot award designation command (either the first starting slot award designation command or the second starting slot award designation command) and a reserved memory count notification command (either the first reserved memory count notification command or the second reserved memory count notification command), are sent as a set from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory in the starting prize award reception command buffer 004SG194A are reserved as storage areas (entries) for storing these starting slot award designation command and reserved memory count notification command separately in the first special symbol reserved memory and the second special symbol reserved memory, respectively.

[0239] The contents of these storage areas (entries) are shifted one by one to the higher level, as described later, when the start condition is met and the variable display of the highest-level reserved memory (buffer number "1-1" or buffer number "2-1") begins. At the same time, the contents of buffer number "1-0" or buffer number "2-0", which store the contents of the reserved memory for which the start condition has been met, are cleared in the special feature winning waiting process that is executed when the variable display ends.

[0240] When a ball is entered into the first starting entry slot, t...

Claims

[Claim 1] A gaming machine that can display variable special identification information when the starting conditions are met, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, the background display can be shown. In the second period following the end of the first period, a demonstration display can be shown. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. When the activation condition is met, the variable display of the performance identification information is displayed such that the transparency of the performance identification information changes from a first value to a second value which is higher than the first value. When the activation condition is met while the demonstration display is shown, the display is switched from the demonstration display to the variable display of the performance identification information before the transparency of the performance identification information reaches the second value. The aforementioned light emission control means is During the second period, the light-emitting means can be controlled using the demonstration display brightness data table corresponding to the demonstration display. When the start condition is met while the demonstration display is displayed by the display means, the light-emitting means is controlled by switching from the demonstration display brightness data table to the brightness data table corresponding to the variable display of the performance identification information, before the display means switches from the demonstration display to the display corresponding to the variable display of the performance identification information. It is possible to control the game to create a favorable state for the player. Fragment images can be displayed, It is possible to perform a predetermined performance that suggests the system is controlled to the aforementioned advantageous state, The aforementioned predetermined effect is an effect in which, after displaying a cracking precursor image, a predetermined fragment image corresponding to the cracking precursor image is displayed as the fragment image. In the predetermined performance, after the predetermined fragment image is displayed, any of a plurality of predetermined images can be displayed as a predetermined image, including a first predetermined image and a second predetermined image that suggests a higher probability of being controlled to the advantageous state than the first predetermined image. In the predetermined performance, before displaying the premonition image of the crack, it is possible to display the object image in any of a plurality of object image forms, including a specific form. Depending on the form of the object image, it is possible to suggest which predetermined image will be displayed after the predetermined fragment image is displayed in the predetermined performance. It is possible to perform a special effect that displays a special fragment image as the fragment image without displaying the aforementioned pre-breakage image. In the aforementioned special performance, before displaying the special fragment image, it is possible to display the object image in the specific form, The effect image can be displayed before the object image is displayed. There are cases where the object image is displayed after the effect image is displayed, and cases where the object image is not displayed. Game control means, Means of execution of the performance, Further comprising a means for holding memory, The aforementioned reserved storage means is capable of storing information related to variable displays as reserved storage, up to a predetermined number, based on the fulfillment of the starting conditions. When the variable display of the special identification information is completed, the game control means executes the next variable display of the special identification information if there is a reserved memory corresponding to the next variable display of the special identification information. The aforementioned performance execution means is When a hold memory is stored, it is possible to display one of several types of hold displays, including a first hold display and a second hold display that is different in form from the first hold display. In a situation where fewer than the predetermined number of reserved memories are stored, If the start condition is met at a first timing in which the period until the next variable display of the special identification information is started is longer than a predetermined period, the first pending display is started to be displayed in the first start mode, changed to the first intermediate mode, and then changed to the first completed mode and displayed. If the start condition is met at the first timing, the second hold indicator is displayed in the second start mode, then changed to the second intermediate mode, and then changed to the second completion mode. If the start condition is met at a second timing in which the period until the next variable display of the special identification information is started is less than the predetermined period, the first hold display is started to be displayed in the first start mode, changed to the first intermediate mode, and then changed to the first completed mode based on the start of the next variable display of the special identification information. If the start condition is met at the second timing, the second hold display is displayed in the second start mode, then changed to the second intermediate mode, and then changed to the second completed mode based on the start of the next variable display of the special identification information. If the start condition is met at the third timing when the display position of the pending display moves in response to the start of the variable display of the special identification information, the first pending display is displayed in the first completed state without being displayed in the first start state and the first intermediate state. If the start condition is met at the third timing, the second hold indicator is displayed in the second completion mode without being displayed in the second start mode or the second intermediate mode. A gaming machine characterized by the following features.