Gaming machine

The gaming machine dynamically varies visual effects using a luminance data table to control light emission, addressing the lack of mode-specific experiences in conventional machines, thereby enhancing player engagement.

JP7871231B2Active 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
2023-09-22
Publication Date
2026-06-08

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to dynamically vary the style and execution of visual effects based on different operational modes, leading to a uniform gaming experience that does not cater to player preferences.

Method used

A gaming machine with a game control system that switches the mode of its light-emitting means multiple times during variable displays, employing a luminance data table to control light emission and execute specific effects at varying rates and types depending on the performance mode, allowing for distinct visual experiences in different modes.

Benefits of technology

The system enables dynamic variation of visual effects based on performance modes, enhancing player engagement by providing a tailored gaming experience through different execution rates and types of effects in each mode.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that is suitable as a result.SOLUTION: A game machine includes a first performance mode, a second performance mode, and a third performance mode, performance control means can execute a specific performance, and an execution ratio of a specific performance in the first performance mode, an execution ratio of a specific performance in the second performance mode, and an execution ratio of a specific performance in the third performance mode differ.SELECTED DRAWING: Figure 52
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Description

Technical Field

[0006] , hand , As a performance mode in the normal state, which is the game state after power-on, , , , , ,

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

Background Art

[0002] Some conventional gaming machines can be switched between a plurality of production modes, and the difference between these production modes is impressed on the player by making the operation modes of blank symbols different in each production mode (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

[0007] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view showing the gaming machine in the embodiment. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] This is a block diagram showing the circuit configuration of the main board. [Figure 4] This is an explanatory diagram showing the contents of VRAM. [Figure 5] This is a diagram explaining each drawing area. [Figure 6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 7] This is an explanatory diagram showing each random number. [Figure 8] This is an explanatory diagram showing the display result determination table. [Figure 9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 10] It is an explanatory diagram showing a deviation effect determination table. [Figure 11] It is an explanatory diagram showing a variation pattern type determination table. [Figure 12] (A) is an explanatory diagram of a variation pattern in the normal state, (B) is an explanatory diagram of a variation pattern in the time-shortened state, and (C) is an explanatory diagram of a variation pattern in the sure-win state. [Figure 13] (A) to (F) are explanatory diagrams of a deviation-use variation pattern determination table. [Figure 14] (A) to (D) are explanatory diagrams of a deviation-use variation pattern determination table. [Figure 15] (A) to (C) are explanatory diagrams of a deviation-use variation pattern determination table. [Figure 16] (A) to (C) are explanatory diagrams of a big-win-use variation pattern determination table. [Figure 17] It is an explanatory diagram of each game state. [Figure 18] (A) is an explanatory diagram of a special figure unit, (B) is an explanatory diagram of a variable display of a special symbol, (C) is an explanatory diagram of an effect display unit, and (D) is an explanatory diagram of a variable display of a sub-symbol. [Figure 19] It is an explanatory diagram showing a game control data holding area. [Figure 20] It is an explanatory diagram showing an input port. [Figure 21] It is an explanatory diagram showing an output port. [Figure 22] (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 23] It is a flowchart showing an example of a game control main process. [Figure 24] It is a flowchart showing an example of a game control timer interrupt process. [Figure 25] It is an explanatory diagram showing each 2-byte buffer formed in the RAM used in the switch process. [Figure 26] It is a flowchart showing an example of a switch process. [Figure 27] This flowchart shows an example of a random number update process. [Figure 28] This is a flowchart showing an example of the special pattern processing. [Figure 29] This flowchart shows an example of the process of passing through the start switch. [Figure 30] This is an explanatory diagram for storing random values ​​extracted during the process of passing through the start switch. [Figure 31] This is a flowchart showing an example of the animation process when a prize is awarded. [Figure 32] This flowchart shows an example of the normal processing of special symbols. [Figure 33] This is a flowchart showing an example of the special symbol detection process. [Figure 34] This flowchart shows an example of special pattern buffer shift processing. [Figure 35] This is a diagram illustrating the special buffer shift process. [Figure 36] This is a diagram illustrating the special buffer shift process. [Figure 37] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 38] This is a flowchart showing an example of special symbol variation processing. [Figure 39] This is a flowchart showing an example of the special symbol stopping process. [Figure 40] This is a flowchart showing an example of the process that ends after a big win. [Figure 41] This is a flowchart showing an example of the display process. [Figure 42] This is an explanatory diagram of the lighting control method for each hold indicator. [Figure 43] This flowchart shows an example of a special pattern display control process. [Figure 44] This flowchart shows an example of display control processing. [Figure 45](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 46] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 47] This flowchart shows an example of the performance control process. [Figure 48] This is an explanatory diagram of the triggers for changing the performance mode during the performance mode determination process. [Figure 49] This is an explanatory diagram showing the variable display modes of background images and decorative symbols for each performance mode. [Figure 50] This diagram illustrates the display mode of images, the illumination mode of lamps, and the sound output mode from speakers associated with the variable display of decorative patterns. [Figure 51] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-reach animations and the percentage of decisions regarding the type of animation. [Figure 52] This is an explanatory diagram showing the percentage of decisions regarding the execution of pre-reach animations and the percentage of decisions regarding the type of animation. [Figure 53] This is a diagram explaining the different types of pre-reach animations. [Figure 54] This is an explanatory diagram comparing the start timing and sound of each type of pre-reach animation. [Figure 55] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 56] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 57] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 58] This is an explanatory diagram comparing the backgrounds for each type of pre-reach animation. [Figure 59] This is an explanatory diagram for the step-up effect. [Figure 60] This is an explanatory diagram for the step-up effect. [Figure 61] This is an explanatory diagram for dialogue direction. [Figure 62] This is an explanatory diagram for the powerful... effect. [Figure 63] This is an explanatory diagram for the powerful... effect. [Figure 64] This is an explanatory diagram for the Yumeyume fashion production. [Figure 65] This is an explanatory diagram for the Yumeyume fashion production. [Figure 66] This is an explanatory diagram for the Yumeyume work production. [Figure 67] This is an explanatory diagram for the Yumeyume Kakugen performance. [Figure 68] This is an explanatory diagram for the Yumeyume game's explanation and presentation. [Figure 69] This is an explanatory diagram for jam-making presentations. [Figure 70] This is an explanatory diagram for jam-making presentations. [Figure 71] This is an explanatory diagram for the "jam phone" effect. [Figure 72] This is an explanatory diagram for the Jam XX Girl production. [Figure 73] This is an explanatory diagram for Nana's imaginative performance. [Figure 74] This is an explanatory diagram for Nana's imaginative performance. [Figure 75] This is an explanatory diagram for the Nana Tsukiyo performance. [Figure 76] This is an explanatory diagram of the pre-reach animation that begins before the transparency of the decorative pattern reaches 100%. [Figure 77] This is an explanatory diagram of the pre-reach animation that begins after the transparency of the decorative pattern reaches 100%. [Figure 78] This is a diagram illustrating the relationship between each visual effect and the background image. [Figure 79] This is an explanatory diagram for the mini-character preview animation. [Figure 80] This is an explanatory diagram showing the relationship between the special symbol display device and the start timing of the pre-reach animation. [Figure 81] This is an explanatory diagram showing the relationship between the special symbol display device and the start timing of the pre-reach animation. [Figure 82]This is an explanatory diagram showing the relationship between background music and the sound effects used in the pre-reach animations. [Figure 83] (A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A). [Figure 84] This diagram explains the mechanism of output to the LED driver. [Figure 85] This diagram illustrates an example of lamp control using a luminance data table. [Figure 86] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 87] This figure shows an example of a parent table that makes up a luminance data table. [Figure 88] This figure shows an example of a subtable that makes up a luminance data table. [Figure 89] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 90] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 91] This figure shows an example of a grandchild table that makes up a luminance data table. [Figure 92] (A) and (B) are diagrams illustrating analogous colors. [Figure 93] This is a comparison diagram of the settings in the brightness data table corresponding to the background during variable display and the pre-reach animation. [Figure 94] Brightness Data Table: This diagram shows the settings of the parent table for the normal variation_first performance mode background. [Figure 95] This diagram shows the settings of the subtable for the Brightness Data Table: Normal Fluctuation_First Performance Mode Background. [Figure 96] Brightness Data Table: This diagram shows the settings for the sub-table of the background in the normal variation_1st performance mode. [Figure 97] This diagram shows the settings of the parent table for the Brightness Data Table: Normal Fluctuation_Second Performance Mode Background. [Figure 98]This diagram shows the settings of the subtable for the Brightness Data Table: Normal Fluctuation_2nd Performance Mode Background. [Figure 99] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_2nd Performance Mode Background. [Figure 100] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_2nd Performance Mode Background. [Figure 101] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_2nd Performance Mode Background. [Figure 102] This diagram shows the settings of the parent table for the Brightness Data Table: Normal Fluctuation_3rd Performance Mode Background. [Figure 103] This diagram shows the settings of the subtable for the Brightness Data Table: Normal Fluctuation_3rd Performance Mode Background. [Figure 104] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_3rd Performance Mode Background. [Figure 105] This diagram shows the settings for the sub-table of the Brightness Data Table: Normal Fluctuation_3rd Performance Mode Background. [Figure 106] Brightness Data Table: This diagram shows the settings of the parent table for the powerful...effect_introduction. [Figure 107] Brightness Data Table: This diagram shows the settings of the subtable for the Powerful...Effect Introduction. [Figure 108] Brightness Data Table: This diagram shows the settings of the grandchild table for the powerful...effect_introduction. [Figure 109] Brightness Data Table: This diagram shows the settings of the grandchild table for the powerful...effect_introduction. [Figure 110] Brightness Data Table: This diagram shows the settings of the grandchild table for the powerful...effect_introduction. [Figure 111] Brightness Data Table: This diagram shows the settings of the parent table for the powerful...performance_results_false / general purpose. [Figure 112]Brightness Data Table: This diagram shows the settings of the child table for Powerful...Effect_Result_False / General Purpose. [Figure 113] Brightness data table: This diagram shows the settings for the powerful...performance_results_fake_general-purpose grandchild table. [Figure 114] Brightness data table: This diagram shows the settings for the powerful...performance_results_fake_general-purpose grandchild table. [Figure 115] Brightness Data Table: This diagram shows the settings of the parent table for Powerful's...Performance_Result_Chance. [Figure 116] Brightness Data Table: This diagram shows the settings of the subtable for Powerful's...Performance_Result_Chance. [Figure 117] Brightness Data Table: This diagram shows the settings for the grandchild table of Powerful's...Performance_Result_Chance. [Figure 118] Brightness Data Table: This diagram shows the settings for the grandchild table of Powerful's...Performance_Result_Chance. [Figure 119] This diagram shows the settings of the parent table for the Brightness Data Table: Yumeyume Fashion Production_Introduction. [Figure 120] This diagram shows the settings of the child table of the Brightness Data Table: Yumeyume Fashion Production_Introduction. [Figure 121] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 122] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 123] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 124] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 125] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 126]This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 127] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 128] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 129] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 130] This diagram shows the settings for the sub-table of the Luminance Data Table: Yumeyume Fashion Production_Introduction. [Figure 131] Brightness Data Table: This diagram shows the settings of the parent table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 132] Brightness Data Table: This diagram shows the settings of the subtables in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 133] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 134] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 135] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 136] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 137] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 138] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 139] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 140] Brightness Data Table: This diagram shows the settings of the grandchild table in red text within the Yumeyume Fashion Production_Introduction CU. [Figure 141] This diagram shows the settings of the parent table for the Brightness Data Table: Yumeyume Fashion Production_Success_Fake_General Purpose. [Figure 142] This diagram shows the settings for the child table of the Brightness Data Table: Yumeyume Fashion Production_Success_Fake_General Purpose. [Figure 143] This diagram shows the settings for the Luminance Data Table: Dreamy Fashion Production_Success_False_General-Purpose Grandchild Table. [Figure 144] This diagram shows the settings for the Luminance Data Table: Dreamy Fashion Production_Success_False_General-Purpose Grandchild Table. [Figure 145] This diagram shows the settings for the Luminance Data Table: Dreamy Fashion Production_Success_False_General-Purpose Grandchild Table. [Figure 146] This figure shows the settings of the parent table for the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 147] This diagram shows the settings of the subtable for the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 148] This diagram shows the settings for the sub-table of the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 149] This diagram shows the settings for the sub-table of the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 150] This diagram shows the settings for the sub-table of the Brightness Data Table: Yumeyume Fashion Production_Success_Chance Indication. [Figure 151] Brightness Data Table: This diagram shows the settings of the parent table for the Jam Cooking Presentation_Introduction. [Figure 152] This diagram shows the settings of the child table for the Brightness Data Table: Jam Cooking Presentation_Introduction. [Figure 153] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 154] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 155] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 156] Brightness Data Table: This diagram shows the settings of the sub-table of the Jam Cooking Presentation_Introduction. [Figure 157] Brightness Data Table: This diagram shows the settings of the parent table for the Jam Cooking Presentation_Introduction CU. [Figure 158] Brightness Data Table: This diagram shows the settings of the child table of the Jam Cooking Presentation_Introduction CU. [Figure 159] Brightness Data Table: This diagram shows the settings of the grandchild table of the Jam Cooking Presentation_Introduction CU. [Figure 160] This diagram shows the settings of the parent table for the Brightness Data Table: Jam Cooking Presentation_Success_False_General Purpose. [Figure 161] This diagram shows the settings for the child table of the Brightness Data Table: Jam Cooking Presentation_Success_False_General Purpose. [Figure 162] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 163] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 164] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 165] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 166] This diagram shows the settings for the Brightness Data Table: Jam Cooking Presentation_Success_False_General-Purpose Grandchild Table. [Figure 167] Brightness Data Table: This figure shows the settings of the parent table for the Jam Cooking Presentation_Chance Indication. [Figure 168]Brightness Data Table: This diagram shows the settings of the subtable for the Jam Cooking Presentation_Chance Indication. [Figure 169] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 170] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 171] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 172] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 173] Brightness Data Table: This diagram shows the settings for the sub-table of the Jam Cooking Presentation_Chance Indication. [Figure 174] This diagram explains the timing of the hold memory display, active display, and pre-reach animation start. [Figure 175] This diagram explains the background music (BGM) output in each performance mode and the volume levels of the BGM and pre-reach animations. [Figure 176] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has ended, and (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols has ended. [Figure 177] (A) and (B) are diagrams showing the execution rate of pre-reach animations that start before the decorative symbols reach a predetermined transparency level (90%), and (C) is a diagram showing the number of pre-reach animations that start before the decorative symbols reach a predetermined transparency level (90%). [Figure 178] (A) and (B) are diagrams showing the execution rate of pre-reach animations that begin after the decorative symbols reach a predetermined transparency level (90%), and (C) is a diagram showing the number of pre-reach animations that begin after the decorative symbols reach a predetermined transparency level (90%). [Figure 179](A) and (B) are diagrams showing the execution rate of pre-reach effects that output both background music and sound effects when the effect starts, and (C) is a diagram showing the number of pre-reach effects that output both background music and sound effects when the effect starts. [Figure 180] Figures (A) and (B) show the percentage of pre-reach effects that are performed when the background music is made inaudible and the sound effects are started when the effect begins, and figure (C) shows the number of pre-reach effects in which the background music is made inaudible and the sound effects are started when the effect begins. [Figure 181] Figures (A) and (B) show the percentage of pre-reach animations that output background music but no sound effects when the animation starts, and figure (C) shows the number of pre-reach animations that output background music but no sound effects when the animation starts. [Figure 182] (A) and (B) are diagrams showing the percentage of pre-reach animations in which a visual image is displayed along with a background image, and (C) is a diagram showing the number of pre-reach animations in which a visual image is displayed along with a background image. [Figure 183] (A) and (B) are diagrams showing the percentage of pre-reach animations in which the background image is darkened while the animation image is displayed, and (C) is a diagram showing the number of pre-reach animations in which the background image is darkened while the animation image is displayed. [Figure 184] (A) and (B) are diagrams showing the percentage of pre-reach animations in which the animation image is displayed without darkening the background image, and (C) is a diagram showing the number of pre-reach animations in which the animation image is displayed without darkening the background image. [Figure 185] (A) and (B) are diagrams showing the percentage of pre-reach animations in which the background image is hidden and the animation image is displayed, and (C) is a diagram showing the number of pre-reach animations in which the background image is hidden and the animation image is displayed. [Figure 186](A) and (B) are diagrams showing the execution rate of pre-reach effects, in which the effect starts after one cycle of variable display of special symbols is completed, the effect starts after the decorative symbols reach a predetermined transparency (90%), and the effect sound is output along with the background music when the effect starts. (C) is a diagram showing the number of pre-reach effects, in which the effect starts after one cycle of variable display of special symbols is completed, the effect starts after the decorative symbols reach a predetermined transparency (90%), and the effect sound is output along with the background music when the effect starts. [Figure 187] (A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after one cycle of variable display of special symbols has finished, after the decorative symbols have reached a predetermined transparency level (90%), and when the effect starts, BGM is output but no sound effect is output. (C) is a diagram showing the number of pre-reach effects that begin after one cycle of variable display of special symbols has finished, after the decorative symbols have reached a predetermined transparency level (90%), and when the effect starts, BGM is output but no sound effect is output. [Figure 188] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols is completed, and start after the decorative symbols reach a predetermined transparency level (90%), and display an effect image together with the background image. (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols is completed, and start after the decorative symbols reach a predetermined transparency level (90%), and display an effect image together with the background image. [Figure 189] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has finished, output both BGM and sound effects when the effect starts, and display an effect image along with a background image. (C) is a diagram showing the number of pre-reach effects that start after one cycle of variable display of special symbols has finished, output both BGM and sound effects when the effect starts, and display an effect image along with a background image. [Figure 190](A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after one cycle of variable display of special symbols has finished, output BGM when the effect starts but do not output effect sound, and display effect images along with the background image. (C) is a diagram showing the number of pre-reach effects that begin after one cycle of variable display of special symbols has finished, output BGM when the effect starts but do not output effect sound, and display effect images along with the background image. [Figure 191] (A) and (B) are diagrams showing the execution rate of pre-reach effects that begin after the decorative symbols reach a predetermined transparency level (90%), output both background music and sound effects upon the start of the effect, and display the effect image along with the background image. (C) is a diagram showing the number of pre-reach effects that begin after the decorative symbols reach a predetermined transparency level (90%), output both background music and sound effects upon the start of the effect, and display the effect image along with the background image. [Figure 192] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the animation starts after the decorative symbols reach a predetermined transparency level (90%), and where BGM is output when the animation starts but no sound is output, and the animation image is displayed together with the background image. (C) is a diagram showing the number of pre-reach animations where the animation starts after the decorative symbols reach a predetermined transparency level (90%), and where BGM is output when the animation starts but no sound is output, and the animation image is displayed together with the background image. [Figure 193] (A) to (D) are explanatory diagrams for comparing the brightness data tables of each part of the pre-reach animation. [Figure 194] (A) to (D) are explanatory diagrams to compare how the table structure and brightness data differ depending on the pattern of the introductory part. [Figure 195] (A) to (D) are explanatory diagrams to compare how the table structure and brightness data differ depending on the pattern of the results section. [Figure 196] This is an explanatory diagram illustrating a comparison of brightness data tables for each type of pre-reach animation. [Figure 197](A) and (B) are diagrams showing the percentage of pre-reach animations that use multiple brightness data for the blackout mode, and (C) is a diagram showing the number of pre-reach animations that use multiple brightness data for the blackout mode. [Figure 198] (A) and (B) are diagrams showing the percentage of pre-reach animations in which more brightness data for the off-light mode is used than the brightness data table for the background of the performance mode, and (C) is a diagram showing the number of pre-reach animations in which more brightness data for the off-light mode is used than the brightness data table for the background of the performance mode. [Figure 199] (A) and (B) are figures showing the percentage of pre-reach animations where the average usage time of luminance data is shorter than that of the background luminance data table for the performance mode, and (C) is a figure showing the number of pre-reach animations where the average usage time of luminance data is shorter than that of the background luminance data table for the performance mode. [Figure 200] (A) and (B) are diagrams showing the execution rate of pre-reach animations with fewer types of brightness values ​​in the brightness data than the brightness data table for the background of the performance mode, and (C) is a diagram showing the number of pre-reach animations with fewer types of brightness values ​​in the brightness data than the brightness data table for the background of the performance mode. [Figure 201] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the luminance data table loops more often, and (C) is a diagram showing the number of pre-reach animations where the luminance data table loops more often. [Figure 202] (A) and (B) are diagrams showing the execution rate of pre-reach animations where the luminance data table that does not loop is more common, and (C) is a diagram showing the number of pre-reach animations where the luminance data table that does not loop is more common. [Modes for carrying out the invention]

[0009] [Feature 1] (Starts after one cycle of the illumination of the specific identification information has been completed) The gaming machine with feature 1 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that is initiated after the initial switching period for switching the mode of the light-emitting means on the game control means side from the initial mode to the final mode has ended. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific performance that starts after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended differs depending on the performance mode. As a result, the style of the performance can be made different depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 80, 81, and 176

[0010] [Feature 2] (Starts after one cycle of the illumination of the specific identification information has been completed.) The gaming machine with feature 2 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that is initiated after the initial switching period for switching the mode of the light-emitting means on the game control means side from the initial mode to the final mode has ended. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the number of specific effects that start after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended differs depending on the effect mode. As a result, the style of the effects can be made different depending on the effect mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 80, 81, and 176

[0011] [Feature 3] (Starts after one cycle of the illumination of the specific identification information has been completed) The gaming machine with feature 3 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance that is initiated after the initial switching period for switching the mode of the light-emitting means on the game control means side from the initial mode to the final mode has ended. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that start after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, by including specific effects that are executed in common in the first and second effects modes, specific effects exclusive to the first effects mode, and specific effects exclusive to the second mode, the style of the effects can be made different depending on the effects mode, and as a result, a suitable game machine can be provided. Corresponding drawings: Figures 18, 54, 80, 81, 176

[0012] [Feature 1] to [Feature 3] means (hold animation) The specific animation can be initiated before the first transition period from the initial to the final state of the animation for the hold display ends.

[0013] [Feature 1] to [Feature 3] means (the fourth symbol unit on the sub-side) The system includes a performance control side light-emitting means controlled by the aforementioned performance control means, The aforementioned performance control means is capable of switching the mode of the performance control means-side light-emitting means from an initial mode to a final mode in response to the variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means is It is possible to execute a specific performance that starts after the initial switching period from the initial state to the final state of the light-emitting means on the game control means has ended. The specific performance can be started after the initial switching period from the initial state to the final state of the performance control means's light-emitting means has ended.

[0014] [Feature 4] (Starts before the transparency level becomes such that decorative identification information is almost completely transparent) The gaming machine with feature 4 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The performance control means is capable of executing a specific performance that is initiated before the transparency of the decorative identification information reaches the second transparency, The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific effect that starts before the transparency of the decorative identification information reaches the second transparency rate differs depending on the effect mode, which allows for different effects depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 80, Figure 177

[0015] [Feature 5] (Starts before the transparency level becomes such that decorative identification information is almost completely transparent) The gaming machine with feature 5 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The performance control means is capable of executing a specific performance that is initiated before the transparency of the decorative identification information reaches the second transparency, The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the number of specific effects that begin before the transparency of the decorative identification information reaches the second transparency level differs depending on the effect mode, which allows for different effects depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 80, Figure 177

[0016] [Feature 6] (Starts before the transparency level becomes such that decorative identification information is almost completely transparent) The gaming machine with feature 6 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode and a second performance mode, The performance control means is capable of executing a specific performance that is initiated before the transparency of the decorative identification information reaches the second transparency, The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that begin before the transparency of the decorative identification information reaches the second transparency, it is possible to include specific effects that are executed in common in the first and second effects modes, specific effects exclusive to the first effects mode, and specific effects exclusive to the second effects mode, thereby allowing the style of the effects to differ depending on the effects mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 54, 80, and 177

[0017] [Feature 7] (Starts after the transparency level is such that decorative identification information is almost completely transparent) The gaming machine with feature 7 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that is initiated after the transparency of the decorative identification information reaches the second transparency, The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of specific effects that begin after the transparency of the decorative identification information reaches the second transparency level differs depending on the effect mode, making it possible to differentiate the style of the effects depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 81, Figure 178

[0018] [Feature 8] (Starts after the transparency level is such that decorative identification information is almost completely transparent) The gaming machine with feature 8 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that is initiated after the transparency of the decorative identification information reaches the second transparency, The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the number of specific effects that begin after the transparency of the decorative identification information reaches the second transparency level differs depending on the effect mode, which allows for different effects depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 81, Figure 178

[0019] [Feature 9] (Starts after the transparency level is such that decorative identification information is almost completely transparent) The gaming machine with feature 9 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance that is initiated after the transparency of the decorative identification information reaches the second transparency, The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that begin after the transparency of the decorative identification information reaches the second transparency level, it is possible to include specific effects that are executed in common in the first and second effects modes, specific effects exclusive to the first effects mode, and specific effects exclusive to the second effects mode, thereby allowing the style of the effects to differ depending on the effects mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 81, Figure 178

[0020] [Feature 4] to [Feature 9] means (details of the sequence of steps for variable display of decorative identification information) The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency that is opaque to a second transparency that is higher than the first transparency, and then returning it to the first transparency.

[0021] [Feature 10] (Plays background music while simultaneously outputting corresponding sounds) The gaming machine with feature 10 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that outputs BGM corresponding to the controlled performance mode while simultaneously outputting a sound corresponding to the performance. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. This feature allows for different presentation styles depending on the presentation mode, as the execution rate of specific presentations differs depending on the presentation mode, while simultaneously outputting background music corresponding to the controlled presentation mode and outputting sounds corresponding to the presentation. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 179

[0022] [Feature 11] (Plays background music while outputting corresponding sounds) The gaming machine with feature 11 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that outputs BGM corresponding to the controlled performance mode while simultaneously outputting a sound corresponding to the performance. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. This feature allows for different types of effects to be produced depending on the effect mode, as the number of specific effects that output sounds corresponding to the effects while simultaneously outputting background music corresponding to the controlled effect mode varies depending on the effect mode. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 179

[0023] [Feature 12] (Plays background music while outputting corresponding sounds) The gaming machine with feature 12 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance that outputs BGM corresponding to the controlled performance mode while simultaneously outputting a sound corresponding to the performance. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, while outputting background music corresponding to the controlled performance mode, specific performances that output sounds corresponding to the performance can include specific performances that are executed in common in the first and second performance modes, specific performances exclusive to the first performance mode, and specific performances exclusive to the second mode. This allows the performance style to differ depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 54, 82, and 179

[0024] [Feature 13] (Outputs corresponding sounds while suppressing background music) The gaming machine with feature 13 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that does not output background music corresponding to the controlled performance mode, but instead outputs sound corresponding to the performance. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. This feature allows for different presentation styles depending on the presentation mode, as the execution rate of specific presentations differs depending on the presentation mode. This means that background music corresponding to the controlled presentation mode is not output, while sounds corresponding to the presentation are output. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 180

[0025] [Feature 14] (Outputs corresponding sounds while suppressing background music) The gaming machine with feature 14 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that does not output background music corresponding to the controlled performance mode, but instead outputs sound corresponding to the performance. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. This feature allows for different types of effects to be produced depending on the effect mode. For example, the BGM corresponding to the controlled effect mode is not output, but the number of specific effects that output sounds corresponding to the effect differs depending on the effect mode. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 180

[0026] [Feature 15] (Outputs corresponding sounds while suppressing background music) The gaming machine with feature 15 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance that does not output background music corresponding to the controlled performance mode, but instead outputs sound corresponding to the performance. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that do not output background music corresponding to the controlled effect mode but output sound corresponding to the effect, by including specific effects that are executed in common in the first and second effect modes, specific effects exclusive to the first effect mode, and specific effects exclusive to the second effect mode, the style of the effects can be made different depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 54, 82, and 180

[0027] [Feature 16] (Plays background music only; does not output corresponding sounds) The gaming machine with feature 16 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means can output background music corresponding to the controlled performance mode and execute a specific performance that does not output sound corresponding to the performance. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. This feature allows for different presentation styles depending on the presentation mode, as the BGM corresponding to the controlled presentation mode is output, while the execution rate of specific presentations that do not output corresponding sounds differs depending on the presentation mode. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 181

[0028] [Feature 17] (Only plays background music; does not output corresponding sounds) The gaming machine with feature 17 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means can output background music corresponding to the controlled performance mode and execute a specific performance that does not output sound corresponding to the performance. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. This feature allows for different types of effects depending on the effect mode, as the number of specific effects that do not output background music corresponding to the controlled effect mode and sounds corresponding to the effect vary depending on the effect mode. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 181

[0029] [Feature 18] (Only plays background music; does not output corresponding sounds) The gaming machine with feature 18 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means can output background music corresponding to the controlled performance mode and execute a specific performance that does not output sound corresponding to the performance. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that output background music corresponding to the controlled effect mode but do not output sound corresponding to the effect, it is possible to include specific effects that are executed in common in the first and second effect modes, specific effects exclusive to the first effect mode, and specific effects exclusive to the second effect mode, thereby allowing the style of the effects to differ depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 54, 82, and 181

[0030] [Feature 10] to [Feature 18] means (BGM, corresponding sound details) The background music corresponding to the first performance mode and the background music corresponding to the second performance mode are different. The sounds corresponding to specific effects are designed to be more easily heard than the background music corresponding to the first effect mode and the background music corresponding to the second effect mode. It is characterized by the following. This characteristic allows for the provision of a suitable gaming machine.

[0031] [Feature 19] (Darkens background display) The gaming machine with feature 19 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that displays a specific image while reducing the brightness of the background display corresponding to the controlled performance mode. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. This feature allows for different presentation styles depending on the presentation mode, by reducing the brightness of the background display corresponding to the controlled presentation mode, while varying the execution rate of specific presentations that display specific elements depending on the presentation mode. As a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 78, Figure 182

[0032] [Feature 20] (Darkens background display) The gaming machine with feature 20 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that displays a specific image while reducing the brightness of the background display corresponding to the controlled performance mode. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. This feature allows for varying the presentation style depending on the presentation mode by reducing the brightness of the background display corresponding to the controlled presentation mode, while also varying the number of specific presentation types depending on the presentation mode. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 182

[0033] [Feature 21] (Darkens background display) The gaming machine with feature 21 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance that displays a specific image while reducing the brightness of the background display corresponding to the controlled performance mode. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, by reducing the brightness of the background display corresponding to the controlled performance mode, and including specific performances that perform specific displays, such as specific performances that are executed in common in the first and second performance modes, specific performances exclusive to the first performance mode, and specific performances exclusive to the second mode, the style of the performance can be made different depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 55, 78, and 182

[0034] [Feature 22] (Does not darken the background display) The gaming machine with feature 22 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that performs a specific display while maintaining the brightness of the background display corresponding to the controlled performance mode. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. This feature allows for different presentation styles depending on the presentation mode, by maintaining the brightness of the background display corresponding to the controlled presentation mode while varying the execution rate of specific presentations that display specific elements depending on the presentation mode. As a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 78, 79, and 183

[0035] [Feature 23] (Does not darken the background display) The gaming machine with feature 23 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is capable of executing a specific performance that performs a specific display while maintaining the brightness of the background display corresponding to the controlled performance mode. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. This feature allows for different presentation styles depending on the presentation mode, by maintaining the brightness of the background display corresponding to the controlled presentation mode while varying the number of specific presentation types depending on the presentation mode. As a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 78, 79, and 183

[0036] [Feature 24] (Does not darken the background display) The gaming machine with feature 24 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance that performs a specific display while maintaining the brightness of the background display corresponding to the controlled performance mode. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, while maintaining the brightness of the background display corresponding to the controlled performance mode, specific performances that perform specific displays include specific performances that are executed in common in the first and second performance modes, specific performances exclusive to the first performance mode, and specific performances exclusive to the second mode. As a result, the style of the performances can be made different depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 55, 78, 79, and 183

[0037] [Feature 25] (Makes the background display invisible) The gaming machine with feature 25 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The performance control means can execute a specific performance that performs a specific display while making the background display corresponding to the controlled performance mode unrecognizable. The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by this. According to this feature, while making the background display corresponding to the controlled performance mode unrecognizable, the execution ratio of the specific performance that performs a specific display varies depending on the performance mode, so that the taste of the performance can be varied depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 78, 185

[0038] [Feature 26] (Making the background display unrecognizable) The gaming machine of Feature 26 is A gaming machine that can be controlled to an advantageous state, Game control means, Performance control means, Comprising It includes a first performance mode, a second performance mode, and a third performance mode. The performance control means can execute a specific performance that performs a specific display while making the background display corresponding to the controlled performance mode unrecognizable. The number of types of the specific performance executable in the first performance mode, the number of types of the specific performance executable in the second performance mode, and the number of types of the specific performance executable in the third performance mode are different. It is characterized by this. According to this feature, while making the background display corresponding to the controlled performance mode unrecognizable, the number of types of the specific performance that performs a specific display varies depending on the performance mode, so that the taste of the performance can be varied depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: FIGS. 78, 185

[0039] [Feature 27] (Making the background display unrecognizable) The gaming machine of feature 27 is a gaming machine that can be controlled to an advantageous state, game control means, effect control means, game control means side light-emitting means controlled by the game control means, and includes a first effect mode and a second effect mode, the effect control means can execute a specific effect that performs a specific display while making the background display corresponding to the controlled effect mode unrecognizable, the specific effect includes a common specific effect executable in both the first effect mode and the second effect mode, a specific effect for the first effect mode executable in the first effect mode and not executable in the second effect mode, a specific effect for the second effect mode executable in the second effect mode and not executable in the first effect mode, and is characterized by this. [[ID=​​​​​​​​​​​​​​​​​​​​ The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. This feature allows for the visibility of background displays corresponding to controlled performance modes, while varying the execution rate of specific performances that display specific information depending on the performance mode. This enables different performance styles depending on the performance mode, ultimately providing a suitable gaming machine. Corresponding drawings: Figure 78, Figure 184

[0041] [Feature 29] (Enables visibility of background display) The gaming machine with feature 29 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means can make the background display corresponding to the controlled performance mode visible, and can execute a specific performance that performs a specific display. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. This feature allows for the visibility of background displays corresponding to the controlled performance mode, while the number of specific performance types that display specific information varies depending on the performance mode. This makes it possible to differentiate the performance style depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 184

[0042] [Feature 30] (Enables visibility of background display) The gaming machine with feature 30 is, A gaming machine that can be controlled to be in a favorable state, Game control means, a performance control means, a game control means side light emitting means controlled by the game control means, and is provided with, a first performance mode and a second performance mode, the performance control means can execute a specific performance for performing a specific display while making visible a background display corresponding to the controlled performance mode, the specific performance is, a common specific performance executable in both the first performance mode and the second performance mode, a specific performance for the first performance mode executable in the first performance mode and not executable in the second performance mode, a specific performance for the second performance mode executable in the second performance mode and not executable in the first performance mode, and includes, and is characterized in that. According to this feature, regarding the specific performance for performing a specific display while making visible the background display corresponding to the controlled performance mode, by including a specific performance commonly executed in the first performance mode and the second performance mode, a specific performance dedicated to the first performance mode, and a specific performance dedicated to the second mode, the taste of the performance can be made different depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Fig. 55, Fig. 78, Fig. 184

[0043] [Feature 31] (Started after one cycle of the lighting period of the specific identification information) (Started after the transmittance at which the decorative identification information is almost transmitted) (Outputting the corresponding sound while playing the BGM) The gaming machine of Feature 31 is, a gaming machine capable of being controlled to an advantageous state, a game control means, a performance control means, a game control means side light emitting means controlled by the game control means, and is provided with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, and is capable of executing a specific performance that outputs BGM corresponding to the controlled performance mode while outputting sound corresponding to the performance. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific performance differs depending on the performance mode, starting after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, while outputting background music corresponding to the controlled performance mode and outputting sound corresponding to the performance. As a result, the style of the performance can be made different depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 81, 82, and 186

[0044] [Feature 32] (Starts after one cycle of the illumination of specific identification information has finished) (Starts after the decorative identification information has reached a transparency level where it is almost completely transparent) (Plays background music while outputting the corresponding sound) The gaming machine with feature 31 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, and is capable of executing a specific performance that outputs BGM corresponding to the controlled performance mode while outputting sound corresponding to the performance. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, the system starts outputting background music corresponding to the controlled performance mode, while also outputting sounds corresponding to the performance. As a result, the number of specific performance types differs depending on the performance mode, allowing for different performance styles depending on the performance mode, and ultimately providing a suitable gaming machine. Corresponding drawings: Figures 18, 81, 82, and 186

[0045] [Feature 33] (Starts after one cycle of the illumination of specific identification information has finished) (Starts after the decorative identification information has reached a transparency level where it is almost completely transparent) (Plays background music while outputting the corresponding sound) The gaming machine with feature 33 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode and a second performance mode, The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, and is capable of executing a specific performance that outputs BGM corresponding to the controlled performance mode while outputting sound corresponding to the performance. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, a specific performance that starts after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has become the second transmittance, and outputs background music corresponding to the controlled performance mode while outputting sound corresponding to the performance, includes a specific performance that is executed in common in the first and second performance modes, a specific performance exclusive to the first performance mode, and a specific performance exclusive to the second mode, thereby making it possible to differentiate the style of the performance depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 56, 81, 82, and 186

[0046] [Feature 34] (Starts after one cycle of the illumination of specific identification information has been completed) (Starts after the decorative identification information has reached a transparency level where it is almost completely transparent) (Only BGM is played; no corresponding sound is output) The gaming machine with feature 34 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, and is capable of executing a specific performance that outputs background music corresponding to the controlled performance mode and does not output sound corresponding to the performance. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, the execution rate of a specific effect that outputs background music corresponding to the controlled effect mode and does not output sound corresponding to the effect differs depending on the effect mode, thereby making it possible to make the effect different depending on the effect mode, and as a result, a suitable game machine can be provided. Corresponding drawings: Figures 18, 81, 82, and 187

[0047] [Feature 35] (Starts after one cycle of the illumination of specific identification information has been completed) (Starts after the decorative identification information has reached a transparency level where it is almost completely transparent) (Only BGM is played; no corresponding sound is output) The gaming machine with feature 35 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, and is capable of executing a specific performance that outputs background music corresponding to the controlled performance mode and does not output sound corresponding to the performance. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, the system starts outputting background music corresponding to the controlled performance mode and not outputting sound corresponding to the performance. As a result, the number of specific performance types differs depending on the performance mode, allowing for different performance styles depending on the performance mode, and ultimately providing a suitable gaming machine. Corresponding drawings: Figures 18, 81, 82, and 187

[0048] [Feature 36] (Starts after one cycle of the illumination of specific identification information has been completed) (Starts after the decorative identification information has reached a transparency level where it is almost completely transparent) (Only BGM is played; no corresponding sound is output) The gaming machine with feature 36 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode and a second performance mode, The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, and is capable of executing a specific performance that outputs background music corresponding to the controlled performance mode and does not output sound corresponding to the performance. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that start after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, and which output BGM corresponding to the controlled performance mode and do not output sound corresponding to the effect, the effect can be made to differ in style depending on the performance mode, and as a result, a suitable game machine can be provided. Corresponding drawings: Figures 18, 56, 81, 82, 187

[0049] [Feature 37] (Starts after one cycle of the illumination of the specific identification information has been completed) (Starts after the decorative identification information has reached a transparency level where it is almost completely transparent) (Makes the background display visible) The gaming machine with feature 37 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transparency of the decorative identification information has become the second transparency, and is capable of executing a specific performance that displays a specific image while making the background display corresponding to the controlled performance mode visible. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the background display corresponding to the controlled performance mode is made visible, and the execution rate of specific performances that perform specific displays differs depending on the performance mode. As a result, the style of the performance can be varied depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 78, 79, 81, 188

[0050] [Feature 38] (Starts after one cycle of the illumination of the specific identification information has been completed) (Starts after the decorative identification information has reached a transparency level where it is almost transparent) (Makes the background display visible) The gaming machine with feature 38 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transparency of the decorative identification information has become the second transparency, and is capable of executing a specific performance that displays a specific image while making the background display corresponding to the controlled performance mode visible. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the background display corresponding to the controlled performance mode is made visible, and the number of specific performances that display specific information differs depending on the performance mode, thereby allowing the performance to have a different feel depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 78, 79, 81, 188

[0051] [Feature 39] (Starts after one cycle of the illumination of the specific identification information has been completed) (Starts after the decorative identification information has reached a transparency level where it is almost transparent) (Makes the background display visible) The gaming machine with feature 39 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode and a second performance mode, The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transparency of the decorative identification information has become the second transparency, and is capable of executing a specific performance that displays a specific image while making the background display corresponding to the controlled performance mode visible. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and after the transmittance of the decorative identification information has reached the second transmittance, the specific performance that makes the background display corresponding to the controlled performance mode visible includes a specific performance that is executed in common in the first and second performance modes, a specific performance exclusive to the first performance mode, and a specific performance exclusive to the second mode, thereby allowing the performance to be varied depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 56, 78, 79, 81, 188

[0052] [Feature 40] (Starts after one cycle of the illumination of specific identification information has finished) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 40 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and while outputting background music corresponding to the controlled performance mode, it outputs sound corresponding to the performance, and while making the background display corresponding to the controlled performance mode visible, it can execute a specific performance that performs a specific display. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, the system starts outputting background music corresponding to the controlled performance mode, outputting sound corresponding to the performance, and making the background display corresponding to the controlled performance mode visible. The execution rate of specific performances that perform specific displays differs depending on the performance mode, thereby allowing the performance style to differ depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 78, 79, 81, 82, 189

[0053] [Feature 41] (Starts after one cycle of the illumination cycle of the specific identification information has finished) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 41 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and while outputting background music corresponding to the controlled performance mode, it outputs sound corresponding to the performance, and while making the background display corresponding to the controlled performance mode visible, it can execute a specific performance that performs a specific display. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, the system starts outputting background music corresponding to the controlled performance mode, outputting sounds corresponding to the performance, and making the background display corresponding to the controlled performance mode visible. As a result, the number of types of specific performances that display specific information differs depending on the performance mode, allowing the performance style to differ depending on the performance mode, and ultimately providing a suitable gaming machine. Corresponding drawings: Figures 18, 78, 79, 81, 82, 189

[0054] [Feature 42] (Starts after one cycle of the illumination of specific identification information has finished) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 42 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and while outputting background music corresponding to the controlled performance mode, it outputs sound corresponding to the performance, and while making the background display corresponding to the controlled performance mode visible, it can execute a specific performance that performs a specific display. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, a specific performance is initiated that outputs background music corresponding to the controlled performance mode, outputs sound corresponding to the performance, makes the background display corresponding to the controlled performance mode visible, and performs a specific display. This includes a specific performance that is executed in common in the first and second performance modes, a specific performance exclusive to the first performance mode, and a specific performance exclusive to the second mode, thereby allowing the performance to be varied depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 57, 78, 79, 81, 82, 189

[0055] [Feature 43] (Starts after one cycle of the illumination cycle of the specific identification information has finished) (Only BGM is played; no corresponding sound is output) (Background display is made visible) The gaming machine with feature 43 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and outputs background music corresponding to the controlled performance mode, does not output sound corresponding to the performance, and makes the background display corresponding to the controlled performance mode visible, while enabling the execution of a specific performance that performs a specific display. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, background music corresponding to the controlled performance mode is output, sound corresponding to the performance is not output, and the background display corresponding to the controlled performance mode is made visible. However, the execution rate of specific performances that perform specific displays differs depending on the performance mode, so that the style of the performance can be varied depending on the performance mode, and as a result, a suitable game machine can be provided. Corresponding drawings: Figures 18, 78, 79, 81, 82, 190

[0056] [Feature 44] (Starts after one cycle of the illumination cycle of the specific identification information has finished) (Only BGM is played; no corresponding sound is output) (Background display is visible) The gaming machine with feature 44 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and outputs background music corresponding to the controlled performance mode, does not output sound corresponding to the performance, and makes the background display corresponding to the controlled performance mode visible, while enabling the execution of a specific performance that performs a specific display. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, BGM corresponding to the controlled performance mode is output, sound corresponding to the performance is not output, and the background display corresponding to the controlled performance mode is made visible. As a result, the number of types of specific performances that display specific information differs depending on the performance mode, the style of the performance can be varied depending on the performance mode, and a suitable game machine can be provided. Corresponding drawings: Figures 18, 78, 79, 81, 82, 190

[0057] [Feature 45] (Starts after one cycle of the illumination of specific identification information has finished) (Only BGM is played; no corresponding sound is output) (Background display is visible) The gaming machine with feature 45 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, A game control means-side light-emitting means controlled by the game control means, Equipped with, The game control means is capable of switching the mode of the game control means-side light-emitting means from an initial mode to a final mode when performing variable display of specific identification information, and is capable of performing this switching multiple times. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, and outputs background music corresponding to the controlled performance mode, does not output sound corresponding to the performance, and makes the background display corresponding to the controlled performance mode visible, while enabling the execution of a specific performance that performs a specific display. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, after the initial switching period for switching the mode of the game control means-side light-emitting means from the initial mode to the final mode has ended, a specific performance is initiated that outputs background music corresponding to the controlled performance mode, does not output sound corresponding to the performance, and makes the background display corresponding to the controlled performance mode visible, while performing a specific display. This includes a specific performance that is executed in common in the first and second performance modes, a specific performance exclusive to the first performance mode, and a specific performance exclusive to the second mode, thereby allowing the performance to be varied depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 18, 57, 78, 79, 81, 82, 190

[0058] [Feature 46] (Starts after the transparency level is such that decorative identification information is almost completely transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 46 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the transparency of the decorative identification information reaches the second transparency, and while outputting background music corresponding to the controlled performance mode, it outputs sound corresponding to the performance, and while making the background display corresponding to the controlled performance mode visible, it can execute a specific performance that performs a specific display. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the system starts outputting background music corresponding to the controlled performance mode after the transparency of the decorative identification information reaches the second transparency level, while simultaneously outputting sounds corresponding to the performance, making the background display corresponding to the controlled performance mode visible. The execution rate of specific performances that perform specific displays differs depending on the performance mode, thereby allowing the performance style to differ depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 78, 79, 81, 82, 191

[0059] [Feature 47] (Starts after the transparency level is such that decorative identification information is almost completely transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 47 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the transparency of the decorative identification information reaches the second transparency, and while outputting background music corresponding to the controlled performance mode, it outputs sound corresponding to the performance, and while making the background display corresponding to the controlled performance mode visible, it can execute a specific performance that performs a specific display. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the system starts outputting background music corresponding to the controlled performance mode after the transparency of the decorative identification information reaches the second transparency level, while simultaneously outputting sounds corresponding to the performance, making the background display corresponding to the controlled performance mode visible, and the number of specific performance types that display specific information differs depending on the performance mode. As a result, the style of the performance can be varied depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 78, 79, 81, 82, 191

[0060] [Feature 48] (Starts after the transparency level is such that decorative identification information is almost completely transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 48 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the transparency of the decorative identification information reaches the second transparency, and while outputting background music corresponding to the controlled performance mode, it outputs sound corresponding to the performance, and while making the background display corresponding to the controlled performance mode visible, it can execute a specific performance that performs a specific display. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, after the transparency of the decorative identification information reaches the second transparency, the system starts outputting background music corresponding to the controlled performance mode, outputting sound corresponding to the performance, and making the background display corresponding to the controlled performance mode visible. This system includes specific performances that are executed in common in the first and second performance modes, specific performances exclusive to the first performance mode, and specific performances exclusive to the second mode. As a result, the style of the performance can be varied depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 58, 78, 79, 81, 82, 191

[0061] [Feature 49] (Starts after the transparency level is such that decorative identification information is almost completely transparent) (Plays background music but does not output the corresponding sound) (Makes the background display visible) The gaming machine with feature 49 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the transparency of the decorative identification information reaches the second transparency, outputs background music corresponding to the controlled performance mode, does not output sound corresponding to the performance, and can execute a specific performance that displays a specific image while making the background display corresponding to the controlled performance mode visible. The execution rate of the specific performance in the first performance mode, the execution rate of the specific performance in the second performance mode, and the execution rate of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the background music corresponding to the controlled performance mode is output after the transparency of the decorative identification information reaches the second transparency level, while the sound corresponding to the performance is not output. The background display corresponding to the controlled performance mode remains visible, and the execution rate of specific performances that perform specific displays differs depending on the performance mode. As a result, the style of the performance can be varied depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 78, 79, 81, 82, 192

[0062] [Feature 50] (Starts after the transparency level is such that decorative identification information is almost completely transparent) (Plays background music but does not output the corresponding sound) (Makes the background display visible) The gaming machine with 50 features is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the transparency of the decorative identification information reaches the second transparency, outputs background music corresponding to the controlled performance mode, does not output sound corresponding to the performance, and can execute a specific performance that displays a specific image while making the background display corresponding to the controlled performance mode visible. The number of types of specific effects that can be executed in the first performance mode, the number of types of specific effects that can be executed in the second performance mode, and the number of types of specific effects that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the background music corresponding to the controlled performance mode is output after the transparency of the decorative identification information reaches the second transparency level, while the sound corresponding to the performance is not output. The background display corresponding to the controlled performance mode is made visible, and the number of specific performance types that display specific information differs depending on the performance mode. As a result, the style of the performance can be varied depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 78, 79, 81, 82, 192

[0063] [Feature 51] (Starts after the transparency level is such that decorative identification information is almost completely transparent) (Plays background music but does not output the corresponding sound) (Makes the background display visible) The gaming machine with feature 51 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Equipped with, The aforementioned performance control means can perform variable display of decorative identification information by changing the transparency of the decorative identification information from a first transparency to a second transparency that is higher than the first transparency. It features a first performance mode, a second performance mode, and a third performance mode. The aforementioned performance control means is activated after the transparency of the decorative identification information reaches the second transparency, outputs background music corresponding to the controlled performance mode, does not output sound corresponding to the performance, and can execute a specific performance that displays a specific image while making the background display corresponding to the controlled performance mode visible. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, after the transparency of the decorative identification information reaches the second transparency, background music corresponding to the controlled performance mode is output, sound corresponding to the performance is not output, and the background display corresponding to the controlled performance mode is made visible. For specific performances that perform specific displays, by including specific performances that are executed in common in the first and second performance modes, specific performances exclusive to the first performance mode, and specific performances exclusive to the second mode, the style of the performance can be made different depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 58, 78, 79, 81, 82, 192

[0064] [Feature 52] (Multiple luminance data for the off state are used) The gaming machine with feature 52 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The light emission control means has brightness data for setting the light emission means to an off state, The aforementioned performance control means is capable of executing a specific performance using a luminance data table which is composed of a plurality of luminance data, The execution rate of the specific performance in the first performance mode and the execution rate of the specific performance in the second performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific effect using a luminance data table that includes multiple luminance data for turning off the lights differs depending on the effect mode. As a result, the style of the effects can be varied depending on the effect mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 197

[0065] [Feature 53] (Multiple luminance data for the off state are used) The gaming machine with feature 53 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The light emission control means has brightness data for setting the light emission means to an off state, The aforementioned performance control means is capable of executing a specific performance using a luminance data table which is composed of a plurality of luminance data, The number of types of specific effects that can be executed in the first performance mode and the number of types of specific effects that can be executed in the second performance mode are different. It is characterized by the following. According to this feature, the number of specific effects that use a luminance data table composed of multiple luminance data for turning off the lights varies depending on the effect mode, which allows for different effects depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 197

[0066] [Feature 54] (Multiple luminance data for the off state are used) The gaming machine with feature 54 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The light emission control means has brightness data for setting the light emission means to an off state, The aforementioned performance control means is capable of executing a specific performance using a luminance data table which is composed of a plurality of luminance data, The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for a specific performance that uses a luminance data table composed of multiple luminance data for setting the lights to off, by including a specific performance that is executed in common in the first and second performance modes, a specific performance exclusive to the first performance mode, and a specific performance exclusive to the second mode, the style of the performance can be made different depending on the performance mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 197

[0067] [Feature 55] (More brightness data for the off state is used than for the brightness data table for the background in the performance mode.) The gaming machine with feature 55 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data representing the off state than the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode, The execution rate of the specific performance in the first performance mode and the execution rate of the specific performance in the second performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific performance using a luminance data table that contains more luminance data representing the lighting-off pattern than the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode differs depending on the performance mode. As a result, the style of the performance can be varied depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 198

[0068] [Feature 56] (More brightness data for the off state is used than for the brightness data table for the background in the performance mode.) The gaming machine with feature 56 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data representing the off state than the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode, The number of types of specific effects that can be executed in the first performance mode and the number of types of specific effects that can be executed in the second performance mode are different. It is characterized by the following. According to this feature, the number of specific effects that use a luminance data table that contains more luminance data representing the state of being turned off than the luminance data table corresponding to the first effect mode and the luminance data table corresponding to the second effect mode differs depending on the effect mode. As a result, the style of the effects can be made different depending on the effect mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 198

[0069] [Feature 57] (More brightness data for the off state is used than for the brightness data table for the background in the performance mode.) The gaming machine with feature 57 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data representing the off state than the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode, The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that use a luminance data table that contains more luminance data representing the state of lights being turned off than the luminance data table corresponding to the first effect mode and the luminance data table corresponding to the second effect mode, it is possible to include specific effects that are executed in common in the first and second effect modes, specific effects exclusive to the first effect mode, and specific effects exclusive to the second effect mode, thereby allowing the style of the effects to differ depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 198

[0070] [Feature 58] (The average usage time of the brightness data is shorter than that of the brightness data table used for the background in the performance mode.) The gaming machine with feature 58 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance using a luminance data table that is set such that the average usage time of the luminance data is shorter than the average usage time of the luminance data in the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode. The execution rate of the specific performance in the first performance mode and the execution rate of the specific performance in the second performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific performance using a luminance data table that is set so that the average usage time of the luminance data in the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode is shorter than that of the luminance data table, differs depending on the performance mode. As a result, the style of the performance can be varied depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 199

[0071] [Feature 59] (The average usage time of the brightness data is shorter than that of the brightness data table used for the background in the performance mode.) The gaming machine with feature 59 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance using a luminance data table that is set such that the average usage time of the luminance data is shorter than the average usage time of the luminance data in the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode. The number of types of specific effects that can be executed in the first performance mode and the number of types of specific effects that can be executed in the second performance mode are different. It is characterized by the following. According to this feature, the number of specific effects that use a luminance data table, which is set so that the average usage time of the luminance data in the luminance data table corresponding to the first effect mode and the luminance data table corresponding to the second effect mode is shorter than the average usage time of the luminance data table, differs depending on the effect mode. As a result, the style of the effects can be varied depending on the effect mode, and a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 199

[0072] [Feature 60] (The average usage time of the brightness data is shorter than that of the brightness data table used for the background in the performance mode.) The gaming machine with 60 features is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance using a luminance data table that is set such that the average usage time of the luminance data is shorter than the average usage time of the luminance data in the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that use a luminance data table set so that the average usage time of the luminance data in the luminance data table corresponding to the first effect mode and the luminance data table corresponding to the second effect mode is shorter than the average usage time of the luminance data in the luminance data table corresponding to the first effect mode and the luminance data table corresponding to the second effect mode, it is possible to include specific effects that are executed in common in the first and second effect modes, specific effects that are exclusive to the first effect mode, and specific effects that are exclusive to the second effect mode, thereby allowing the style of the effects to differ depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 196 and 199

[0073] [Feature 61] (The number of luminance values ​​(types of emitted colors) in the luminance data is fewer than in the luminance data table for the background in the performance mode.) The gaming machine with feature 61 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance using a luminance data table that is set such that the number of types of luminance values ​​in the luminance data is less than the number of types of luminance values ​​in the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode. The execution rate of the specific performance in the first performance mode and the execution rate of the specific performance in the second performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific performance using a luminance data table, which is set so that the number of types of luminance values ​​in the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode is less than the number of types of luminance values ​​in the luminance data table, differs depending on the performance mode. As a result, the style of the performance can be varied depending on the performance mode, and a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 200

[0074] [Feature 62] (The number of luminance values ​​(types of emitted colors) in the luminance data is fewer than in the luminance data table for the background in the performance mode.) The gaming machine with feature 62 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance using a luminance data table that is set such that the number of types of luminance values ​​in the luminance data is less than the number of types of luminance values ​​in the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode. The number of types of specific effects that can be executed in the first performance mode and the number of types of specific effects that can be executed in the second performance mode are different. It is characterized by the following. According to this feature, the number of types of specific effects using a luminance data table is set such that the number of types of luminance values ​​in the luminance data table corresponding to the first effect mode and the luminance data table corresponding to the second effect mode is less than the number of types of luminance values ​​in the luminance data table corresponding to the first effect mode. As a result, the style of the effects can be varied depending on the effect mode, and a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 200

[0075] [Feature 63] (The number of luminance values ​​(types of emitted colors) in the luminance data is fewer than in the luminance data table for the background in the performance mode.) The gaming machine with feature 63 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned light emission control means is During the variable display of the first performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the first performance mode. During the variable display of the second performance mode, the light-emitting means can be controlled using a brightness data table corresponding to the second performance mode. The performance control means is capable of executing a specific performance using a luminance data table that is set such that the number of types of luminance values ​​in the luminance data is less than the number of types of luminance values ​​in the luminance data table corresponding to the first performance mode and the luminance data table corresponding to the second performance mode. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that use a luminance data table set so that the number of types of luminance values ​​in the luminance data table corresponding to the first effect mode and the luminance data table corresponding to the second effect mode is less than the number of types of luminance values ​​in the luminance data table, it is possible to include specific effects that are executed in common in the first and second effect modes, specific effects exclusive to the first effect mode, and specific effects exclusive to the second effect mode, thereby allowing the style of the effects to differ depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 200

[0076] [Feature 64] (There are more looping luminance data tables) The gaming machine with feature 64 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data that is used repeatedly than luminance data that is not used repeatedly. The execution rate of the specific performance in the first performance mode and the execution rate of the specific performance in the second performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific effect using a luminance data table that contains more luminance data that is used repeatedly than luminance data that is not used repeatedly differs depending on the effect mode. As a result, the style of the effects can be varied depending on the effect mode, and a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 201

[0077] [Feature 65] (There are more looping luminance data tables) The gaming machine with 65 features is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data that is used repeatedly than luminance data that is not used repeatedly. The number of types of specific effects that can be executed in the first performance mode and the number of types of specific effects that can be executed in the second performance mode are different. It is characterized by the following. According to this feature, a luminance data table that contains more luminance data that is used repeatedly than luminance data that is not used repeatedly will have different types of effects depending on the effect mode, allowing for different effects depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 201

[0078] [Feature 66] (There are more looping luminance data tables) The gaming machine with feature 66 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data that is used repeatedly than luminance data that is not used repeatedly. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that use a luminance data table in which there is more luminance data that is used repeatedly than luminance data that is not used repeatedly, by including specific effects that are executed in common in the first and second effects modes, specific effects that are exclusive to the first effects mode, and specific effects that are exclusive to the second effects mode, the style of the effects can be made different depending on the effects mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 201

[0079] [Feature 67] (More luminance data tables do not loop) The gaming machine with feature 67 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data that is not used repeatedly than luminance data that is used repeatedly. The execution rate of the specific performance in the first performance mode and the execution rate of the specific performance in the second performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific effect using a luminance data table that contains more luminance data that is not used repeatedly than luminance data that is used repeatedly will differ depending on the effect mode. As a result, the style of the effects can be varied depending on the effect mode, and a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 202

[0080] [Feature 68] (More luminance data tables do not loop) The gaming machine with feature 68 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data that is not used repeatedly than luminance data that is used repeatedly. The number of types of specific effects that can be executed in the first performance mode and the number of types of specific effects that can be executed in the second performance mode are different. It is characterized by the following. According to this feature, a luminance data table that contains more luminance data that is not used repeatedly than luminance data that is used repeatedly will have different types of effects depending on the effect mode, allowing for different effects depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 202

[0081] [Feature 69] (There are more looping luminance data tables) The gaming machine with feature 69 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, It features a first performance mode and a second performance mode, The aforementioned performance control means is capable of executing a specific performance in which a luminance data table is used that contains more luminance data that is not used repeatedly than luminance data that is used repeatedly. The aforementioned specific performance is, A common specific performance that can be executed in either the first performance mode or the second performance mode, A specific performance for the first performance mode that can be executed in the first performance mode but cannot be executed in the second performance mode, A specific performance for the second performance mode that can be executed in the second performance mode but cannot be executed in the first performance mode, including, It is characterized by the following. According to this feature, for specific effects that use a luminance data table in which there is more luminance data that is not used repeatedly than luminance data that is used repeatedly, by including specific effects that are executed in common in the first and second effects modes, specific effects exclusive to the first effects mode, and specific effects exclusive to the second effects mode, the style of the effects can be made different depending on the effects mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 202

[0082] [Feature 70] (Brightness data table for each part of the trailer) The gaming machine with feature 70 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, The aforementioned performance control means is capable of executing a specific performance, The aforementioned specific performance consists of an introduction part and a result part. The introductory part of the aforementioned specific performance consists of a first pattern and a second pattern. The aforementioned specific performance result part consists of a first pattern and a second pattern, The aforementioned light emission control means is When the introductory part of the specific performance is executed in the first pattern, the light-emitting means is controlled using the luminance data table for the first introductory part. When the introductory part of the specific performance is executed in the second pattern, the light-emitting means is controlled using the luminance data table for the second introductory part. When the result part of the specific performance is executed in the first pattern, the light-emitting means is controlled using the luminance data table for the first result part. When the introductory part of the specific performance is executed in the second pattern, the light-emitting means is controlled using the luminance data table for the second result part. It is characterized by the following. This feature allows for multiple patterns in both the introduction and result parts, and enables illumination in a manner corresponding to these patterns. This draws attention to the illumination manner in each part, ultimately providing a suitable gaming machine. Corresponding drawings: Figures 106 to 173

[0083] [Feature 71] (The structure of the table and the brightness data differ depending on the pattern of the introductory part of the preview's brightness data table.) The gaming machine with feature 71 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, The aforementioned performance control means is capable of executing a specific performance, The aforementioned specific performance consists of an introduction part and a result part. The introductory part of the aforementioned specific performance consists of a first pattern and a second pattern. The aforementioned light emission control means is When the introductory part of the specific performance is executed in the first pattern, the light-emitting means is controlled using the luminance data table for the first introductory part. When the introductory part of the specific performance is executed in the second pattern, the light-emitting means is controlled using the luminance data table for the second introductory part. The luminance data table for the first introduction part and the luminance data table for the second introduction part have different time settings for using the multiple luminance data that constitute each luminance data table. It is characterized by the following. This feature allows for diverse visual effects by varying the duration for which luminance data is used depending on the pattern of the introductory part, thereby altering the light emission pattern and ultimately providing a suitable gaming machine. Corresponding drawings: Figures 119-140, Figure 194

[0084] [Feature 72] (The structure of the table is the same depending on the pattern of the luminance data table in the results section of the preview, but the luminance values ​​of the luminance data differ.) The gaming machine with feature 72 is, A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means and Light emission control means, Equipped with, The aforementioned performance control means is capable of executing a specific performance, The aforementioned specific performance consists of an introduction part and a result part. The aforementioned specific performance result part consists of a first pattern and a second pattern, The aforementioned light emission control means is When the result part of the specific performance is executed in the first pattern, the light-emitting means is controlled using the luminance data table for the first result part. When the introductory part of the specific performance is executed in the second pattern, the light-emitting means is controlled using the luminance data table for the second result part. The luminance data table for the first result part and the luminance data table for the second result part have the same time setting for using the multiple luminance data that constitute each luminance data table, but the luminance values ​​of the multiple luminance data that constitute each luminance data table are different. It is characterized by the following. According to this feature, by varying the brightness value while keeping the illumination time the same depending on the pattern of the result part, it is possible to display a variety of effects, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 141-150, 160-173, 195

[0085] (Explanation of terms) BGM refers to the music played during each performance stage. It is played when the background is displayed. It is also played during variable display when no performance is being executed or when a performance without accompanying sound is being executed. It may or may not include vocals. The player may be able to select the BGM.

[0086] A background image (background display) refers to an image displayed for each performance stage. These are primarily images representing scenery or landscapes. As shown in Figure 78, they are displayed on the layer with the lowest priority.

[0087] The embodiments for implementing the pachinko game machine 1 of the present invention will be described below based on examples. [Examples]

[0088] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.

[0089] A special symbol unit 201 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). As shown in Figure 18(A), the special symbol unit 201 consists of a first special symbol display device 4A and a second special symbol display device 4B, a first reserve indicator 25A and a second reserve indicator 25B, a regular symbol indicator 20, a regular symbol reserve indicator 25C, a round number indicator 26, a winning indicator light 27, a right-hand play indicator light 28, and a status indicator light 29.

[0090] (Special Pattern Display Device) The first special symbol display device 4A is composed of eight LEDs, and the second special symbol display device 4B is also composed of eight LEDs. Each of the eight LEDs is called specific identification information (special symbol). A group of eight LEDs is called multiple types of specific identification information (multiple types of special symbols). The first special symbol display device 4A and the second special symbol display device 4B are devices that, when a ball enters the first or second starting entry point (when the starting condition is met), display multiple types of special symbols in a variable manner, and indicate whether a "jackpot" or "miss" has occurred when the combination of special symbols (combination of the lighting and extinguishing of the eight LEDs) matches a combination predetermined by the pachinko game machine 1.

[0091] (Variable display of special patterns) The "variable display" of the special symbols indicates the time until a special symbol combination appears by turning eight LEDs on and off according to a predetermined rule. Note that this variable display may also be referred to as a fluctuating display or simply as "fluctuating."

[0092] 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." Furthermore, 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." There may be only one type of special symbol display device that performs the variable display of special symbols.

[0093] (Hold indicator) The first hold indicator 25A and the second hold indicator 25B each consist of two LEDs. The first hold indicator 25A displays the number of first special feature hold memories by the number and pattern of the LEDs lit, and the second hold indicator 25B displays the number of second special feature hold memories by the number and pattern of the LEDs lit. For example, the first hold indicator 25A and the second hold indicator 25B indicate that there is 1 special feature hold memory by lighting only the first LED, that there are 2 special feature hold memories by lighting the first and second LEDs, that there are 3 special feature hold memories by blinking the first LED while lighting the second LED, and that there are 4 special feature hold memories by blinking both the first and second LEDs.

[0094] (Standard pattern display) Furthermore, the regular symbol display unit 20 consists of four LEDs and performs variable display of regular symbols as multiple types of regular identification information distinct from special symbols. This variable display of regular symbols is also called a regular symbol game.

[0095] The regular game hold indicator 25C is composed of, for example, two LEDs and displays the regular game hold memory number, which is the number of regular game games whose execution is pending, by the number of LEDs lit and the way they are lit. For example, the regular game hold indicator 25C indicates that there is 1 regular game hold memory by lighting only the first LED, indicates that there are 2 regular game hold memory by lighting the first and second LEDs, indicates that there are 3 regular game hold memory by blinking the first LED while lighting the second LED, and indicates that there are 4 regular game hold memory by blinking both the first and second LEDs.

[0096] (Round count indicator) The round number indicator 26 consists of five LEDs, and the combination of lighting and extinguishing of these LEDs indicates the number of rounds in the jackpot game state described later. The win indicator light 27, the right-hand play indicator light 28, and the status indicator light 29 are each one LED. The win indicator light 27 is an LED that lights up during the jackpot game state described later, the right-hand play indicator light 28 is an LED that lights up during the time-saving state, probability variation state, and jackpot game state described later, and the status indicator light is an LED that lights up during the time-saving state and probability variation state described later.

[0097] (Image display device) As shown in Figure 1, 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.

[0098] 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.

[0099] At the bottom of the screen of the image display device 5, there are display areas (hold memory display area 5U, active display area 5F) for displaying a hold memory display corresponding to a variable display whose execution is pending (hereinafter sometimes referred to as the hold memory display) and an active display corresponding to a variable display that is currently being executed. The hold memory display and the active display are collectively referred to as the variable display corresponding to the variable display. In this embodiment, a hold memory display area 5U common to the first special symbol and the second special symbol is provided, but a first special symbol hold memory display area where the first hold memory display representing the variable display whose execution of the first special symbol is pending is displayed, and a second special symbol hold memory display area where the second hold memory display representing the variable display whose execution of the second special symbol is pending is displayed may be provided separately. In this embodiment, the hold memory display area 5U is a display area that displays a hold memory display corresponding to the first special symbol when the game state is the normal state, and a display area that displays a hold memory display corresponding to the second special symbol when the game state is the time-saving state or the probability variation state. Furthermore, the Active Display Area 5F is a display area that shows an active display corresponding to the first special symbol when the game state is in the normal state, and a display area that shows an active display corresponding to the second special symbol when the game state is in the time-saving state or probability-changing state.

[0100] (Ball-winning device) 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.

[0101] The prize ball entry device 6A forms a first starting prize entry opening that is always kept open, allowing game balls to enter, by, for example, 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 can be started. In this embodiment, the prize ball entry device 6A is arranged so that game balls that flow down the left side of the image display device 5 (left game area) among the game balls shot by the player can be entered as prize balls.

[0102] 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.

[0103] 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), there are regular prize ball openings 10 that are always kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the regular prize ball openings 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.

[0104] 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.

[0105] 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.

[0106] 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 regular prize slot 10.

[0107] The entry of a game ball into any of the prize-winning slots, including the regular prize-winning slot 10, is also called "winning a prize." In particular, entry into the starting slots (first starting prize-winning slot, second starting prize-winning slot) is also called a starting prize. In this embodiment, the variable prize-winning ball device 6B and the special variable prize-winning ball device 7 are arranged so that game balls that flow down the area to the right of the image display device 5 (right game area) can win prizes, while game balls that flow down the area to the left of the image display device 5 (left game area) cannot win prizes or have difficulty winning prizes.

[0108] (Passage Gate) To the right of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.

[0109] (Outlet) 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.

[0110] (Other stage effects) 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".

[0111] A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1), and a movable body lamp 9d is provided on the movable body 32. In addition, an attacker lamp 9c is provided near the special variable prize ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. These attacker lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps". Furthermore, these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are sometimes collectively referred to as game effect lamps 9. Note that these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are composed of LEDs (see Figure 2). The various lamps will be described later.

[0112] 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.

[0113] 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.

[0114] 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).

[0115] 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).

[0116] 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.

[0117] (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).

[0118] 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).

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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."

[0123] 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.

[0124] In a jackpot state, the large prize slot formed by the special variable prize ball 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 the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize 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 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 (e.g., 10 times or 2 times).

[0125] 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.

[0126] 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.

[0127] 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.

[0128] In the time-saving state, a control (time-saving control) is implemented that shortens the average variable display time of the special symbol (the period during which the special symbol changes) 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 change time (the period during which the normal symbol changes) compared to the normal state, or improving the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is a state in which the efficiency of the special symbol (especially the second special symbol) changes is improved, making it an advantageous state for the player.

[0129] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that increases the probability of the display result being "jackpot" compared to the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of the special symbols' variation, it is a state in which "jackpot" is more likely to occur. As will be explained in more detail later, the probability variation state in this embodiment is a game state in which the average special symbol variation display time is shortened compared to the time-saving state.

[0130] In other words, the normal state in this embodiment is a game state in which the variable display of the first special symbol is executed mainly by the player shooting game balls toward the left game area (left game area) of the image display device 5, and the time-saving state and probability-changing state in this embodiment are game states in which the variable display of the second special symbol is executed mainly by the player shooting game balls toward the right game area (right game area) of the image display device 5. Furthermore, the jackpot game state in this embodiment is a game state in which a large number of prize balls can be paid out by getting the game balls into the big prize pocket mainly by the player shooting game balls toward the right game area (right game area) of the image display device 5.

[0131] 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-cut mode (count-cut time-saving mode, count-cut probability-increasing mode, etc.).

[0132] The normal state refers to any game state other than advantageous states such as a jackpot game state, a time-saving state, or a probability variation state, 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).

[0133] 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.

[0134] In this embodiment, the normal state is a game state in which the player can enter the first starting prize slot by shooting the game ball mainly towards the left game area, while it is difficult or impossible for the game ball to enter the second starting prize slot by shooting the game ball mainly towards the right game area. In this embodiment, the time-saving state and the probability variation state are game states in which the player can enter the second starting prize slot by shooting the game ball mainly towards the right game area, while it is difficult or impossible for the game ball to enter the first starting prize slot.

[0135] 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.

[0136] (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.

[0137] 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).

[0138] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which the same decorative symbol is displayed stationary or oscillating in the "left" decorative symbol display area 5L and the "right" decorative symbol display area 5R on the screen of the image display device 5, while the variable display of the decorative symbol continues in the "center" decorative symbol display area 5C.

[0139] 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.

[0140] 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.

[0141] 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.

[0142] If the display result of the special game is a "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). In addition, if the display result is a "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss").

[0143] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.

[0144] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.

[0145] Even while in a winning state, a special animation is performed to inform the player of the winning state. This special animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the winning state.

[0146] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).

[0147] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figures 2 and 3. In addition, various other boards are arranged on the back of the pachinko game machine 1, such as a payout control board, 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.

[0148] 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).

[0149] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.

[0150] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a serial communication circuit 106.

[0151] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which some or all of its contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.

[0152] The random number circuit 104 keeps an updatable count of numerical data representing various random values ​​(game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0153] I / O105 includes, for example, an input port 105a to which various signals from gate switches 21, first start port switches 22A, second start port switches 22B, count switches 23, normal prize port switches 24, and magnetic sensors, radio wave sensors, proximity sensors, and frame proximity sensors (not shown) for detecting errors are input via the switch circuit 110, and an output port 105b to which signals for controlling (driving) solenoids 81, 82 and various indicators, display devices, and indicator lights constituting the special display unit 201 are output (transmitted) via the output circuit 111.

[0154] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from the gate switch 21, the first start port switch 22A, the second start port switch 22B, the count switch 23, and the normal prize port switch 24, and transmits them to the input port 105a. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.

[0155] In this embodiment, the gate switch 21 is a switch for detecting when a game ball has passed through the passage gate 41, the first start-up switch 22A is a switch for detecting when a game ball has entered the first start-up prize-winning slot, the second start-up switch 22B is a switch for detecting when a game ball has entered the second start-up prize-winning slot, the count switch 23 is a switch for detecting when a game ball has entered the big prize-winning slot, and the regular prize-winning slot switch 24 is a switch for detecting when a game ball has entered the regular prize-winning slot 10.

[0156] 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.

[0157] The output circuit 111 transmits solenoid drive signals from the output circuit 111 (for example, signals to turn on solenoid 81 and solenoid 82) to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.

[0158] The serial communication circuit 106 communicates serially with the CPU of each control board (for example, the payout control board and the performance control board 12, not shown) using a data format that employs full-duplex, asynchronous, and standard NRZ (non-return zero) encoding (for example, the performance control CPU 120 in the case of the performance control board 12). The serial communication circuit 106 includes a transmitting unit that sends various data (for example, payout signals (prize ball count commands) and performance control commands) to the microcomputer of each control board, and a receiving unit that receives various data (for example, prize ball ACK commands) from the microcomputer of each control board.

[0159] Furthermore, the main board 11 in this embodiment is also provided with an external RAM 107 for temporarily storing data to be processed by the game control microcomputer 100. In addition, although not specifically shown, the main board 11 is connected to a setting key switch for switching to a setting value setting state in which the setting values ​​of the pachinko game machine 1 can be set, a setting change switch that functions as a touch switch for changing setting values ​​such as the probability of winning a jackpot (payout rate) described later in the setting value setting state, a door / frame opening switch for detecting the opening of the game machine frame 3, and a display monitor capable of displaying the base value of this pachinko game machine. Note that the setting key switch, setting change switch, and display monitor are located on the back side of the pachinko game machine 1 so that they cannot be operated by the player.

[0160] A payout control board (not shown) is provided on the rear side of the pachinko game machine 1. The payout control board is connected to a payout device that is driven to dispense a predetermined number of game balls (for example, 3, 5, 10, 15 balls, etc.) to the player based on the receipt of a payout signal, and to a game ball detection sensor provided in the payout passage (not shown) through which the game balls dispensed by the payout device pass. The drive of the payout device can be stopped according to the pattern of the game ball detection signal received from the game ball detection sensor.

[0161] Furthermore, the payout control board is connected to a handle sensor for detecting the amount of operation performed by the player, and a touch ring (touch sensor) for detecting whether the player is gripping the ball-shooting handle 30. Based on the signals input from these sensors, the payout control board controls the launching device that can launch game balls into the game board 2. In addition, signals indicating whether or not the touch ring has been detected, and signals indicating that a game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 on the main board 11.

[0162] 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.

[0163] 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.

[0164] 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.

[0165] 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.

[0166] The CPU 120 for performance control may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation). In addition, a vibration motor 36 is provided inside the push button 31B. This vibration motor 36 is connected to the performance control board 12 and can be driven by receiving a drive signal from the CPU 120 for performance control. In other words, the push button 31B in this embodiment may vibrate when the vibration motor 36 is driven.

[0167] Furthermore, a performance display unit 202 is provided in the lower right position of the image display device 5. As shown in Figure 18(C), the performance display unit 202 consists of a first performance indicator light 152A and a second performance indicator light 152B, a first sub-hold indicator 151A and a second sub-hold indicator 151B, and a right-hand shooting lamp 153.

[0168] The first performance indicator light 152A is a display device that allows the player to recognize that the variable display of the first special symbol is in progress, and the second performance indicator light 152B is a display device that allows the player to recognize that the variable display of the second special symbol is in progress. Each of these consists of a single LED.

[0169] The first sub-reserve indicator 151A is an indicator that makes it possible to identify the number of reserved special symbols in the first special symbol memory, and the second sub-reserve indicator 151B is an indicator that makes it possible to identify the number of reserved special symbols in the second special symbol memory. Each of these is composed of two LEDs, and the number of reserved special symbols in the first and second special symbol memory can be displayed by the number of LEDs lit and the way they are lit. For example, the first sub-reserve indicator 151A and the second sub-reserve indicator 151B indicate that there is one reserved special symbol memory by lit only the first LED, that there are two reserved special symbol memory by lit the first and second LEDs, that there are three reserved special symbol memory by blinking the first LED while lit the second LED, and that there are four reserved special symbol memory by blinking both the first and second LEDs.

[0170] Furthermore, the right-hand side lamp 153 is a single LED that lights up during the time-saving state, the probability variation state, and the jackpot game state.

[0171] 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.

[0172] 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.

[0173] Furthermore, as shown in Figure 4, the display control unit 123 generates an image for display on the image display device 5 by superimposing (combining) multiple layers. Therefore, the VRAM area contains a layer image drawing area for drawing and arranging the images of each of these layers, and a display image creation area for generating an image for display on the image display device 5 by further superimposing (combining) the images drawn and arranged in each layer image drawing area. Note that each layer image drawing area has the concepts of upper, middle, and lower levels, and images in the upper layer image drawing area have a higher display priority in the image display device 5, while images in the lower layer image drawing area have a lower display priority in the image display device 5.

[0174] In particular, as shown in Figure 5, the VRAM area includes an active display image drawing area for drawing and arranging an active display in the active display area 5F and a first reserved display that moves from the reserved memory display area 5U towards the active display area 5F as a shift animation, a first reserved display image drawing area for drawing and arranging a first reserved display in the reserved memory display area 5U according to the game state and a second reserved display that moves towards the display position of the first reserved display in the reserved memory display area 5U as a shift animation, and a second reserved display in the reserved memory display area 5U according to the game state A second reserved display image drawing area is provided for drawing and positioning a reserved display and a third reserved display that moves as a shift animation toward the display position of the second reserved display in the reserved memory display area 5U; a third reserved display image drawing area is provided for drawing and positioning a third reserved display corresponding to the game state in the reserved memory display area 5U and a fourth reserved display that moves as a shift animation toward the display position of the third reserved display in the reserved memory display area 5U; and a fourth reserved display image drawing area is provided for drawing and positioning a fourth reserved display corresponding to the game state in the reserved memory display area 5U.

[0175] In this embodiment, in addition to the images drawn and placed in the active display image drawing area and the first to fourth reserved display image drawing areas, images drawn and placed in the background image drawing area for drawing and placing background images, and the decorative pattern image drawing area for drawing and placing decorative pattern images can be superimposed to generate an image to be displayed on the display screen of the image display device 5. Furthermore, as shown in Figure 5, in the active display image drawing area and the first to fourth reserved display image drawing areas, the display priority of the image drawn in the active display image drawing area is set to be the highest, the display priority of the image drawn in the first reserved display image drawing area is set to be lower than that of the image drawn in the active display image drawing area, the display priority of the image drawn in the second reserved display image drawing area is set to be lower than that of the image drawn in the first reserved display image drawing area, the display priority of the image drawn in the third reserved display image drawing area is set to be lower than that of the image drawn in the second reserved display image drawing area, and the display priority of the image drawn in the fourth reserved display image drawing area is set to be lower than that of the image drawn in the third reserved display image drawing area.

[0176] In other words, among the images related to the pending and active displays, the image displayed at the fourth pending display position is the lowest layer displayed image, the image displayed at the third pending display position and the fourth pending display image moving toward the third pending display position are displayed above (prioritized) the image displayed at the fourth pending display position, and the image displayed at the second pending display position and the third pending display image moving toward the second pending display position are displayed above (prioritized) the image displayed at the third pending display position and the fourth pending display image moving toward the third pending display position. The images displayed are those shown at the display position of the first held display and the image of the second held display that moves toward the display position of the first held display, and the images displayed at the display position of the second held display and the image of the third held display that moves toward the display position of the second held display are displayed on a higher level (prioritized display) than the images displayed at the display position of the active display (active display area 5F) and the image of the first held display that moves toward the display position of the active display are displayed on a higher level (prioritized display) than the images displayed at the display position of the first held display and the image of the second held display that moves toward the display position of the first held display.

[0177] 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.

[0178] 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.

[0179] 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.

[0180] 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.

[0181] 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.

[0182] 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).

[0183] 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).

[0184] 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.

[0185] Figure 6(A) is an explanatory diagram showing an example of the content of a performance control command used in this embodiment. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is also set to "0". Note that the command form shown in Figure 6(A) is just one example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.

[0186] In the example shown in Figure 6(A), command 8001H is a first variable display start specification 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 specification 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.

[0187] 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".

[0188] In the variable display result specification command, for example, as shown in Figure 6(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "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.

[0189] Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state), and command 9502H is set as the third game state specification command corresponding to a game state in which both time-saving control and probability variation control are performed (high probability high base state, probability variation state). Furthermore, the high probability, high base state is sometimes simply referred to as the "probability change state."

[0190] 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.

[0191] 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").

[0192] 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.

[0193] Command C1XXH is a first special symbol hold memory count notification command that notifies the first special symbol hold memory count in order to identify the number of special symbol hold memory counts. Command C2XXH is a second special symbol hold memory count notification command that notifies the second special symbol hold memory count in order to identify the number of special symbol hold memory counts. The first special symbol hold 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 special symbol hold 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 special symbol hold memory count notification command and the second special symbol hold memory count notification command may be sent in response to the start of the special symbol game when either the first start condition or the second start condition is met (when the number of hold memories decreases).

[0194] Commands C4XXH and C6XXH are performance control commands (winning result specification commands) that indicate the content of the winning judgment result. Of these, command C4XXH is a symbol specification command that indicates the result of the winning judgment result, indicating whether the variable display result is a "jackpot" and the type of jackpot (probability variation, non-probability variation, or sudden probability variation). Command C6XXH is a losing performance pattern command that indicates the result of the winning judgment result, indicating whether a reach occurs in a variable display that results in a loss (whether a reach performance is executed and which type of reach is executed and which is executed (normal reach performance or super reach performance).

[0195] Instead of the first special feature reserved memory count notification command or the second special feature reserved memory count notification command, a total reserved memory count notification command may be sent to notify the total number of reserved memories. In other words, a total reserved memory count notification command may be used to notify an increase (or decrease) in the total number of reserved memories.

[0196] Note that the commands shown in Figure 6(A) are just examples, and the system may not have some of these commands, may use different commands in place of these commands, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the remaining number of variable display times for which probability variation control or time reduction control will be executed.

[0197] Figure 7 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 7, on the main board 11, numerical data representing the random numbers MR1 ​​for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the losing animation, MR4 for determining the type of variation pattern, MR5 for determining the variation pattern, MR6 for determining the result of the regular display, and MR7 for determining the initial values ​​of the random numbers MR1 ​​and MR6 are controlled to be countable. In addition, other random numbers may be used to enhance the game effect. Random numbers used to control the progress of the game are also called game random numbers.

[0198] The random number circuit 104 only needs to count numerical data that represents some or all of these random values ​​MR1 ​​to MR7. The CPU 103 may use a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting unit 001SG154 described later, to update various numerical data by software, thereby counting numerical data that represents some of the random values ​​MR1 ​​to MR7.

[0199] 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 "1" 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 "1" to "100."

[0200] The random value MR3 used for determining a losing animation is a random value used to predetermine whether a reach occurs in a variable display that would otherwise result in a loss, and can take values ​​in the range of "1" to "100". The random value MR4 used for determining the type of variation pattern is a random value used to predetermine whether a normal reach or a super reach occurs in a variable display that would otherwise result in a loss, and can take values ​​in the range of "1" to "100".

[0201] The random value MR5 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 "1" to "997".

[0202] The random value MR6 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 hit" or a "regular symbol miss," and takes values ​​in the range of "1" to "65536." The random value MR7 for determining the initial value is a random value used to determine the initial values ​​of the random values ​​MR1 ​​and MR7 mentioned above, and takes values ​​in the range of "1" to "65536."

[0203] Figure 8 shows an example of the configuration of the display result determination table stored in ROM 101. In this embodiment, a common display result determination table is used for both the first and second special figures, but the present invention is not limited to this, and separate display result determination tables may be used for the first and second special figures.

[0204] 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.

[0205] 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".

[0206] 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 that is 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" when the game state is a normal state or a time-saving state (low probability state). As a result, the probability of the pachinko game machine 1 deciding to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this embodiment) compared to the probability of the pachinko game machine 1 deciding to control the special symbol display result to a jackpot game state as a "jackpot" when it is in a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of determining whether or not to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.

[0207] Figure 9(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. In this embodiment, the jackpot type determination table is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, 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 using the first special symbol display device 4A) or the second special symbol (special symbol game using the second special symbol display device 4B).

[0208] Here, the types of jackpots in this embodiment will be explained using Figure 9(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.

[0209] 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.

[0210] 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.

[0211] In the example setting of the jackpot type determination table shown in Figure 9(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.

[0212] Furthermore, in the example setting of the jackpot type determination table shown in Figure 9(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.

[0213] 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.

[0214] 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.

[0215] Figure 10 shows an example of the configuration of the losing animation determination table stored in ROM 101. In this embodiment, the losing animation determination table is a table that is referenced when the special display result is determined to be a "losing" result, based on the random value MR3 for determining the losing animation, to determine whether the losing animation should be a non-reach or a reach, that is, whether or not to execute a reach animation in the variable display. For example, if the value of the random value MR3 is in the range of 1 to 85, the losing animation is determined to be a non-reach (no reach animation will be executed), and if the value of the random value MR3 is in the range of 86 to 100, the losing animation is determined to be a reach (a reach animation will be executed).

[0216] Figures 11(A) to 11(C) show examples of the configuration of the variation pattern type determination table stored in ROM 101. The variation pattern type determination table is used to determine which of the following types of reach (variation pattern type) should be executed when the miss performance determination table determines that the miss performance is a reach (execute a reach performance). In this embodiment, the variation pattern type determination table selected differs depending on the game state.

[0217] Specifically, as shown in Figures 11(A) to 11(C), when the game state is the normal state (low probability, low base state), the type of variation pattern is determined based on the variation pattern type determination table A and the value of the random number MR4. When the game state is the time-saving state (low probability, high base state), the type of variation pattern is determined based on the variation pattern type determination table B and the value of the random number MR4. When the game state is the probability variation state (high probability, high base state), the type of variation pattern is determined based on the variation pattern type determination table C and the value of the random number MR4. Furthermore, determining the variation pattern type as a normal reach means deciding to execute the normal reach animation during the variable display and result in a loss; determining the variation pattern type as a super reach α means deciding to execute the super reach α animation during the variable display and result in a loss; determining the variation pattern type as a super reach β means deciding to execute the super reach β animation during the variable display and result in a loss; and determining the variation pattern type as a super reach γ means deciding to execute the super reach γ animation during the variable display and result in a loss.

[0218] For example, as shown in Figure 11(A), if the game state is a normal state (low probability, low base state), the variation pattern type is determined to be a normal reach if the random value MR4 is within the range of 1 to 80, the variation pattern type is determined to be a super reach α if the random value MR4 is within the range of 81 to 95, and the variation pattern type is determined to be a super reach β if the random value MR4 is within the range of 96 to 100. Also, as shown in Figure 11(B), if the game state is a time-saving state (low probability, high base state), the variation pattern type is determined to be a normal reach if the random value MR4 is within the range of 1 to 80, and the variation pattern type is determined to be a super reach γ if the random value MR4 is within the range of 81 to 100. Also, as shown in Figure 11(C), if the game state is a probability variation state (high probability, high base state), the variation pattern type is determined to be a normal reach if the random value MR4 is within the range of 1 to 100.

[0219] Figures 12(A) to 12(C) show the variation patterns in this embodiment. In this embodiment, multiple variation patterns are pre-prepared for cases where the variable display result is "miss" in the normal state (low probability, low base state), the time-saving state (low probability, high base state), and the probability variation state (high probability, high base state), corresponding to cases where the variable display mode of the decorative symbols is "not a reach" and "a reach," as well as corresponding to cases where the variable display result is "jackpot." The variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative symbols is "not a reach" is called the non-reach variation pattern (also called the "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "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, non-reach variation patterns and reach variation patterns are included in the losing variation patterns, which correspond to cases where the variable display result is a "miss." Variation patterns that correspond to cases where the variable display result is a "jackpot" are called jackpot variation patterns.

[0220] There are two types of winning and winning spin patterns: normal reach patterns, where the reach animation for a normal reach is performed, and super reach patterns, where the reach animation for a super reach is performed.

[0221] In this embodiment, when the game state is the normal state (low probability low base state), as shown in Figure 12(A), there are the following variation patterns: a variation pattern (PA1-1) where the special symbol variable display time is 14000ms and there is no reach miss, a variation pattern (PA1-2) where the special symbol variable display time is 7000ms and there is no reach miss, a variation pattern (PA1-3) where the special symbol variable display time is 3000ms and there is no reach miss, a variation pattern (PA2-1A) where the special symbol variable display time is 21000ms and there is a normal reach miss, and a variation pattern (PA2-1A) where the special symbol variable display time is 25000ms s, and a variation pattern in which a pseudo-consecutive performance including temporary stopping and re-variable display of decorative symbols is executed once during the variable display, followed by a normal reach failure (PA2-1B), a variation pattern in which the special symbol variable display time is 60000ms, and a pseudo-consecutive performance is executed once, followed by a normal reach, resulting in a Super Reach α failure (PA2-2A), a variation pattern in which the special symbol variable display time is 65000ms, and a pseudo-consecutive performance is executed twice, followed by a normal reach, resulting in a Super Reach α failure (PA2-2B), a variation pattern in which the special symbol variable display time is 70000ms, A variation pattern (PA2-3A) in which the pseudo-consecutive performance is executed twice, then proceeds to a normal reach, and then the super reach β fails, with a special symbol variable display time of 75000ms, a variation pattern (PA2-3B) in which the pseudo-consecutive performance is executed three times, then proceeds to a normal reach, and then the super reach β fails, a variation pattern (PB1-1A) in which the special symbol variable display time is 20000ms and the normal reach jackpot is achieved, a variation pattern (PB1-1B) in which the special symbol variable display time is 25000ms and the pseudo-consecutive performance is executed once, and the normal reach jackpot is achieved, and the special symbol variable display time is 25000ms. The display time is 60,000 ms, and the variation pattern (PB1-2A) is that after one pseudo-consecutive performance, a normal reach is followed by a Super Reach α jackpot; the special symbol variable display time is 65,000 ms, and the variation pattern (PB1-2B) is that after two pseudo-consecutive performances, a normal reach is followed by a Super Reach α jackpot; the special symbol variable display time is 70,000 ms, and the variation pattern (PB1-3A) is that after two pseudo-consecutive performances, a normal reach is followed by a Super Reach β jackpot; the special symbol variable display time is 75,000 ms,A variation pattern (PB1-3B) is provided in which, after three pseudo-consecutive sequences, a normal reach is followed by a Super Reach β jackpot.

[0222] Furthermore, in the case of a shortened play state (low probability high base state), as shown in Figure 12(B), there are the following variation patterns: PA1-4, where the special symbol variable display time is 7000ms and there is no reach miss; PA1-5, where the special symbol variable display time is 2000ms and there is no reach miss; PA2-4A, where the special symbol variable display time is 10000ms and there is a normal reach miss; PA2-4B, where the special symbol variable display time is 10000ms and there is a normal reach miss after one pseudo-consecutive performance; PA2-5A, where the special symbol variable display time is 30000ms and there is a super reach γ miss after one pseudo-consecutive performance; and PA2-5A, where the special symbol variable display time is 35000ms. The following variations are provided: a variation where the pseudo-consecutive performance is executed twice, followed by a normal reach and then a Super Reach γ miss (PA2-5B); a variation where the special symbol variable display time is 10000ms and a normal reach jackpot is achieved (PB1-4A); a variation where the special symbol variable display time is 15000ms, followed by a pseudo-consecutive performance once and then a normal reach jackpot (PB1-4B); a variation where the special symbol variable display time is 30000ms, followed by a normal reach and then a Super Reach γ jackpot (PB1-5A); and a variation where the special symbol variable display time is 35000ms, followed by a pseudo-consecutive performance twice, followed by a normal reach and then a Super Reach γ jackpot (PB1-5B).

[0223] Furthermore, when the game state is a probability variation state (high probability high base state), as shown in Figure 12(C), there are variation patterns (PA1-6) where the special symbol variable display time is 3000ms and there is no reach miss, variation patterns (PA1-7) where the special symbol variable display time is 500ms and there is no reach miss, variation patterns (PA2-6) where the special symbol variable display time is 5000ms and there is a normal reach miss, and variation patterns (PB1-6) where the special symbol variable display time is 5000ms and there is a normal reach jackpot.

[0224] In this embodiment, the probability of winning a jackpot is set to increase 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 display time, the higher the probability of winning a jackpot. Furthermore, when the game state is the normal state, the probability of winning a jackpot is set higher for Super Reach β than for Super Reach α.

[0225] Furthermore, in this embodiment, these fluctuation patterns are determined using a random number MR3 for determining a losing animation and a random number MR4 for determining the type of fluctuation pattern, in addition to the random number MR5 for determining the fluctuation pattern. However, the present invention is not limited to this, and the fluctuation pattern may be determined using two or fewer random numbers including the random number MR5 for determining the fluctuation pattern, or it may be determined using four or fewer random numbers including the random number MR5 for determining the fluctuation pattern.

[0226] Figures 13-16 are explanatory diagrams illustrating the method for determining the variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected differs depending on the display result of the variable display to be executed, the number of reserved memories, the game state, the losing animation, the type of variation pattern, etc.

[0227] Specifically, as shown in Figures 13(A) to 13(F), when the game state is the normal state (low base state) and the variable display result is a miss, if the miss animation is a non-reach and the number of reserved special symbols that perform the variable display (number of same type reserved symbols) is 1 or less, the variation pattern is determined based on the value of the miss variation pattern determination table A and the random value MR5; if the miss animation is a non-reach and the number of reserved special symbols that perform the variable display is 2, the variation pattern is determined based on the value of the miss variation pattern determination table B and the random value MR5; if the miss animation is a non-reach and the number of reserved special symbols that perform the variable display is 3, If the losing animation is a reach and the type of the variation pattern is a normal reach, the variation pattern is determined based on the value of the losing variation pattern determination table C and the random value MR5. If the losing animation is a reach and the type of variation pattern is a super reach α, the variation pattern is determined based on the value of the losing variation pattern determination table E and the random value MR5. If the losing animation is a reach and the type of variation pattern is a super reach β, the variation pattern is determined based on the value of the losing variation pattern determination table F and the random value MR5.

[0228] Furthermore, as shown in Figures 14(A) to 14(D), when the game state is a time-saving state (low probability, high base state) and the variable display result is a miss, if the miss animation is not a reach and the number of reserved special symbols that execute the variable display (number of same type reserved symbols) is 1 or less, the variation pattern is determined based on the value of the miss variation pattern determination table G and the random value MR5. If the miss animation is not a reach and the number of reserved special symbols that execute the variable display is 2 or more, the variation pattern is determined based on the value of the miss variation pattern determination table H and the random value MR5. If the miss animation is a reach and the variation pattern type is a normal reach, the variation pattern is determined based on the value of the miss variation pattern determination table I and the random value MR5. If the miss animation is a reach and the variation pattern type is a super reach γ, the variation pattern is determined based on the value of the miss variation pattern determination table J and the random value MR5.

[0229] Furthermore, as shown in Figures 15(A) to 15(C), when the game state is a probability variation state (high probability high base state) and the variable display result is a miss, if the miss animation is not a reach and the number of reserved special symbols that perform the variable display (number of same type reserved symbols) is 1 or less, the variation pattern is determined based on the value of the miss variation pattern determination table K and the random value MR5. If the miss animation is not a reach and the number of reserved special symbols that perform the variable display (number of same type reserved symbols) is 2 or more, the variation pattern is determined based on the value of the miss variation pattern determination table L and the random value MR5. If the miss animation is a reach and the variation pattern type is a normal reach, the variation pattern is determined based on the value of the miss variation pattern determination table M and the random value MR5.

[0230] Then, as shown in Figures 16(A) to 16(C), when the game state is the normal state (low probability, low base state) and the variable display result is a jackpot, the variation pattern is determined based on the jackpot variation pattern determination table A and the value of the random number MR5. When the game state is the time-saving state (low probability, high base state) and the variable display result is a jackpot, the variation pattern is determined based on the jackpot variation pattern determination table B and the value of the random number MR5. When the game state is the probability variation state (high probability, high base state) and the variable display result is a jackpot, the variation pattern is determined based on the jackpot variation pattern determination table C and the value of the random number MR5.

[0231] For example, as shown in Figures 13(A) to 13(F), if the loss pattern determination table A is selected, the variation pattern is determined to be a non-reach-miss variation pattern (PA1-1) if the value of the random number MR5 is within the range of 1 to 997; if the loss pattern determination table B is selected, the variation pattern is determined to be a non-reach-miss variation pattern (PA1-2) if the value of the random number MR5 is within the range of 1 to 997; if the loss pattern determination table C is selected, the variation pattern is determined to be a non-reach-miss variation pattern (PA1-3) if the value of the random number MR5 is within the range of 1 to 997; and if the loss pattern determination table D is selected, the variation pattern is determined to be a normal reach-miss variation pattern (PA2-1A) if the value of the random number MR5 is within the range of 1 to 900. If the value of MR5 is within the range of 901 to 997, the variation pattern is determined to be the variation pattern for a normal reach that fails (PA2-1B). If the variation pattern determination table E for failures is selected, if the value of the random number MR5 is within the range of 1 to 900, the variation pattern is determined to be the variation pattern for a super reach α that fails (PA2-2A). If the value of the random number MR5 is within the range of 901 to 997, the variation pattern is determined to be the variation pattern for a super reach α that fails (PA2-2B). If the variation pattern determination table F for failures is selected, if the value of the random number MR5 is within the range of 1 to 900, the variation pattern is determined to be the variation pattern for a super reach β that fails (PA2-3A). If the value of the random number MR5 is within the range of 901 to 997, the variation pattern is determined to be the variation pattern for a super reach β that fails (PA2-3B).

[0232] Furthermore, as shown in Figures 14(A) to 14(D), if the losing variation pattern determination table G is selected, the variation pattern is determined to be a non-reach-miss variation pattern (PA1-4) if the value of the random number MR5 is within the range of 1 to 997, if the losing variation pattern determination table H is selected, the variation pattern is determined to be a non-reach-miss variation pattern (PA1-5) if the value of the random number MR5 is within the range of 1 to 997, and if the losing variation pattern determination table I is selected, the variation pattern is determined to be a non-reach-miss variation pattern (PA1-5) if the value of the random number MR5 is within the range of 1 to 920. If the random value MR5 is within the range of 921 to 997, the variation pattern is determined to be the variation pattern for a normal reach that fails (PA2-4A). If the variation pattern determination table J for failures is selected, if the random value MR5 is within the range of 1 to 950, the variation pattern is determined to be the variation pattern for a super reach γ that fails (PA2-5A). If the random value MR5 is within the range of 951 to 997, the variation pattern is determined to be the variation pattern for a super reach γ that fails (PA2-5B).

[0233] Furthermore, as shown in Figures 15(A) to 15(C), if the losing variation pattern determination table K is selected, the variation pattern is determined to be a non-reach-miss variation pattern (PA1-6) if the value of the random number MR5 is within the range of 1 to 997. If the losing variation pattern determination table L is selected, the variation pattern is determined to be a non-reach-miss variation pattern (PA1-7) if the value of the random number MR5 is within the range of 1 to 997. If the losing variation pattern determination table M is selected, the variation pattern is determined to be a normal reach-miss variation pattern (PA2-6) if the value of the random number MR5 is within the range of 1 to 997.

[0234] Furthermore, as shown in Figure 16(A), if the jackpot variation pattern determination table A is selected, the variation pattern is determined to be the normal reach jackpot variation pattern (PB1-1A) if the random value MR3 is in the range of 1 to 30, the variation pattern is determined to be the normal reach jackpot variation pattern (PB1-1B) if the random value MR3 is in the range of 31 to 80, and the variation pattern is determined to be the super reach α jackpot variation pattern If the pattern (PB1-2A) is determined and the value of the random number MR3 is within the range of 171 to 320, the variation pattern is determined to be the variation pattern for Super Reach α jackpot (PB1-2B). If the value of the random number MR3 is within the range of 321 to 600, the variation pattern is determined to be the variation pattern for Super Reach β jackpot (PB1-3A). If the value of the random number MR3 is within the range of 601 to 997, the variation pattern is determined to be the variation pattern for Super Reach β jackpot (PB1-3B).

[0235] Furthermore, as shown in Figure 16(B), if the jackpot variation pattern determination table B is selected, the variation pattern is determined to be the normal reach jackpot variation pattern (PB1-4A) if the value of the random number MR3 is in the range of 1 to 90, the variation pattern is determined to be the normal reach jackpot variation pattern (PB1-4B) if the value of the random number MR3 is in the range of 91 to 280, the variation pattern is determined to be the super reach γ jackpot variation pattern (PB1-5A) if the value of the random number MR3 is in the range of 281 to 580, and the variation pattern is determined to be the super reach γ jackpot variation pattern (PB1-5B) if the value of the random number MR3 is in the range of 581 to 997.

[0236] Furthermore, as shown in Figure 16(C), if the jackpot variation pattern determination table C is selected, the variation pattern is determined to be the variation pattern for a normal reach jackpot (PB1-6) if the value of the random number MR3 is within the range of 1 to 997.

[0237] In this embodiment, when the variable display result is a jackpot, the variable pattern is determined at a rate of 1 regardless of the type of jackpot. However, the present invention is not limited to this, and the determination rates for multiple jackpot variable patterns may be different depending on the type of jackpot. By doing so, the player's attention can be drawn to which variable display variable pattern resulted in a jackpot, thereby improving the enjoyment of the game.

[0238] Furthermore, as shown in Figure 17, the normal state in this embodiment is a game state in which the variable display of the first special symbol is mainly performed, and the proportion of times the game is controlled to a jackpot state based on the variable display per instance (jackpot probability) is lower than that of the probability variation state. It is also the game state in which the average variable display time of the special symbol is the longest among the normal state, time-saving state, and probability variation state. Furthermore, the time-saving state in this embodiment is a game state in which the variable display of the second special symbol is mainly performed, and the proportion of times the game is controlled to a jackpot state based on the variable display per instance (jackpot probability) is lower than that of the probability variation state. It is also the game state in which the average variable display time of the special symbol is shorter than that of the normal state but longer than that of the probability variation state. In this embodiment, the probability variation state is a game state in which the variable display of the second special symbol is mainly performed, and the proportion of times the game is controlled to a jackpot game state based on the variable display per time (jackpot probability) is higher than in the normal state or the time-saving state, and it is the game state in which the average variable display time of the special symbol is the shortest among the normal state, time-saving state and probability variation state.

[0239] Here, the variable display of special symbols in the first special symbol display device 4A and the second special symbol display device 4B in this embodiment will be described. As shown in Figure 18(B), the first special symbol display device 4A and the second special symbol display device 4B are provided with eight LEDs as described above, and these LEDs constitute the special symbols. In the first special symbol display device 4A and the second special symbol display device 4B, the LEDs to be lit are switched one by one every 40ms, and after 40ms has elapsed since the start of lighting the eighth LED, the lighting of the first LED starts again. In other words, in this embodiment, the process in which the LEDs to be lit change sequentially from the 1st, 2nd, 3rd...8th is considered one cycle, and the variable display of special symbols is performed by repeatedly executing this periodic lighting of LEDs.

[0240] Furthermore, as shown in Figure 18(D), the first performance indicator light 152A and the second performance indicator light 152B are each equipped with one LED, and these LEDs constitute the sub-symbols. In the first performance indicator light 152A and the second performance indicator light 152B, the LEDs are switched on and off every 60ms. In other words, in the first special symbol display device 4A and the second special symbol display device 4B, one cycle consists of the LEDs being on for 240ms and off for 240ms, and the variable display of the sub-symbols is achieved by repeatedly performing this cyclical lighting of the LEDs.

[0241] 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.

[0242] Such a RAM 102 is provided with a game control data storage area 001SG150, as shown in Figure 19, 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 001SG150 shown in Figure 19 includes a first special symbol buffer 001SG151A, a second special symbol buffer 001SG151B, a regular symbol hold storage unit 001SG151C, a game control flag setting unit 001SG152, a game control timer setting unit 001SG153, a game control counter setting unit 001SG154, and a game control buffer setting unit 001SG155.

[0243] The first special symbol buffer 001SG151A stores, in order of winning, the reserved data for special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in which a game ball has passed through (entered) the first starting entry opening formed by the ball entry device 6A and an entry has occurred, but the game has not yet started.

[0244] The second special symbol buffer 001SG151B stores the reserved 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 entry opening formed by the variable prize ball device 6B and a starting entry (second starting entry) has occurred, but the game has not yet started.

[0245] As an example, the first special symbol buffer 001SG151A associates the order in which the game balls enter the first starting prize slot (the order in which the game balls are detected) with the reserved number, and stores numerical data representing the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the type of jackpot, the random number value MR3 for determining the losing animation, the random number value MR4 for determining the type of variation pattern, and the random number value MR5 for determining the variation pattern, 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 reserved data until the number of stored data reaches a predetermined upper limit (for example, "4").

[0246] Furthermore, the second special symbol buffer 001SG151B associates the order in which the game balls enter the second starting prize slot (the order in which the game balls are detected) with the reserved number, and stores numerical data representing the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the type of jackpot, the random number value MR3 for determining the losing animation, the random number value MR4 for determining the type of variation pattern, and the random number value MR5 for determining the variation pattern, extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the second starting condition when the game ball passes through (enters), as reserved data until the number of stored data reaches a predetermined upper limit (for example, "4").

[0247] Furthermore, the numerical data for hold number 0 in the first special symbol buffer 001SG151A and the second special symbol buffer 001SG151B is data corresponding to the variable display of the special symbol currently being executed, while the numerical data for hold numbers 1 to 4 is data (hold data) corresponding to the variable display of special symbols that have not yet been executed.

[0248] The reserved data stored in the first special symbol buffer 001SG151A and the second special symbol buffer 001SG151B 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 allows for the determination of whether or not a jackpot will be won based on the variable display results (special symbol display results) in these special symbol games.

[0249] 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.

[0250] The regular symbol hold memory unit 001SG151C 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 001SG151C 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 MR6 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").

[0251] Furthermore, the numerical data for hold number 0 in the regular symbol hold memory unit 001SG151C is data corresponding to the variable display of the regular symbol currently being executed, while the numerical data for hold numbers 1 to 4 is data (hold data) corresponding to the variable display of the regular symbol that has not yet been executed.

[0252] The game control flag setting unit 001SG152 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 001SG152 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether it is on or off.

[0253] The game control timer setting unit 001SG153 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 001SG153 stores data indicating the timer values ​​for each of several types of timers.

[0254] The game control counter setting unit 001SG154 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 001SG154 stores data indicating the count value for each of the multiple types of counters. The game control counter setting unit 001SG154 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.

[0255] The random counter in the game control counter setting unit 001SG154 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.

[0256] The game control buffer setting unit 001SG155 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 001SG155 stores data indicating the buffer values ​​for each of several types of buffers.

[0257] Furthermore, the game control buffer setting unit 001SG155 in this embodiment is provided with a random number buffer 001SG155A for determining the special display result for temporarily storing the value of random number MR1, a random number buffer 001SG155B for determining the type of jackpot for temporarily storing the value of random number MR2, a random number buffer 001SG155C for determining the losing animation for temporarily storing the value of random number MR3, a random number buffer 001SG155D for determining the type of variation pattern for temporarily storing the value of random number MR4, and a random number buffer 001SG155E for determining the variation pattern for temporarily storing the value of random number MR5.

[0258] 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.

[0259] 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.

[0260] Figure 20 is an explanatory diagram showing an example of bit assignment for input port 105a. As shown in Figure 20, at input port 0, bit 1 receives a signal from the count switch 23, bit 2 receives a signal from an outlet switch (not shown), bit 3 receives a signal from a specific area switch, and bit 6 receives a signal from the normal prize slot switch 24. At input port 1, bit 2 receives the out confirmation switch signal 1, bit 3 receives the out confirmation switch signal 2, bit 5 receives the magnet sensor signal, and bit 7 receives the frame radio wave sensor signal. At input port 2, bit 2 receives the panel proximity sensor error signal, bit 3 receives the frame proximity sensor error signal, bit 4 receives the setting key switch, bit 5 receives the touch switch, bit 6 receives the door / frame open switch, and bit 7 receives the clear switch signal. At input port 3, bit 1 receives a signal from the first start slot switch 22A, bit 2 receives a signal from the second start slot switch 22B, and bit 3 ...

Claims

[Claim 1] A gaming machine that can be controlled to be in a favorable state, Game control means, A means of controlling the performance, Light-emitting means, Light emission control means, Equipped with, The game features a first performance mode and a second performance mode as performance modes in the normal state, which is the game state after power-on. The aforementioned performance control means has a luminance data table in which the luminance data used repeatedly is greater than the luminance data used without repetition, and the light emission control means is able to execute a specific performance used to control the light emission means. A gaming machine in which the execution rate of the specific performance in the first performance mode and the execution rate of the specific performance in the second performance mode are different.