Gaming machine

By introducing multiple operation methods for both store staff and players into the game console, the flexibility issues of volume adjustment and demo display control were resolved, thereby enhancing the commercial value and user experience of the game console.

JP7874119B2Active Publication Date: 2026-06-15SANKYO CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANKYO CO LTD
Filing Date
2024-02-15
Publication Date
2026-06-15

AI Technical Summary

Technical Problem

The existing game consoles have room for improvement in volume adjustment functionality, which affects their commercial value.

Method used

By introducing multiple operation and control methods, the system allows store staff and players to control the volume and demo display separately, enabling flexible management of the demo display.

🎯Benefits of technology

It enhances the commercial value of the game console and improves user experience and ease of store management through precise control of the demo display and volume adjustment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve a game machine capable of adjusting sound volume.SOLUTION: While a performance control CPU 120 for starting a demonstration movie display when a timer value of a demonstration movie start waiting timer is updated from an initial value and the timer value reaches 0 does not execute processing for clearing the demonstration movie start waiting timer, does not reset an initial value of the demonstration movie start waiting timer, and performs particular control regarding output of sound when adjusting sound volume when salesclerk operation (operation or the like of a performance switching switch SW) is performed by a salesclerk while it resets an initial value (45000 equivalent to approximately 90 seconds) to the timer value of the demonstration movie start waiting timer after executing processing for clearing the demonstration movie start waiting timer when a player's operation (operation or the like of a push button 31B) is performed by the player.SELECTED DRAWING: Figure 109
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Description

【Technical Field】 【0001】 The present invention relates to a gaming machine such as a pachinko machine capable of adjusting the volume. 【Background Art】 【0002】 Conventionally, gaming machines capable of adjusting the volume have been known. For example, in Citation 1, a gaming machine in which a player can change the output volume is disclosed (FIG. 12). 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2011-200511 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 However, there has been room for improvement in gaming machines in which a player can change the output volume. 【0005】 The present invention has been made under such a background, and an object thereof is to enhance the commercial value of a gaming machine capable of adjusting the volume. 【Means for Solving the Problems】 【0006】 A gaming machine for playing a game, a first operation means for store clerks, [[ID=5] a second operation means for store clerks, and By performing a first predetermined operation on the first employee control means, it becomes possible to set predetermined settings related to performance adjustments. The aforementioned player operating means is: A first player operating means capable of performing a second specific operation related to performance adjustment based on the predetermined settings, It includes a second player operating means that enables the first specific operation related to the game to be performed without being based on the predetermined settings, When a demonstration display is being shown, When the first specific operation is performed on the second player control means, when the demonstration display ends, If the aforementioned demonstration display is displayed, the demonstration display will not end if the second specific operation is performed on the first player operation means. When the aforementioned demonstration display is shown, the first store clerk operating means By performing the first predetermined operation on, The demonstration display does not end. When the aforementioned demonstration display is shown, the second store clerk operating means By performing a second predetermined operation on, The demonstration display does not end. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the demonstration display (demo movie display) is performed according to the type of operation performed while the demonstration display (demo movie display) is running. Corresponding drawings: Figures 116, 117, 118, 119, 120 Demonstration display: Demo movie display 【0007】 Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing] 【0008】 [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] This is an explanatory diagram showing the contents of VRAM. [Figure 4] This is a diagram explaining each drawing area. [Figure 5] This is an explanatory diagram of display priority. [Figure 6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 7] This is an explanatory diagram showing each random number. [Figure 8] This is an explanatory diagram showing the display result determination table. [Figure 9](A) is an explanatory diagram showing a jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 10] It is an explanatory diagram of a deviation variation pattern. [Figure 11] It is an explanatory diagram of a jackpot variation pattern. [Figure 12] It is an explanatory diagram showing a variation pattern type determination table. [Figure 13] It is an explanatory diagram of a deviation use variation pattern determination table. [Figure 14] It is an explanatory diagram of a deviation use variation pattern determination table. [Figure 15] It is an explanatory diagram of a jackpot use variation pattern determination table. [Figure 16] It is an explanatory diagram of a game control data holding area. [Figure 17] It is an explanatory diagram of a performance control data holding area. [Figure 18] It is a flowchart showing an example of a game control main process. [Figure 19] It is a flowchart showing an example of a game control timer interrupt process. [Figure 20] It is a flowchart showing an example of a special symbol process. [Figure 21] It is a flowchart showing an example of a start winning determination process. [Figure 22] It is a flowchart showing an example of a winning random number value determination process. [Figure 23] It is a flowchart showing an example of a special symbol normal process. [Figure 24] It is a flowchart showing an example of a variation pattern setting process. [Figure 25] It is a flowchart showing an example of a special symbol stop process. [Figure 26] It is a flowchart showing an example of a process during jackpot release. [Figure 27] It is a flowchart showing an example of a jackpot end process. [Figure 28] It is a flowchart showing an example of a performance control main process. [Figure 29] This flowchart shows an example of the performance control process. [Figure 30] This flowchart shows an example of the variable display start setting process. [Figure 31] This is a flowchart showing an example of the processing during a jackpot. [Figure 32] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 33] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 34] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 35] This is a diagram explaining the game state in which each effect can be performed and the effects that are displayed. [Figure 36] This is a diagram explaining the game state in which each effect can be performed and the effects that are displayed. [Figure 37] (A) is an explanatory diagram illustrating the determination ratio of whether or not the hold display effect is executed and the effect pattern, and (B) is an explanatory diagram illustrating the determination ratio of the timing of the change in the display pattern of the hold display. [Figure 38] This is an explanatory diagram illustrating the determination ratio for whether or not to execute the decorative pattern enlargement effect when the variable display starts. [Figure 39] This diagram explains the percentages that determine whether or not to execute the dialogue preview effect and the percentages that determine the dialogue to be displayed. [Figure 40] (A) is an explanatory diagram of the pattern determination ratio for weak super reach title effects, and (B) is an explanatory diagram of the pattern determination ratio for strong super reach title effects. [Figure 41] This diagram explains whether or not a cut-in animation is performed and the proportion of the animation pattern that is determined. [Figure 42] This is a diagram illustrating the display mode at the start of variable display. [Figure 43] This is a diagram illustrating the display configuration when the decorative pattern enlargement effect is executed at the start of the variable display. [Figure 44] This is a diagram illustrating the display configuration during the enlargement effect when the symbols stop. [Figure 45]This is a diagram illustrating the display configuration during the enlargement effect when the symbols stop. [Figure 46] This is a diagram showing the display configuration when the first line of dialogue is announced. [Figure 47] This is a diagram showing the display configuration when the second line of dialogue preview is executed. [Figure 48] This is a diagram showing the display configuration when a pseudo-consecutive win animation is performed. [Figure 49] This is a diagram showing the display when the pseudo-consecutive performance is not executed. [Figure 50] This is a diagram showing the display configuration when a normal reach animation is performed. [Figure 51] This is a diagram showing the display format when the weak super reach title sequence is executed. [Figure 52] This is a diagram showing the display configuration when a weak super reach animation is performed. [Figure 53] This is a diagram showing the display configuration when an advanced animation sequence is executed. [Figure 54] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 55] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 56] This is a diagram showing the display format when a cut-in animation is executed. [Figure 57] This is a diagram showing the display format when a cut-in animation is executed. [Figure 58] This is a diagram showing the display configuration when the "Confirm Button" animation is executed. [Figure 59] This is a diagram showing the display configuration when the matching symbols animation is performed. [Figure 60] This is a diagram illustrating the display behavior when the variable display result is incorrect. [Figure 61] This is a diagram showing the display configuration when the first line of dialogue is announced. [Figure 62] This is a diagram showing the display configuration when the second line of dialogue preview is executed. [Figure 63] This is a diagram showing the display patterns when a reach-indicating animation is performed. [Figure 64] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 65] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 66] This is a diagram showing the display format when a cut-in animation is executed. [Figure 67] This is a diagram showing the display configuration when the "Confirm Button" animation is executed. [Figure 68] This is a diagram showing the display configuration when the matching symbols animation is performed. [Figure 69] This is a diagram showing the display configuration when a fanfare effect is executed. [Figure 70] This is a diagram showing the display configuration when a fanfare effect is executed. [Figure 71] This is a diagram showing the display configuration when the first right-hand hit display effect is executed. [Figure 72] This is a diagram showing the display actions when the V Challenge sequence is executed. [Figure 73] This is a diagram illustrating the display format during the V Challenge sequence and the V Challenge success sequence. [Figure 74] This is a diagram showing the display configuration when the V-winning animation is executed. [Figure 75] This is a diagram showing the display configuration during the ending sequence. [Figure 76] This is a diagram showing the display configuration when the first left-handed hit display effect is executed. [Figure 77] This is a diagram showing the display configuration when the second left-handed hit display effect is executed. [Figure 78] This is a diagram showing the display format when the first and second prize ball count notification sequences are executed. [Figure 79] This is a diagram showing the display format when the pending bonus suggestion effect and the pending bonus notification effect are executed. [Figure 80] This is a diagram showing the display format when the pending bonus suggestion effect and the pending bonus notification effect are executed. [Figure 81] This is a diagram showing the display format during the execution of a demo. [Figure 82]This is a diagram showing the display format during the execution of a demo. [Figure 83] This is an explanatory diagram of the magnification effect. [Figure 84] This is an explanatory diagram of the magnification effect. [Figure 85] This is an explanatory diagram of the magnification effect. [Figure 86] This is an explanatory diagram of the magnification effect. [Figure 87] This is an explanatory diagram of the magnification effect. [Figure 88] This is an explanatory diagram of the magnification effect. [Figure 89] This is an explanatory diagram of the magnification effect. [Figure 90] This is an explanatory diagram of the magnification effect. [Figure 91] This is an explanatory diagram of the magnification effect. [Figure 92] This is an explanatory diagram of the magnification effect. [Figure 93] This is an explanatory diagram of the magnification effect. [Figure 94] This is an explanatory diagram of the magnification effect. [Figure 95] This is an explanatory diagram of the magnification effect. [Figure 96] This is an explanatory diagram of the magnification effect. [Figure 97] This is an explanatory diagram of the magnification effect. [Figure 98] This is an explanatory diagram of decorative effects. [Figure 99] This is an explanatory diagram of decorative effects. [Figure 100] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 101] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 102] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 103] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 104]This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 105] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 106] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 107] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 108] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 109] This is an explanatory diagram showing a specific example of the ball supply tray of a gaming machine as viewed from above. [Figure 110] This is a schematic diagram of the game machine's control board as viewed from the rear. [Figure 111] This is an explanatory diagram showing a specific example of the effect switching switch data. [Figure 112] This is an explanatory diagram showing a specific example of the volume display after operating the effect switching switch. [Figure 113] This is an explanatory diagram showing specific examples of operation types. [Figure 114] This flowchart shows an example of the main processing for performance control in feature section 02TM. [Figure 115] This is a flowchart illustrating an example of the volume setting process on the store side. [Figure 116] This flowchart shows an example of a demo performance control process. [Figure 117] This flowchart shows an example of a demo performance control process. [Figure 118] This flowchart shows an example of a demo performance control process. [Figure 119] This flowchart shows an example of a demo performance control process. [Figure 120] This flowchart shows an example of a demo performance control process. [Figure 121] This flowchart shows an example of menu display control processing. [Figure 122]This is a flowchart showing an example of the volume setting process. [Figure 123] This is a flowchart showing an example of the volume setting process. [Figure 124] This is a diagram illustrating the transition flow in the customer waiting state. [Figure 125] (A) This is a diagram illustrating a specific example of what happens when the first player takes action while the first player is waiting, and (B) This is a diagram illustrating a specific example of what happens when the second player takes action while the first player is waiting. [Figure 126] (C) This is a diagram illustrating a specific example of what happens when the first employee takes action while the first customer is waiting, and (D) This is a diagram illustrating a specific example of what happens when the second employee takes action while the first customer is waiting. [Figure 127] (A) This is a diagram illustrating a specific example of what happens when the first player takes action while the second player is waiting, and (B) This is a diagram illustrating a specific example of what happens when the second player takes action while the second player is waiting. [Figure 128] (C) This is a diagram illustrating a specific example of what happens when the first employee operates while the second customer is waiting, and (D) This is a diagram illustrating a specific example of what happens when the second employee operates while the second customer is waiting. [Figure 129] (A) This is a diagram illustrating a specific example of what happens when the first player takes action while the third player is waiting, and (B) This is a diagram illustrating a specific example of what happens when the second player takes action while the third player is waiting. [Figure 130] (C) This is a diagram illustrating a specific example of what happens when the first employee operates while the third customer is waiting, and (D) This is a diagram illustrating a specific example of what happens when the second employee operates while the third customer is waiting. [Figure 131] (A) This is a diagram illustrating a specific example of what happens when the first player takes action while the fourth player is waiting, and (B) This is a diagram illustrating a specific example of what happens when the second player takes action while the fourth player is waiting. [Figure 132] (C) This is a diagram illustrating a specific example of what happens when the first employee takes action while the fourth customer is waiting, and (D) This is a diagram illustrating a specific example of what happens when the second employee takes action while the fourth customer is waiting. [Figure 133] (A1) This is a diagram illustrating a specific example of what happens when a player operates the machine during the first waiting state, and (A2) This is a diagram illustrating a specific example of what happens when a player operates the machine during the second waiting state. [Figure 134] (A3) This is a diagram illustrating a specific example of what happens when a player operates the game while the third customer waiting state is in progress, and (A4) This is a diagram illustrating a specific example of what happens when a player operates the game while the fourth customer waiting state is in progress. [Figure 135] This is an explanatory diagram showing a concrete example of audio data. [Figure 136] This is an explanatory diagram showing a concrete example of audio data. [Figure 137] This is an explanatory diagram showing a concrete example of audio data. [Figure 138] This is an explanatory diagram showing a concrete example of audio data. [Figure 139] This is an explanatory diagram showing a concrete example of audio data. [Figure 140] This is an explanatory diagram showing a concrete example of dialogue sound data. [Figure 141] This is an explanatory diagram and timing chart showing specific examples of each effect when a player performs an action during a low-B customer waiting sequence. [Figure 142] This diagram and timing chart illustrate specific examples of various effects when staff members are involved in the low-level customer waiting scene. [Figure 143] This is an explanatory diagram and timing chart showing specific examples of each effect when player and staff operations are performed during low-level customer waiting sequences. [Figure 144] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during the low B variation start effect. [Figure 145] This diagram and timing chart illustrate specific examples of each animation when a store employee is involved in the animation at the start of a low B variation. [Figure 146] This is an explanatory diagram and timing chart showing specific examples of each animation when player and store staff operations are performed during the low B variation start animation. [Figure 147] Explanatory diagrams and timing charts showing specific examples of each effect when player operation is performed in the low B notice effect. [Figure 148] Explanatory diagrams and timing charts showing specific examples of each effect when store employee operation is performed in the low B notice effect. [Figure 149] Explanatory diagrams and timing charts showing specific examples of each effect when player operation and store employee operation are performed in the low B notice effect. [Figure 150] Explanatory diagrams and timing charts showing specific examples of each effect when player operation is performed in the low B reach establishment effect. [Figure 151] Explanatory diagrams and timing charts showing specific examples of each effect when store employee operation is performed in the low B reach establishment effect. [Figure 152] Explanatory diagrams and timing charts showing specific examples of each effect when player operation and store employee operation are performed in the low B reach establishment effect. [Figure 153] Explanatory diagrams and timing charts showing specific examples of each effect when player operation is performed in the low B button appearance effect. [Figure 154] Explanatory diagrams and timing charts showing specific examples of each effect when store employee operation is performed in the low B button appearance effect. [Figure 155] Explanatory diagrams and timing charts showing specific examples of each effect when player operation and store employee operation are performed in the low B button appearance effect. [Figure 156] Explanatory diagrams and timing charts showing specific examples of each effect when player operation is performed in the low B button press suggestion effect. [Figure 157] Explanatory diagrams and timing charts showing specific examples of each effect when store employee operation is performed in the low B button press suggestion effect. [Figure 158]This diagram and timing chart illustrate specific examples of each animation when the player or staff member performs an action during the low B button press suggestion animation. [Figure 159] This is an explanatory diagram and timing chart showing specific examples of each animation that occur when the player performs an action after pressing the low B button. [Figure 160] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee operates the machine after a low B button is pressed. [Figure 161] This is an explanatory diagram and timing chart showing specific examples of each animation sequence when the player or staff member performs an action after the low B button is pressed. [Figure 162] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during a low-B movable body effect. [Figure 163] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee operates the low-B movable body effect. [Figure 164] This is an explanatory diagram and timing chart showing specific examples of each effect when the player and staff operate during low-B movable body effects. [Figure 165] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during the low-B jackpot name notification effect. [Figure 166] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee operates the machine during the low-B jackpot name notification effect. [Figure 167] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff operates during the low-B jackpot name notification effect. [Figure 168] This diagram and timing chart illustrates specific examples of each animation when the player performs actions during the low-B jackpot attacker entry animation. [Figure 169]This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee manipulates the low-B jackpot attacker entry animation. [Figure 170] This diagram and timing chart illustrates specific examples of each animation sequence when the player or staff member operates during the low-B jackpot attacker entry animation. [Figure 171] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during a low-B jackpot over-winning animation. [Figure 172] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee manipulates the machine during a low-B jackpot over-winning animation. [Figure 173] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff operates during the low-B jackpot over-winning effect. [Figure 174] This diagram and timing chart illustrate specific examples of each effect when the player performs an action during a low B-exceeding notification effect. [Figure 175] This diagram and timing chart illustrate specific examples of each effect when a store employee is involved in the low B-exceeding notification effect. [Figure 176] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff operates during the low B exceedance notification effect. [Figure 177] This diagram and timing chart illustrate specific examples of each animation sequence when player actions are performed during the transition to the low-B jackpot mode. [Figure 178] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee is manipulated during the transition to the low-B jackpot mode. [Figure 179] This diagram and timing chart illustrates specific examples of each animation sequence when player and staff operations are performed during the transition to the low-B jackpot mode. [Figure 180]Explanatory diagrams and timing charts showing specific examples of each effect when a player operation is performed in the high B customer waiting effect. [Figure 181] Explanatory diagrams and timing charts showing specific examples of each effect when a store employee operation is performed in the high B customer waiting effect. [Figure 182] Explanatory diagrams and timing charts showing specific examples of each effect when a player operation and a store employee operation are performed in the high B customer waiting effect. [Figure 183] Explanatory diagrams and timing charts showing specific examples of each effect when a player operation is performed in the high B variation start effect. [Figure 184] Explanatory diagrams and timing charts showing specific examples of each effect when a store employee operation is performed in the high B variation start effect. [Figure 185] Explanatory diagrams and timing charts showing specific examples of each effect when a player operation and a store employee operation are performed in the high B variation start effect. [Figure 186] Explanatory diagrams and timing charts showing specific examples of each effect when a player operation is performed in the high B preview effect. [Figure 187] Explanatory diagrams and timing charts showing specific examples of each effect when a store employee operation is performed in the high B preview effect. [Figure 188] Explanatory diagrams and timing charts showing specific examples of each effect when a player operation and a store employee operation are performed in the high B preview effect. [Figure 189] Explanatory diagrams and timing charts showing specific examples of each effect when a player operation is performed in the high B reach establishment effect. [Figure 190] Explanatory diagrams and timing charts showing specific examples of each effect when a store employee operation is performed in the high B reach establishment effect. [Figure 191] Explanatory diagrams and timing charts showing specific examples of each effect when a player operation and a store employee operation are performed in the high B reach establishment effect. [Figure 192] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during the appearance of the high B button. [Figure 193] This diagram and timing chart illustrate specific examples of each animation sequence when a store employee intervenes during the appearance of the high B button. [Figure 194] This diagram and timing chart illustrates specific examples of each animation sequence when the player and staff perform actions during the appearance of the high B button. [Figure 195] This diagram and timing chart illustrate specific examples of each effect when the player performs an action during the high B button press indication sequence. [Figure 196] This diagram and timing chart illustrate specific examples of each animation sequence when a store employee performs an action during the high-pressure B button indication sequence. [Figure 197] This diagram and timing chart shows specific examples of each effect when the player or staff member performs an action during the high B button press indication effect. [Figure 198] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action after pressing the high B button. [Figure 199] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee performs an action after the high B button is pressed. [Figure 200] This is an explanatory diagram and timing chart showing specific examples of each animation when player operations and store staff operations are performed during the animation after pressing the high B button. [Figure 201] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during a high-B movable body effect. [Figure 202] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee operates the high-B movable body effect. [Figure 203]This is an explanatory diagram and timing chart showing specific examples of each effect in high-B movable body effects when the player and store staff perform operations. [Figure 204] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during the high-B jackpot name notification effect. [Figure 205] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee operates the store during the high-B jackpot name notification effect. [Figure 206] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff operates during the high-B jackpot name notification effect. [Figure 207] This diagram and timing chart shows specific examples of each animation when the player performs an action during the high-B jackpot attacker entry animation. [Figure 208] This is an explanatory diagram and timing chart showing specific examples of each animation when a store employee is involved in the high-B jackpot attacker entry animation. [Figure 209] This diagram and timing chart illustrates specific examples of each animation sequence when the player or staff member performs actions during the high-B jackpot attacker entry animation. [Figure 210] This is an explanatory diagram and timing chart showing specific examples of each effect when the player performs an action during a high-B jackpot over-winning animation. [Figure 211] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee manipulates the high-B jackpot over-winning animation. [Figure 212] This is an explanatory diagram and timing chart showing specific examples of each effect when the player or store staff performs actions during the high-B jackpot over-winning effect. [Figure 213] This diagram and timing chart illustrate specific examples of each effect when the player performs an action during the high B-exceeding notification effect. [Figure 214]This diagram and timing chart illustrate specific examples of each effect when a store employee is involved in the high B-exceeding notification effect. [Figure 215] This diagram and timing chart illustrate specific examples of each effect when player and staff operations are performed during the high B-exceeding notification effect. [Figure 216] This diagram and timing chart illustrate specific examples of each effect when the player performs actions during the High B jackpot transition mode. [Figure 217] This is an explanatory diagram and timing chart showing specific examples of each effect when a store employee is involved in the transition mode to a high-B jackpot. [Figure 218] This diagram and timing chart illustrate specific examples of each animation sequence when player and staff operations are performed during the High B jackpot transition mode. [Figure 219] This is an explanatory diagram illustrating a specific example of the interaction between players and staff in a gaming establishment where gaming machines are installed. [Figure 220] This is an explanatory diagram illustrating a specific example of the interaction between players and staff in a gaming establishment where gaming machines are installed. [Figure 221] This is an explanatory diagram illustrating specific examples of the interactions between players and staff in a gaming arcade where different types of gaming machines are installed. [Figure 222] This is a timing chart showing the timing of each animation when a player requests a volume adjustment from a store employee in a low base state. [Figure 223] This is a timing chart showing the timing of each animation when a player requests a volume adjustment from a store employee in a low base state. [Figure 224] This is a timing chart showing the timing of each animation when a player requests a volume adjustment from a store employee in a low base state. [Figure 225] This is a timing chart showing the timing of each animation when a player requests a volume adjustment from a store employee in a low base state. [Figure 226]This is an explanatory diagram showing specific examples of various effects that occur when a player requests a store employee to adjust the volume in a low base state. [Figure 227] This is an explanatory diagram showing specific examples of various effects that occur when a player requests a store employee to adjust the volume in a low base state. [Figure 228] This timing chart shows the timing of each animation when a player requests a volume adjustment from a store employee while the base volume is high. [Figure 229] This timing chart shows the timing of each animation when a player requests a volume adjustment from a store employee while the base volume is high. [Figure 230] This timing chart shows the timing of each animation when a player requests a volume adjustment from a store employee while the base volume is high. [Figure 231] This timing chart shows the timing of each animation when a player requests a volume adjustment from a store employee while the base volume is high. [Figure 232] This is an explanatory diagram showing specific examples of various effects that occur when a player requests a store employee to adjust the volume while the base volume is high. [Figure 233] This is an explanatory diagram showing specific examples of various effects that occur when a player requests a store employee to adjust the volume while the base volume is high. [Figure 234] This is an explanatory diagram illustrating an example where the volume display is superimposed on a visual effect by a store employee. Features for carrying out the invention 【0009】 [Feature 1] [Timer until demo] The gaming machine with feature 1 is, A gaming machine for playing games, A means of operation for store staff, It includes a means for controlling the player, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, the demonstration display starts. If the player's operating means is operated while the counter is being updated, the counter is set as the starting value. If the employee's operating device is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which, when waiting for the demonstration display (demo movie display) to start, appropriate control related to the demonstration display (demo movie display) is performed depending on whether the operation was performed by the player or by a store employee. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Demo movie start waiting timer Demonstration display: Demo movie display 【0010】 [Feature 2] [Timer for guidance display] The gaming machine with feature 2 is, A gaming machine for playing games, A means of operation for store staff, It includes a means for controlling the player, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, a guidance display corresponding to the game adjustment is initiated. If the player's operating means is operated while the counter is being updated, the counter is set as the starting value. If the employee's operating device is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which, when waiting for the guidance display to start, appropriate control related to the guidance display is performed depending on whether the action was taken by the player or by a store employee. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Timer for waiting for guidance display to start 【0011】 [Feature 3] [Timer until power saving display] The gaming machine with feature 3 is, A gaming machine for playing games, A means of operation for store staff, It includes a means for controlling the player, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, the power saving display corresponding to the power saving is activated. If the player's operating means is operated while the counter is being updated, the counter is set as the starting value. If the employee's operating device is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which, when waiting for the power saving display to start, appropriate control related to the power saving display is performed depending on whether the operation was performed by the player or by a store employee. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Demo movie execution count counter 【0012】 [Feature 4] [Demo handling] The gaming machine with feature 4 is, A gaming machine for playing games, A means of operation for store staff, It includes a means for controlling the player, If a demonstration display is shown, the demonstration display will end when the player's control device is operated. If the aforementioned demonstration display is displayed, the demonstration display will not end if the aforementioned operation means for the store clerk is operated. It is characterized by the following. This feature makes it possible to provide a gaming environment in which, when a demonstration display (demo movie display) is being executed, appropriate control related to the demonstration display (demo movie display) is performed depending on whether the operation was performed by the player or by a store employee. Corresponding drawings: Figures 116, 117, 118, 119, 120 Demonstration display: Demo movie display 【0013】 [Feature 5] [Efficient handling of information signs] The gaming machine with feature 5 is, A gaming machine for playing games, A means of operation for store staff, It includes a means for controlling the player, If a guidance display corresponding to game adjustment is shown, the guidance display will end when the player's operating means is operated. If the aforementioned guidance display is displayed, the guidance display will not end if the aforementioned employee operation means is operated. It is characterized by the following. This feature makes it possible to provide a gaming environment in which, when an information display is displayed, appropriate control related to the information display is performed depending on whether the operation was performed by the player or by a store employee. Corresponding drawings: Figures 116, 117, 118, 119, 120 【0014】 [Feature 6] [Power saving indicator display] The gaming machine with feature 6 is, A gaming machine for playing games, A means of operation for store staff, It includes a means for controlling the player, If a power saving indicator is displayed to support power saving, the power saving indicator will end when the player's control device is operated. If the aforementioned power saving display is displayed, the power saving display will not be terminated by operating the aforementioned employee control means. It is characterized by the following. This feature makes it possible to provide a gaming environment in which, when the power saving display is displayed, appropriate control related to the power saving display is performed depending on whether the operation was performed by the player or by a store employee. Corresponding drawings: Figures 116, 117, 118, 119, 120 【0015】 [Feature 7] [Timer until demo] The gaming machine with feature 7 is, A gaming machine for playing games, A means of operation for store staff, First player operating means, It includes a second player's operating means, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, the demonstration display starts. If the first player's operating means is operated while the counter is being updated, the counter is set to the starting value. If the second player control means is operated while the counter is being updated, the counter will not be set to the starting value. If the employee's operating device is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the demonstration display (demo movie display) is performed depending on the type of operation performed while waiting for the demonstration display (demo movie display) to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Demo movie start waiting timer Demonstration display: Demo movie display 【0016】 [Feature 8] [Timer until guidance display] The gaming machine with feature 8 is, A gaming machine for playing games, A means of operation for store staff, First player operating means, It includes a second player's operating means, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, a guidance display corresponding to the game adjustment is initiated. If the first player's operating means is operated while the counter is being updated, the counter is set to the starting value. If the second player control means is operated while the counter is being updated, the counter will not be set to the starting value. If the employee's operating device is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the guidance display is performed according to the type of operation performed while waiting for the guidance display to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Timer for waiting for guidance display to start 【0017】 [Feature 9] [Timer until power saving indicator is displayed] The gaming machine with feature 9 is, A gaming machine for playing games, A means of operation for store staff, First player operating means, It includes a second player's operating means, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, the power saving display corresponding to the power saving is activated. If the first player's operating means is operated while the counter is being updated, the counter is set to the starting value. If the second player control means is operated while the counter is being updated, the counter will not be set to the starting value. If the employee's operating device is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the power saving display is performed depending on the type of operation performed while waiting for the power saving display to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Demo movie execution count counter 【0018】 [Feature 10] [Demo handling] The gaming machine with feature 10 is, A gaming machine for playing games, A means of operation for store staff, First player operating means, It includes a second player's operating means, If a demonstration display is shown, the demonstration display will end when the first player's operating means is operated. If the aforementioned demonstration display is displayed, the demonstration display will not end if the second player operation means is operated. If the aforementioned demonstration display is displayed, the demonstration display will not end if the aforementioned operation means for the store clerk is operated. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the demonstration display (demo movie display) is performed according to the type of operation performed while the demonstration display (demo movie display) is running. Corresponding drawings: Figures 116, 117, 118, 119, 120 Demonstration display: Demo movie display 【0019】 [Feature 11] [Efficient handling of information signs] The gaming machine with feature 11 is, A gaming machine for playing games, A means of operation for store staff, First player operating means, It includes a second player's operating means, If a guidance display corresponding to game adjustment is shown, the guidance display will end when the first player's operating means is operated. If the aforementioned guidance display is displayed, the guidance display will not end if the second player operation means is operated. If the aforementioned guidance display is displayed, the guidance display will not end if the aforementioned employee operation means is operated. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the guidance display is performed according to the type of operation performed when the guidance display is being executed. Corresponding drawings: Figures 116, 117, 118, 119, 120 【0020】 [Feature 12] [Power saving indicator display] The gaming machine with feature 12 is, A gaming machine for playing games, A means of operation for store staff, First player operating means, It includes a second player's operating means, If a power saving indicator is displayed to support power saving, the power saving indicator will end when the first player control means is operated. If the power saving display is shown, the power saving display will not end if the second player control means is operated. If the aforementioned power saving display is displayed, the power saving display will not be terminated by operating the aforementioned employee control means. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the power saving display is performed depending on the type of operation performed when the power saving display is activated. Corresponding drawings: Figures 116, 117, 118, 119, 120 【0021】 [Feature 13] [Timer until demo] The gaming machine with feature 13 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, It includes a means for controlling the player, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, the demonstration display starts. If the player's operating means is operated while the counter is being updated, the counter is set as the starting value. If the first employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. If the second employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the demonstration display (demo movie display) is performed depending on the type of operation performed while waiting for the demonstration display (demo movie display) to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Demo movie start waiting timer Demonstration display: Demo movie display 【0022】 [Feature 14] [Timer until guidance display] The gaming machine with feature 14 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, It includes a means for controlling the player, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, a guidance display corresponding to the game adjustment is initiated. If the player's operating means is operated while the counter is being updated, the counter is set as the starting value. If the first employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. If the second employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the guidance display is performed according to the type of operation performed while waiting for the guidance display to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Timer for waiting for guidance display to start 【0023】 [Feature 15] [Timer until power saving indicator is displayed] The gaming machine with feature 15 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, It includes a means for controlling the player, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, the power saving display corresponding to the power saving is activated. If the player's operating means is operated while the counter is being updated, the counter is set as the starting value. If the first employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. If the second employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the power saving display is performed depending on the type of operation performed while waiting for the power saving display to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Demo movie execution count counter 【0024】 [Feature 16] [Demo handling] The gaming machine with feature 16 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, It includes a means for controlling the player, If a demonstration display is shown, the demonstration display will end when the player's control device is operated. If the aforementioned demonstration display is displayed, the demonstration display will not end if the first employee operation means is operated. If the aforementioned demonstration display is displayed, the demonstration display will not end if the second employee operation means is operated. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the demonstration display (demo movie display) is performed according to the type of operation performed while the demonstration display (demo movie display) is running. Corresponding drawings: Figures 116, 117, 118, 119, 120 Demonstration display: Demo movie display 【0025】 [Feature 17] [Efficient handling of information signs] The gaming machine with feature 17 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, It includes a means for controlling the player, If a guidance display corresponding to game adjustment is shown, the guidance display will end when the player's operating means is operated. If the aforementioned guidance display is displayed, the guidance display will not end when the first employee operation means is operated. If the aforementioned guidance display is displayed, the guidance display will not end when the second employee operation means is operated. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the guidance display is performed according to the type of operation performed when the guidance display is being executed. Corresponding drawings: Figures 116, 117, 118, 119, 120 【0026】 [Feature 18] [Power saving indicator display] The gaming machine with feature 18 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, It includes a means for controlling the player, If a power saving indicator is displayed to support power saving, the power saving indicator will end when the player's control device is operated. If the power saving display is displayed, the power saving display will not end when the first employee operation means is operated. If the aforementioned power saving display is displayed, the power saving display will not be terminated by operating the second employee control means. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the power saving display is performed depending on the type of operation performed when the power saving display is activated. Corresponding drawings: Figures 116, 117, 118, 119, 120 【0027】 [Feature 19] [Timer until demo] The gaming machine with feature 19 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, First player operating means, It includes a second player's operating means, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, the demonstration display starts. If the first player's operating means is operated while the counter is being updated, the counter is set to the starting value. If the second player control means is operated while the counter is being updated, the counter will not be set to the starting value. If the first employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. If the second employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the demonstration display (demo movie display) is performed depending on the type of operation performed while waiting for the demonstration display (demo movie display) to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Demo movie start waiting timer Demonstration display: Demo movie display 【0028】 [Feature 20] [Timer until guidance display] The gaming machine with feature 20 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, First player operating means, It includes a second player's operating means, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, a guidance display corresponding to the game adjustment is initiated. If the first player's operating means is operated while the counter is being updated, the counter is set to the starting value. If the second player control means is operated while the counter is being updated, the counter will not be set to the starting value. If the first employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. If the second employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the guidance display is performed according to the type of operation performed while waiting for the guidance display to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Timer for waiting for guidance display to start 【0029】 [Feature 21] [Timer until power saving display] The gaming machine with feature 21 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, First player operating means, It includes a second player's operating means, The counter has been updated. The counter update starts from the initial value, and when the update reaches a specific value, the power saving display corresponding to the power saving is activated. If the first player's operating means is operated while the counter is being updated, the counter is set to the starting value. If the second player control means is operated while the counter is being updated, the counter will not be set to the starting value. If the first employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. If the second employee operating means is operated while the counter is being updated, the counter will not be set to the starting value. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the power saving display is performed depending on the type of operation performed while waiting for the power saving display to start. Corresponding drawings: Figures 116, 117, 118, 119, 120 Counter: Demo movie execution count counter 【0030】 [Feature 22] [Demo handling] The gaming machine with feature 22 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, First player operating means, It includes a second player's operating means, If a demonstration display is shown, the demonstration display will end when the first player's operating means is operated. If the aforementioned demonstration display is displayed, the demonstration display will not end if the second player operation means is operated. If the aforementioned demonstration display is displayed, the demonstration display will not end if the first employee operation means is operated. If the aforementioned demonstration display is displayed, the demonstration display will not end if the second employee operation means is operated. It is characterized by the following. This feature makes it possible to provide a gaming environment in which appropriate control related to the demonstration display (demo movie display) is performed according to the type of operation performed while the demonstration display (demo movie display) is running. Corresponding drawings: Figures 116, 117, 118, 119, 120 Demonstration display: Demo movie display 【0031】 [Feature 23] [Efficient handling of information signs] The gaming machine with feature 23 is, A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, First player operating means, It includes a second player's operating means, If a guidance display corresponding to game adjustment is shown, the guidance display will end when the first player's operating means is operated. When the aforementioned guidance display is shown, the guidance display will end when the second player control means is operated. If the aforementioned guidance display is displayed, the guidance display will not end when the first employee operation means is operated. If the aforementioned guidance display is displayed, the guidance display will not end when the second employee operation means is operated. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control related to the guidance display is performed according to the type of operation made when the guidance display is being executed. Corresponding drawings: FIGS. 116, 117, 118, 119, 120 【0032】 [Feature 24][Power-saving display handling] The gaming machine of Feature 24 is a gaming machine that conducts a game, comprising first store employee operation means, second store employee operation means, first player operation means, and second player operation means, and when a power-saving display corresponding to power saving is being shown, if the first player operation means is operated, the power-saving display ends, when the power-saving display is being shown, if the second player operation means is operated, the power-saving display does not end, when the power-saving display is being shown, if the first store employee operation means is operated, the power-saving display does not end, when the power-saving display is being shown, if the second store employee operation means is operated, the power-saving display does not end, which is characterized in that. According to this feature, it is possible to provide a gaming environment in which suitable control related to the power-saving display is performed according to the type of operation made when the power-saving display is being executed. Corresponding drawings: FIGS. 116, 117, 118, 119, 120 【0033】 [Feature 25][Volume setting by player] The gaming machine of Feature 25 is a gaming machine that conducts a game, comprising sound output means, and player volume adjustment operation means, and the sound output means is capable of outputting a confirmation sound when the player volume adjustment operation means is operated, In scenes where the first and second sounds are output, if the player's volume adjustment control means is operated, the timing of the change in the output volume of the first and second sounds and the timing of the output of the confirmation sound are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the first and second tones changes based on the operation of the player's volume adjustment control means (volume buttons) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 144 First note: BGM02 Second tone: Fluctuation start tone L1, Fluctuation start tone L2 【0034】 [Feature 26] [Volume setting by the player] [BGM variable display start sound] The gaming machine with feature 26 is, A gaming machine for playing games, Sound output means, It includes a means for adjusting the volume for the player, The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. In scenes where background music and a variable display start sound are output, if the player's volume adjustment operation means is operated, the timing at which the output volume of the background music and the variable display start sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. This feature means that the timing of the change in the output volume of the background music and variable display start sound based on the operation of the player's volume adjustment control means (volume buttons) is different from the timing of the output of the confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons). Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 144 BGM:BGM02 Variable display start sound: Variable start sound L1, Variable start sound L2 【0035】 [Feature 27] [Volume setting by the player] [BGM and notification sounds] The gaming machine with feature 27 is, A gaming machine for playing games, Sound output means, It includes a means for adjusting the volume for the player, The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. In scenes where background music and notification sounds are output, when the player's volume adjustment control means is operated, the timing at which the output volume of the background music and notification sounds is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. This feature means that the timing of the change in the output volume of the background music and notification sounds based on the operation of the player's volume control means (volume buttons) is different from the timing of the output of the confirmation sound corresponding to the operation of the player's volume control means (volume buttons). As a result, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 147 BGM:BGM03 Preview sound: First line preview L1, First line preview sound L2 【0036】 [Feature 28] [Volume setting by the player] [BGM, Reach sound] The gaming machine with feature 28 is, A gaming machine for playing games, Sound output means, It includes a means for adjusting the volume for the player, The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. In a scene where BGM and reach sounds are output, when the volume adjustment operation means for the player is operated, the timing at which the output volume of the BGM and the reach sounds is changed is made different from the timing at which the confirmation sound is output. It is characterized by this. According to this feature, since the timing at which the output volume of the BGM and the reach sounds changes based on the operation of the volume adjustment operation means (volume button) for the player is different from the timing at which the confirmation sound corresponding to the operation of the volume adjustment operation means (volume button) for the player is output, both recognizing the actual change in the output volume and clearly hearing the confirmation sound can be made clearer, and a suitable gaming environment can be provided. Corresponding drawing: Figure 150 BGM: BGM04 Reach sounds: Reach establishment sound L1, Reach establishment sound L2 【0037】 [Feature 29] [Volume setting by player] [BGM button appearance sound] The gaming machine of Feature 29 is A gaming machine that conducts games, Sound output means, And volume adjustment operation means for the player, and is equipped with It is capable of executing an action promotion effect that prompts the player to perform an action, By performing an action corresponding to the action promotion effect, it is capable of executing a post-action effect, The sound output means is When the volume adjustment operation means for the player is operated, it is possible to output a confirmation sound, It is possible to output an action promotion sound corresponding to the action promotion effect, In a scene where BGM and the action promotion sound are output, when the volume adjustment operation means for the player is operated, the timing at which the output volume of the BGM and the action promotion sound is changed is made different from the timing at which the confirmation sound is output. It is characterized by this. According to this feature, the timing at which the output volume of the background music and action-prompting sounds changes based on the operation of the player's volume adjustment control means (volume buttons) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons) is output. As a result, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawings: Figures 153, 156, and 159 Action-enhancing effects: Low B button appearance effect, Low B button press suggestion effect Post-action animation: Animation after pressing the low B button BGM:BGM05 Action acceleration sounds: Button formation sound L1, Button formation sound L2 【0038】 [Feature 30] [Volume setting by the player] [BGM button press sound] The gaming machine with feature 30 is, A gaming machine for playing games, Sound output means, It includes a means for adjusting the volume for the player, It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. When an action corresponding to the aforementioned action-promoting effect is performed, it is possible to output an action-corresponding sound. In scenes where background music and the corresponding operation sounds are output, when the player's volume adjustment operation means is operated, the timing at which the output volume of the background music and the corresponding operation sounds is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. This feature means that the timing of the change in the output volume of the background music and action-related sounds based on the operation of the player's volume control means (volume buttons) is different from the timing of the output of the confirmation sound corresponding to the operation of the player's volume control means (volume buttons). As a result, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawings: Figures 153, 156, and 159 Action-enhancing effects: Low B button appearance effect, Low B button press suggestion effect Post-action animation: Animation after pressing the low B button BGM:BGM06 Sounds corresponding to operation: Press indication sound L1, Press indication sound L2, Press confirmation sound L1, Press confirmation sound L2 【0039】 [Feature 31] [Volume setting by the player] [BGM sound effect after button press] The gaming machine with feature 31 is, A gaming machine for playing games, Sound output means, It includes a means for adjusting the volume for the player, It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output post-action sound corresponding to the post-action effect mentioned above. In scenes where background music and post-action sound effects are output, when the player's volume adjustment control means is operated, the timing at which the output volume of the background music and post-action sound effects is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. This feature means that the timing of the change in the output volume of the background music and post-action sound based on the operation of the player's volume adjustment control means (volume buttons) is different from the timing of the output of the confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons). Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawings: Figures 153, 156, and 159 Action-enhancing effects: Low B button appearance effect, Low B button press suggestion effect Post-action animation: Animation after pressing the low B button BGM:BGM07 Post-action sound effects: Jackpot notification sound L3, Jackpot notification sound L4 【0040】 [Feature 32] [Volume setting by the player] [BGM, operation sounds] The gaming machine with feature 32 is, A gaming machine for playing games, Movable body and, Sound output means, It includes a means for adjusting the volume for the player, The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output a sound corresponding to the movement of the aforementioned movable body. In scenes where background music and the aforementioned operating sounds are output, when the player's volume adjustment control means is operated, the timing at which the output volume of the background music and the operating sounds is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. This feature means that the timing of the change in the output volume of the background music and operating sounds based on the operation of the player's volume control means (volume buttons) is different from the timing of the output of a confirmation sound corresponding to the operation of the player's volume control means (volume buttons). As a result, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 162 BGM:BGM08 Sound effects: Jackpot notification sound L1, Jackpot notification sound L2 【0041】 [Feature 33] [Volume setting by the player] [BGM, advantageous state name notification sound] The gaming machine with feature 33 is, A gaming machine that can be controlled to create a favorable state for the player, Sound output means, It includes a means for adjusting the volume for the player, The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output a sound indicating the name of the aforementioned advantageous state, In scenes where background music and the advantageous state name notification sound are output, when the player's volume adjustment operation means is operated, the timing at which the output volume of the background music and the advantageous state name notification sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. This feature means that the timing at which the output volume of the background music and the advantageous state name notification sound changes based on the operation of the player's volume adjustment control means (volume button) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment control means (volume button) is output. As a result, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 165 BGM:BGM09 Advantageous state name notification sound: Jackpot name notification sound L1, Jackpot name notification sound L2 【0042】 [Feature 34] [Volume setting by the player] [BGM: Big prize entry sound] The gaming machine with feature 34 is, A gaming machine that can be controlled to create a favorable state for the player, Sound output means, It includes a means for adjusting the volume for the player, The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. During the aforementioned advantageous state, it is possible to output a sound corresponding to the granting of game value when the game medium passes through a specific area. In scenes where background music and the aforementioned sound are output, when the player's volume adjustment control means is operated, the timing at which the output volume of the background music and the aforementioned sound is changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. This feature means that the timing of the change in the output volume of the background music and accompanying sounds based on the operation of the player's volume control means (volume buttons) is different from the timing of the output of a confirmation sound corresponding to the operation of the player's volume control means (volume buttons). Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 168 BGM: BGM10 Added sound: Attacker entry sound L1, Attacker entry sound L2 【0043】 [Feature 35] [Volume setting by the player] [BGM: Over-winning sound] The gaming machine with feature 35 is, A gaming machine that can be controlled to create a favorable state for the player, Sound output means, It includes a means for adjusting the volume for the player, The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. If the number of times the game medium passes through a specific area during the aforementioned advantageous state exceeds a predetermined number, it is possible to output a sound indicating that the predetermined number has been exceeded. In scenes where background music and the aforementioned sound indicating an excess of a specified number are output, if the player's volume adjustment operation means is operated, the timing at which the output volume of the background music and the sound indicating an excess of a specified number is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and the sound added when the specified number of times is exceeded changes based on the operation of the player's volume adjustment control means (volume buttons), and the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons) is output are different. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, and a more suitable gaming environment can be provided. Corresponding drawing: Figure 171 BGM: BGM11 Sounds added when the specified number is exceeded: Over-winning sound L1, Over-winning sound L2 【0044】 [Feature 36] [Volume setting by the player] [BGM, acquisition notification sound] The gaming machine with feature 36 is, A gaming machine that can be controlled to create a favorable state for the player, Sound output means, It includes a means for adjusting the volume for the player, The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. When the amount of game value awarded during the aforementioned advantageous state reaches a predetermined amount, it is possible to output a sound indicating that the value has been reached. In scenes where background music and the arrival sound are output, when the player's volume adjustment control means is operated, the timing at which the output volume of the background music and the arrival sound is changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. This feature means that the timing of the change in the output volume of the background music and arrival sound based on the operation of the player's volume adjustment control means (volume buttons) is different from the timing of the output of the confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons). As a result, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 174 BGM: BGM12 Arrival sound: Overrun notification sound L1, Overrun notification sound L2 【0045】 [Feature 37] [Volume setting by the player] [BGM, special status name notification sound] The gaming machine with feature 37 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output a special state name notification sound that notifies the name of the aforementioned special state, In scenes where background music and the special status name notification sound are output, when the player's volume adjustment operation means is operated, the timing at which the output volume of the background music and the special status name notification sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and special state name notification sound changes based on the operation of the player's volume adjustment control means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment control means (volume button) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 177 BGM: BGM13 Special status name notification sound: Transition notification sound L1, Transition notification sound L2 【0046】 [Feature 38] [Differences due to player volume settings and staff volume settings] The gaming machine with feature 38 is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is In scenes where the first and second tones are output, if the player's volume control means is operated, the output volume of the first and second tones is changed, and a confirmation sound is output. In a scene in which the first and second sounds are output, if the volume control operation means for the store clerk is operated, the output volume of the first and second sounds is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the first and second sounds are output, if the player's volume adjustment control means is operated, the volume value is displayed. In scenes where the first and second sounds are output, if the volume control operation means for the store clerk is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the first and second tones being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 144 and 145 First note: BGM02 Second tone: Fluctuation start tone L1, Fluctuation start tone L2 Volume level display: Volume display 【0047】 [Feature 39] [Differences between player volume settings and staff volume settings] [BGM variable display start sound] The gaming machine with feature 39 is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is In a scene where background music and a variable display start sound are output, if the player's volume adjustment operation means is operated, the output volume of the background music and the variable display start sound is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the variable display start sound are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and the variable display start sound is changed, and the confirmation sound is not output. The aforementioned display means is In a scene where the aforementioned background music and the variable display start sound are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In a scene where the aforementioned background music and the variable display start sound are output, if the volume adjustment operation means for the store clerk is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the BGM and variable display start sound changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figures 144 and 145 BGM:BGM02 Variable display start sound: Variable start sound L1, Variable start sound L2 Volume level display: Volume display 【0048】 [Feature 40] [Differences between player volume settings and staff volume settings] [BGM and announcement sounds] The gaming machine with 40 features is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is In scenes where background music and notification sounds are output, if the player's volume adjustment control means is operated, the output volume of the background music and notification sounds is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the aforementioned notification sound are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and the aforementioned notification sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the aforementioned notification sound are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In scenes where the aforementioned background music and the aforementioned announcement sound are output, if the volume adjustment operation means for store staff is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and the notification sound being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed accurately, providing a suitable gaming environment. Corresponding drawings: Figures 147 and 148 BGM:BGM03 Preview sound: First line preview sound L1, First line preview sound L2 Volume level display: Volume display 【0049】 [Feature 41] [Differences between player volume settings and staff volume settings] [BGM, Reach Sound] The gaming machine with feature 41 is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is In scenes where background music and reach sounds are output, if the player's volume adjustment control means is operated, the output volume of the background music and reach sounds is changed, and a confirmation sound is output. In a scene where the BGM and the reach sound are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the reach sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the aforementioned reach sound are output, if the player's volume adjustment operation means is operated, the volume value is displayed. In scenes where the aforementioned background music and the aforementioned reach sound are output, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and reach sound changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figure 150, Figure 151 BGM: BGM04 Reach sound: Reach established sound L1, Reach established sound L2 Volume level display: Volume display 【0050】 [Feature 42] [Differences between player volume settings and staff volume settings] [BGM button appearance sound] The gaming machine with feature 42 is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is It is possible to output an action-promoting sound corresponding to the aforementioned action-promoting effect, In a scene where background music and the aforementioned action-promoting sound are output, when the player's volume adjustment control means is operated, the output volume of the background music and the action-promoting sound is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the action-prompting sound are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and the action-prompting sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the aforementioned action-promoting sound are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In scenes where the aforementioned background music and the aforementioned action-promoting sound are output, if the volume adjustment operation means for the store clerk is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the BGM and action acceleration sound being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 153, 154, 156, 157, 159, 160 Action-enhancing effects: Low B button appearance effect, Low B button press suggestion effect Post-action animation: Animation after pressing the low B button BGM:BGM05 Action acceleration sounds: Button formation sound L1, Button formation sound L2 Volume level display: Volume display 【0051】 [Feature 43] [Differences between player volume settings and staff volume settings] [BGM button press sounds] The gaming machine with feature 43 is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is When an action corresponding to the aforementioned action-promoting effect is performed, it is possible to output an action-corresponding sound. In a scene where background music and the corresponding operation sounds are output, when the player's volume adjustment control means is operated, the output volume of the background music and the corresponding operation sounds is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the aforementioned operation-corresponding sound are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and the aforementioned operation-corresponding sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the aforementioned operation-corresponding sounds are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In scenes where the aforementioned background music and the aforementioned operation-related sounds are output, if the volume adjustment operation means for store staff is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the BGM and action-related sounds being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 153, 154, 156, 157, 159, 160 Action-enhancing effects: Low B button appearance effect, Low B button press suggestion effect Post-action animation: Animation after pressing the low B button BGM:BGM06 Sounds corresponding to operation: Press indication sound L1, Press indication sound L2, Press confirmation sound L1, Press confirmation sound L2 Volume level display: Volume display 【0052】 [Feature 44] [Differences between player volume settings and staff volume settings] [BGM and sound effects after button press] The gaming machine with feature 44 is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is It is possible to output post-action sound corresponding to the post-action effect mentioned above. In a scene where background music and the post-action sound are output, if the player's volume adjustment control means is operated, the output volume of the background music and the post-action sound is changed, and a confirmation sound is output. In a scene where the aforementioned background music and post-action sound are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and post-action sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and post-action sound effects are output, if the player's volume adjustment control means is operated, the volume value is displayed. In scenes where the aforementioned background music and post-action sound effects are output, if the volume adjustment control means for store staff is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the background music and post-action sound changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed accurately, providing a suitable gaming environment. Corresponding drawings: Figures 153, 154, 156, 157, 159, 160 Action-enhancing effects: Low B button appearance effect, Low B button press suggestion effect Post-action animation: Animation after pressing the low B button BGM:BGM07 Post-action sound effects: Jackpot notification sound L3, Jackpot notification sound L4 Volume level display: Volume display 【0053】 [Feature 45] [Differences between player volume settings and staff volume settings] [BGM, operating sounds] The gaming machine with feature 45 is, A gaming machine for playing games, Movable body and, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is It is possible to output a sound corresponding to the movement of the aforementioned movable body. In a scene where background music and the aforementioned operating sounds are output, when the player's volume adjustment control means is operated, the output volume of the background music and the aforementioned operating sounds is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the aforementioned operating sound are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and the aforementioned operating sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the aforementioned operating sounds are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In scenes where the aforementioned background music and the aforementioned operating sound are output, if the volume control operation means for the store clerk is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and operating sounds changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figures 162 and 163 BGM:BGM08 Sound effects: Jackpot notification sound L1, Jackpot notification sound L2 Volume level display: Volume display 【0054】 [Feature 46] [Differences between player volume settings and staff volume settings] [BGM, advantageous state name notification sound] The gaming machine with feature 46 is, A gaming machine that can be controlled to create a favorable state for the player, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is It is possible to output a sound indicating the name of the aforementioned advantageous state, In a scene where background music and the advantageous state name notification sound are output, if the player's volume adjustment operation means is operated, the output volume of the background music and the advantageous state name notification sound is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the advantageous state name notification sound are output, if the volume adjustment operation means for store staff is operated, the output volume of the background music and the advantageous state name notification sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the advantageous state name notification sound are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In scenes where the aforementioned background music and the aforementioned advantageous state name notification sound are output, if the volume adjustment operation means for store staff is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the BGM and the advantageous state name notification sound changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 165 and 166 BGM:BGM09 Advantageous state name notification sound: Jackpot name notification sound L1, Jackpot name notification sound L2 Volume level display: Volume display 【0055】 [Feature 47] [Differences between player volume settings and staff volume settings] [BGM: Big prize winning sound] The gaming machine with feature 47 is, A gaming machine that can be controlled to create a favorable state for the player, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is During the aforementioned advantageous state, it is possible to output a sound corresponding to the granting of game value when the game medium passes through a specific area. In a scene where background music and the aforementioned sound are output, when the player's volume adjustment control means is operated, the output volume of the background music and the aforementioned sound is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the aforementioned sound are output, if the volume control means for the store clerk is operated, the output volume of the background music and the aforementioned sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the aforementioned added sound are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In scenes where the aforementioned background music and the aforementioned added sound are output, if the volume adjustment operation means for the store clerk is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and accompanying sounds being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed accurately, providing a suitable gaming environment. Corresponding drawings: Figures 168 and 169 BGM: BGM10 Added sound: Attacker entry sound L1, Attacker entry sound L2 Volume level display: Volume display 【0056】 [Feature 48] [Differences between player volume settings and staff volume settings] [BGM Over-winning sound] The gaming machine with feature 48 is, A gaming machine that can be controlled to create a favorable state for the player, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is If the number of times the game medium passes through a specific area during the aforementioned advantageous state exceeds a predetermined number, it is possible to output a sound indicating that the predetermined number has been exceeded. In a scene where background music and the aforementioned number of sounds exceeding the specified limit are output, if the player's volume adjustment operation means is operated, the output volume of the background music and the aforementioned number of sounds exceeding the specified limit is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the aforementioned sound exceeding the specified number are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and the sound exceeding the specified number is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the aforementioned additional sound exceeding the specified number are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In scenes where the aforementioned background music and the aforementioned additional sound exceeding the specified number are output, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and the sound added when the specified number is exceeded changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figure 171, Figure 172 BGM: BGM11 Sounds added when the specified number is exceeded: Over-winning sound L1, Over-winning sound L2 Volume level display: Volume display 【0057】 [Feature 49] [Differences due to player volume settings and staff volume settings] [BGM, acquisition notification sound] The gaming machine with feature 49 is, A gaming machine that can be controlled to create a favorable state for the player, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The sound output means is When the amount of game value awarded during the aforementioned advantageous state reaches a predetermined amount, it is possible to output a sound indicating that the value has been reached. In a scene where background music and the arrival sound are output, when the player's volume adjustment control means is operated, the output volume of the background music and the arrival sound is changed, and a confirmation sound is output. In a scene where the aforementioned background music and arrival sound are output, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and arrival sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and arrival sound are output, if the player's volume adjustment control means is operated, the volume value is displayed. In scenes where the aforementioned background music and arrival sound are output, if the volume control operation means for the store clerk is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and arrival sound being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 174 and 175 BGM: BGM12 Arrival sound: Overrun notification sound L1, Overrun notification sound L2 Volume level display: Volume display 【0058】 [Feature 50] [Differences between player volume settings and staff volume settings] [BGM Special status name notification sound] The gaming machine with 50 features is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is It is possible to output a special state name notification sound that notifies the name of the aforementioned special state, In a scene where background music and the special status name notification sound are output, if the player's volume adjustment operation means is operated, the output volume of the background music and the special status name notification sound is changed, and a confirmation sound is output. In a scene where the aforementioned background music and the aforementioned special status name notification sound are output, if the employee volume control means is operated, the output volume of the background music and the aforementioned special status name notification sound is changed, and the confirmation sound is not output. The aforementioned display means is In scenes where the aforementioned background music and the aforementioned special status name notification sound are output, if the player's volume adjustment operation means is operated, the volume value display is shown. In scenes where the aforementioned background music and the aforementioned special status name notification sound are output, if the employee volume adjustment control means is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the BGM and special state name notification sound changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figures 177 and 178 BGM: BGM13 Special status name notification sound: Transition notification sound L1, Transition notification sound L2 Volume level display: Volume display 【0059】 [Feature 51] [Volume level display] The gaming machine with feature 51 is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The aforementioned display means is When the volume level display is shown, if the player's volume adjustment control means is operated, the display period of the volume level display will be extended and the display will continue. If the volume level indicator is displayed and the aforementioned volume adjustment control means for store staff is operated, the display period for the volume level indicator will be extended and the display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the display of the volume value can be extended for the player, and when the staff operates the volume control means (effect switching switch), the display of the volume value cannot be extended for the player, thereby preventing disruption to the game. Corresponding drawings: Figures 115, 122, and 123 Volume level display: Volume display 【0060】 [Feature 52] [Update to volume level display] The gaming machine with feature 52 is, A gaming machine for playing games, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The aforementioned display means is When the volume level display is shown, if the player's volume adjustment operation means is operated once, the display mode of the volume level will not be updated in multiple stages at once. When the volume level display is shown, if the volume adjustment operation means for store staff is operated once, it is possible to update the display of the volume level in multiple stages at once. It is characterized by the following. This feature allows for precise adjustment of the volume level display when using the player's volume control device (volume buttons), and enables control to appropriately display the volume level according to the staff's volume control device (effect switching switch) when using the staff's volume control device. Corresponding drawing: Figure 227 Volume level display: Volume display 【0061】 [Feature 53] [Volume adjustable by the player] [High base] The gaming machine with feature 53 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. In the scene where the first and second sounds are output in the aforementioned special state, if the player's volume adjustment operation means is operated, the timing at which the output volume of the first and second sounds is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the first and second tones changes based on the operation of the player's volume adjustment control means (volume buttons) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 183 Special condition: High base condition First note: BGM22 Second tone: Fluctuation start tone H1, Fluctuation start tone H2 【0062】 [Feature 54] [Volume setting by the player] [Variable BGM display start sound] [High bass] The gaming machine with feature 54 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. In the scene where BGM and variable display start sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the variable display start sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and variable display start sound in a special state changes based on the operation of the player's volume adjustment control means (volume button) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment control means (volume button) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 183 Special condition: High base condition BGM: BGM22 Variable display start sound: Variable start sound H1, Variable start sound H2 【0063】 [Feature 55] [Volume setting by the player] [BGM corresponding to the announcement sound] [High bass] The gaming machine with feature 55 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. In the scene where background music and a notification sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the background music and the notification sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and notification sounds in special states changes based on the operation of the player's volume adjustment control means (volume buttons) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 186 Special condition: High base condition BGM: BGM23 Preview sound: First line preview H1, First line preview sound H2 【0064】 [Feature 56] [Volume adjustable by the player] [BGM Reach sound] [High bass] The gaming machine with feature 56 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. In the scene where background music and reach sounds are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the background music and reach sounds is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and reach sounds in special states changes based on the player's volume adjustment control means (volume buttons) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 189 Special condition: High base condition BGM: BGM24 Reach sound: Reach established sound H1, Reach established sound H2 【0065】 [Feature 57] [Volume setting by the player] [BGM button appearance sound] [High bass] The gaming machine with feature 57 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output an action-promoting sound corresponding to the aforementioned action-promoting effect, In the scene where BGM and the action-promoting sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the action-promoting sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and action-prompting sounds in a special state changes based on the operation of the player's volume adjustment control means (volume buttons) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment control means (volume buttons) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawings: Figures 192, 195, and 197 Special condition: High base condition Action-enhancing effects: High B button appearance effect, High B button press suggestion effect Post-action animation: High B button press animation BGM: BGM25 Action acceleration sounds: Button formation sound H1, Button formation sound H2 【0066】 [Feature 58] [Volume setting by the player] [BGM button press sound] [High bass] The gaming machine with feature 58 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. When an action corresponding to the aforementioned action-promoting effect is performed, it is possible to output an action-corresponding sound. In the scene where BGM and the operation-corresponding sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the operation-corresponding sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of BGM and operation-related sounds in special states changes based on the operation of the player's volume adjustment means (volume buttons) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment means (volume buttons) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawings: Figures 192, 195, and 197 Special condition: High base condition Action-enhancing effects: High B button appearance effect, High B button press suggestion effect Post-action animation: High B button press animation BGM: BGM26 Sounds corresponding to operation: Press indication sound H1, Press indication sound H2, Press confirmation sound H1, Press confirmation sound H2 【0067】 [Feature 59] [Volume adjustable by the player] [BGM sound effect after button press] [High bass] The gaming machine with feature 59 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output post-action sound corresponding to the post-action effect mentioned above. In the special state described above, when the player's volume adjustment control means is operated in a scene in which background music and post-action sound effects are output, the timing at which the output volume of the background music and post-action sound effects is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and post-action sound changes in a special state based on the operation of the player's volume adjustment means (volume button) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment means (volume button) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawings: Figures 192, 195, and 197 Special condition: High base condition Action-enhancing effects: High B button appearance effect, High B button press suggestion effect Post-action animation: High B button press animation BGM: BGM27 Post-action sound effects: Jackpot notification sound H3, Jackpot notification sound H4 【0068】 [Feature 60] [Volume adjustable by the player] [BGM, movement sounds] [High bass] The gaming machine with 60 features is, A gaming machine for playing games, Movable body and, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output a sound corresponding to the movement of the aforementioned movable body. In the scene where BGM and the operating sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the operating sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and operating sounds in a special state changes based on the operation of the player's volume control means (volume buttons) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume control means (volume buttons) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 201 Special condition: High base condition BGM: BGM28 Sound effects: Jackpot notification sound H1, Jackpot notification sound H2 【0069】 [Feature 61] [Volume setting by the player] [BGM, advantageous state name notification sound] [High base] The gaming machine with feature 61 is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output a sound indicating the name of the aforementioned advantageous state, In the scene where BGM and the advantageous state name notification sound are output in the special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the advantageous state name notification sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and the advantageous state name notification sound in special states changes based on the operation of the player's volume adjustment means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment means (volume button) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 204 Special condition: High base condition BGM: BGM29 Advantageous state name notification sound: Jackpot name notification sound H1, Jackpot name notification sound H2 【0070】 [Feature 62] [Volume setting by the player] [BGM: Big prize entry sound] [High bass] The gaming machine with feature 62 is, A gaming machine that can be controlled to create a favorable state for the player, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. During the aforementioned advantageous state, it is possible to output a sound corresponding to the granting of game value when the game medium passes through a specific area. In the scene where BGM and the accompanying sound are output in the advantageous state controlled in the special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the accompanying sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the BGM and bonus sounds in the advantageous state controlled in a special state based on the operation of the player's volume adjustment means (volume button) changes is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment means (volume button) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 207 Special condition: High base condition BGM: BGM30 Added sound: Attacker entry sound H1, Attacker entry sound H2 【0071】 [Feature 63] [Volume setting by the player] [BGM Over-winning sound] [High bass] The gaming machine with feature 63 is, A gaming machine that can be controlled to create a favorable state for the player, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. If the number of times the game medium passes through a specific area during the aforementioned advantageous state exceeds a predetermined number, it is possible to output a sound indicating that the predetermined number has been exceeded. In the scene where BGM and the specified number exceeding bonus sound are output in the advantageous state controlled in the special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the specified number exceeding bonus sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the BGM and the sound indicating exceeding the specified number are changed in a special state controlled by the operation of the player's volume adjustment means (volume button) is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment means (volume button) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 210 Special condition: High base condition BGM: BGM31 Sounds added when the specified number is exceeded: Over-winning sound H1, Over-winning sound H2 【0072】 [Feature 64] [Volume setting by the player] [BGM acquisition notification sound] [High base] The gaming machine with feature 64 is, A gaming machine that can be controlled to create a favorable state for the player, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. When the amount of game value awarded during the aforementioned advantageous state reaches a predetermined amount, it is possible to output a sound indicating that the value has been reached. In the scene where BGM and the arrival sound are output in the advantageous state controlled in the special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the arrival sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the BGM and arrival sound in the advantageous state controlled in a special state based on the operation of the player's volume adjustment means (volume button) changes is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment means (volume button) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 213 Special condition: High base condition BGM: BGM32 Arrival sound: Overrun notification sound H1, Overrun notification sound H2 【0073】 [Feature 65] [Volume setting by the player] [BGM Special status name notification sound] [High bass] The gaming machine with 65 features is, A gaming machine for playing games, State control means, Sound output means, It includes a means for adjusting the volume for the player, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the aforementioned volume control means for the player is operated, it is possible to output a confirmation sound. It is possible to output a special state name notification sound that notifies the name of the aforementioned special state, In the scene where BGM and the special state name notification sound are output in the advantageous state controlled in the special state, when the player's volume adjustment operation means is operated, the timing at which the output volume of the BGM and the special state name notification sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the BGM and special state name notification sound controlled in a special state based on the operation of the player's volume adjustment means (volume button) changes is different from the timing at which a confirmation sound corresponding to the operation of the player's volume adjustment means (volume button) is output. Therefore, both recognizing the actual change in output volume and hearing the confirmation sound can be made clearer, providing a more suitable gaming environment. Corresponding drawing: Figure 216 Special condition: High base condition BGM: BGM33 Special status name notification sound: Transition notification sound H1, Transition notification sound H2 【0074】 [Feature 66] [Differences due to player volume settings and staff volume settings] [High base] The gaming machine with feature 66 is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is In the scene where the first and second tones are output in the aforementioned special state, if the player's volume adjustment operation means is operated, the output volume of the first and second tones is changed, and a confirmation sound is output. In the scene where the first and second sounds are output under the aforementioned special conditions, if the volume control operation means for the store clerk is operated, the output volume of the first and second sounds is changed, and the confirmation sound is not output. The aforementioned display means is In the special state described above, when the player's volume control means is operated in a scene in which the first and second sounds are output, the volume value is displayed. In the scene where the first and second sounds are output under the aforementioned special conditions, if the volume control operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the first and second tones in the special state during output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 183 and 184 Special condition: High base condition First note: BGM22 Second tone: Fluctuation start tone H1, Fluctuation start tone H2 Volume level display: Volume display 【0075】 [Feature 67] [Differences between player volume settings and staff volume settings] [BGM variable display start sound] [High bass] The gaming machine with feature 67 is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is In the scene where background music and a variable display start sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the output volume of the background music and the variable display start sound is changed, and a confirmation sound is output. In the special state described above, when the BGM and the variable display start sound are output in a scene where the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the variable display start sound is changed, and the confirmation sound is not output. The aforementioned display means is In the scene where the BGM and the variable display start sound are output in the aforementioned special state, if the player's volume adjustment operation means is operated, the volume value display is shown. In the scene where the BGM and the variable display start sound are output in the aforementioned special state, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be displayed. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the background music and variable display start sound in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figures 183 and 184 Special condition: High base condition BGM: BGM22 Variable display start sound: Variable start sound H1, Variable start sound H2 Volume level display: Volume display 【0076】 [Feature 68] [Differences between player volume settings and staff volume settings] [BGM notification sound] [High bass] The gaming machine with feature 68 is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is In the scene where background music and a notification sound are output in the aforementioned special state, if the player's volume adjustment control means is operated, the output volume of the background music and the notification sound is changed, and a confirmation sound is output. In the scene where the BGM and the notification sound are output in the aforementioned special state, if the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the notification sound is changed, and the confirmation sound is not output. The aforementioned display means is In the scene where the BGM and the notification-corresponding sound are output in the aforementioned special state, if the player's volume adjustment operation means is operated, the volume value display is shown. In the scene where the BGM and the announcement sound are output in the aforementioned special state, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the background music and notification sounds in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figures 186 and 187 Special condition: High base condition BGM: BGM23 Preview sound effects: First line preview sound H1, First line preview sound H2 Volume level display: Volume display 【0077】 [Feature 69] [Differences due to player volume settings and staff volume settings] [BGM Reach Sound] [High Bass] The gaming machine with feature 69 is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is In the scene where background music and reach sounds are output in the aforementioned special state, when the player's volume adjustment control means is operated, the output volume of the background music and reach sounds is changed, and a confirmation sound is output. In the scene where the BGM and the reach sound are output in the special state described above, when the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the reach sound is changed, and the confirmation sound is not output. The aforementioned display means is In the scene where the BGM and the reach sound are output in the aforementioned special state, if the player's volume adjustment operation means is operated, the volume value display is shown. In the scene where the BGM and the reach sound are output in the aforementioned special state, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the background music and reach sound in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 189 and 190 Special condition: High base condition BGM: BGM24 Reach sound: Reach established sound H1, Reach established sound H2 Volume level display: Volume display 【0078】 [Feature 70] [Differences between player volume settings and staff volume settings] [BGM button appearance sound] [High bass] The gaming machine with feature 70 is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is It is possible to output an action-promoting sound corresponding to the aforementioned action-promoting effect, In the scene where BGM and the action-promoting sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the output volume of the BGM and the action-promoting sound is changed and a confirmation sound is output. In the scene where the BGM and the action-prompting sound are output in the aforementioned special state, if the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the action-prompting sound is changed, and the confirmation sound is not output. The aforementioned display means is In the scene where the BGM and the action-promoting sound are output in the aforementioned special state, if the player's volume adjustment operation means is operated, the volume value display is shown. In the scene where the BGM and the action-promoting sound are output in the aforementioned special state, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the background music and action acceleration sounds in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figures 192, 193, 195, 196, 198, 199 Special condition: High base condition Action-enhancing effects: High B button appearance effect, High B button press suggestion effect Post-action animation: High B button press animation BGM: BGM25 Action acceleration sounds: Button formation sound H1, Button formation sound H2 Volume level display: Volume display 【0079】 [Feature 71] [Differences between player volume settings and staff volume settings] [BGM button press sound] [High bass] The gaming machine with feature 71 is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is When an action corresponding to the aforementioned action-promoting effect is performed, it is possible to output an action-corresponding sound. In the scene where BGM and the operation-corresponding sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the output volume of the BGM and the operation-corresponding sound is changed and a confirmation sound is output. In the scene where the BGM and the operation-corresponding sound are output in the special state described above, if the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the operation-corresponding sound is changed, and the confirmation sound is not output. The aforementioned display means is In the scene where the BGM and the corresponding sound are output in the aforementioned special state, if the player's volume adjustment operation means is operated, the volume value display is shown. In the scene where the BGM and the corresponding sound are output in the aforementioned special state, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the background music and corresponding sounds in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 192, 193, 195, 196, 198, 199 Special condition: High base condition Action-enhancing effects: High B button appearance effect, High B button press suggestion effect Post-action animation: High B button press animation BGM: BGM26 Action confirmation sounds: Press indication sound H1, Press indication sound H2, Press response sound H1, Press response sound H2 Volume level display: Volume display 【0080】 [Feature 72] [Differences between player volume settings and staff volume settings] [BGM, sound effects after button press] [High bass] The gaming machine with feature 72 is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. It is possible to execute action-promoting effects that encourage players to take action, When the action corresponding to the aforementioned action acceleration effect is performed, the post-action effect can be executed. The sound output means is It is possible to output post-action sound corresponding to the post-action effect mentioned above. In the scene where BGM and the post-action sound are output in the aforementioned special state, when the player's volume adjustment control means is operated, the output volume of the BGM and the post-action sound is changed, and a confirmation sound is output. In the scene where the BGM and the post-action sound are output in the special state described above, if the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the post-action sound is changed, and the confirmation sound is not output. The aforementioned display means is In the scene where the BGM and post-action sound are output in the aforementioned special state, if the player's volume adjustment operation means is operated, the volume value display is shown. In the scene where the BGM and post-action sound are output in the aforementioned special state, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the background music and post-action sound during special states changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed accurately, providing a suitable gaming environment. Corresponding drawings: Figures 192, 193, 195, 196, 198, 199 Special condition: High base condition Action-enhancing effects: High B button appearance effect, High B button press suggestion effect Post-action animation: High B button press animation BGM: BGM27 Sounds to activate the game: Jackpot notification sound H3, Jackpot notification sound H4 Volume level display: Volume display 【0081】 [Feature 73] [Differences between player volume settings and staff volume settings] [BGM, operating sounds] [High bass] The gaming machine with feature 73 is, A gaming machine for playing games, Movable body and, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is It is possible to output a sound corresponding to the movement of the aforementioned movable body. In the scene where BGM and the operating sound are output in the aforementioned special state, when the player's volume adjustment operation means is operated, the output volume of the BGM and the operating sound is changed and a confirmation sound is output. In the special state described above, when the BGM and the operating sound are output in a scene where the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the operating sound is changed, and the confirmation sound is not output. The aforementioned display means is In the special state described above, when the BGM and the operating sound are output in a scene, and the player's volume adjustment control means is operated, the volume value is displayed. In the scene where the BGM and the operating sound are output under the aforementioned special conditions, if the volume control operation means for the store clerk is operated, the volume value display will not be shown. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the background music and operating sounds in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 201 and 202 Special condition: High base condition BGM: BGM28 Sound effects: Jackpot notification sound H1, Jackpot notification sound H2 Volume level display: Volume display 【0082】 [Feature 74] [Differences between player volume settings and staff volume settings] [BGM advantageous state name notification sound] [High base] The gaming machine with feature 74 is, A gaming machine that can be controlled to create a favorable state for the player, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is It is possible to output a sound indicating the name of the aforementioned advantageous state, In the scene where BGM and the advantageous state name notification sound are output in the special state, when the player's volume adjustment operation means is operated, the output volume of the BGM and the advantageous state name notification sound is changed, and a confirmation sound is output. In the scene where the BGM and the advantageous state name notification sound are output in the special state, when the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the advantageous state name notification sound is changed, and the confirmation sound is not output. The aforementioned display means is In the scene where the BGM and the advantageous state name notification sound are output in the special state, if the player's volume adjustment operation means is operated, the volume value display is shown. In the scene where the BGM and the advantageous state name notification sound are output in the special state, if the volume adjustment operation means for the store clerk is operated, the volume value display will not be displayed. It is characterized by the following. According to this feature, when the player's volume control means (volume button) is operated, the output volume of the background music and the advantageous state name notification sound for the special state being output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 204 and 205 Special condition: High base condition BGM: BGM29 Advantageous state name notification sound: Jackpot name notification sound H1, Jackpot name notification sound H2 Volume level display: Volume display 【0083】 [Feature 75] [Differences between player volume settings and staff volume settings] [BGM: Big prize winning sound] [High bass] The gaming machine with 75 features is, A gaming machine that can be controlled to create a favorable state for the player, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is During the aforementioned advantageous state, it is possible to output a sound corresponding to the granting of game value when the game medium passes through a specific area. In the special state described above, in the advantageous state in which the BGM and the accompanying sound are output in a scene where the player's volume adjustment operation means is operated, the output volume of the BGM and the accompanying sound is changed and a confirmation sound is output. In the scene where the BGM and the accompanying sound are output in the advantageous state controlled in the special state, when the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the accompanying sound is changed, and the confirmation sound is not output. The aforementioned display means is In the special state described above, when the player's volume adjustment operation means is operated in the advantageous state described above, the volume value display is shown. In the scene where the BGM and the added sound are output in the advantageous state controlled in the special state, if the volume adjustment operation means for the store clerk is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and bonus sounds controlled in the advantageous state during the special state of output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 207 and 208 Special condition: High base condition BGM: BGM30 Added sound: Attacker entry sound H1, Attacker entry sound H2 Volume level display: Volume display 【0084】 [Feature 76] [Differences between player volume settings and staff volume settings] [BGM Over-winning sound] [High bass] The gaming machine with feature 76 is, A gaming machine that can be controlled to create a favorable state for the player, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is If the number of times the game medium passes through a specific area during the aforementioned advantageous state exceeds a predetermined number, it is possible to output a sound indicating that the predetermined number has been exceeded. In the advantageous state controlled in the special state, when the player's volume adjustment means is operated in a scene in which background music and the specified number exceeding bonus sound are output, the output volume of the background music and the specified number exceeding bonus sound is changed and a confirmation sound is output. In the advantageous state controlled in the special state, when the store clerk's volume adjustment means is operated in a scene in which the background music and the specified number of added sounds are output, the output volume of the background music and the specified number of added sounds is changed, and the confirmation sound is not output. The aforementioned display means is In the advantageous state controlled in the special state, when the BGM and the specified number of additional sounds are output in a scene, and the player's volume adjustment operation means is operated, the volume value display is shown. In the special state described above, in the advantageous state controlled by the special state described above, when the volume adjustment operation means for the store clerk is operated in the scene in which the BGM and the specified number of additional sounds are output, the volume value display is not shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and the sound added when the specified number is exceeded, which are controlled in the special state during output, changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is shown. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figures 210 and 211 Special condition: High base condition BGM: BGM31 Sounds added when the specified number is exceeded: Over-winning sound H1, Over-winning sound H2 Volume level display: Volume display 【0085】 [Feature 77] [Differences between player volume settings and staff volume settings] [BGM acquisition notification sound] [High bass] The gaming machine with feature 77 is, A gaming machine that can be controlled to create a favorable state for the player, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is When the amount of game value awarded during the aforementioned advantageous state reaches a predetermined amount, it is possible to output a sound indicating that the value has been reached. In the special state described above, in the advantageous state in which the BGM and the arrival sound are output, when the player's volume adjustment operation means is operated, the output volume of the BGM and the arrival sound is changed and a confirmation sound is output. In the scene where the background music and arrival sound are output in the advantageous state controlled in the special state, if the volume adjustment operation means for the store clerk is operated, the output volume of the background music and arrival sound is changed, and the confirmation sound is not output. The aforementioned display means is In the special state, in the advantageous state controlled by the aforementioned special state, when the player's volume adjustment operation means is operated in a scene in which the BGM and the arrival sound are output, the volume value display is shown. In the scene where the BGM and the arrival sound are output in the advantageous state controlled in the special state, if the volume adjustment operation means for the store clerk is operated, the volume value display is not shown. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and arrival sound in the advantageous state controlled during the special state of output changes, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figures 213 and 214 Special condition: High base condition BGM: BGM32 Arrival sound: Overrun notification sound H1, Overrun notification sound H2 Volume level display: Volume display 【0086】 [Feature 78] [Differences between player volume settings and staff volume settings] [BGM Special status name notification sound] [High bass] The gaming machine with feature 78 is, A gaming machine for playing games, State control means, Display means and Sound output means, A means for adjusting the volume for the player, It includes a means for adjusting the volume for store staff, The state control means is controllable between a normal state and a special state which is more advantageous than the normal state. The sound output means is It is possible to output a special state name notification sound that notifies the name of the aforementioned special state, In the scene where BGM and the special state name notification sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the output volume of the BGM and the special state name notification sound is changed and a confirmation sound is output. In the scene where the BGM and the special state name notification sound are output in the advantageous state controlled in the special state, when the volume adjustment operation means for the store clerk is operated, the output volume of the BGM and the special state name notification sound is changed, and the confirmation sound is not output. The aforementioned display means is In the scene where the BGM and the special state name notification sound are output in the advantageous state controlled in the special state, if the player's volume adjustment operation means is operated, the volume value display is shown. In the scene where the BGM and the special state name notification sound are output in the advantageous state controlled in the special state, if the volume adjustment operation means for the store clerk is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player operates the volume control means (volume button), the output volume of the BGM and the special state name notification sound changes in the advantageous state controlled during the special state output, a confirmation sound corresponding to the operation of the player's volume control means (volume button) is output, and a volume value display corresponding to the operation of the player's volume control means (volume button) is displayed. As a result, various effects corresponding to the player's proactive actions are executed appropriately, providing a suitable gaming environment. Corresponding drawings: Figures 216 and 217 Special condition: High base condition BGM: BGM33 Special status name notification sound: Transition notification sound H1, Transition notification sound H2 Volume level display: Volume display 【0087】 The embodiments for implementing the gaming machine according to the present invention are described below. 【0088】 (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area. 【0089】 Furthermore, "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Furthermore, variation also includes the display of a certain symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Furthermore, variable display may be expressed as variable display or simply variable. 【0090】 Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols. 【0091】 An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5. 【0092】 For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display. 【0093】 Furthermore, a display area 5S is provided in the upper left of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4"), and small symbols corresponding to the decorative symbols. The small symbols are displayed variably in accordance with the variable display of the decorative symbols. 【0094】 Furthermore, the first reserved memory count, second reserved memory count, reserved display, small symbols, error display (not shown) indicating an error state occurring in the pachinko game machine 1, right-hand shooting notification images prompting the player to shoot to the right, and time-saving display showing the remaining number of time-saving rounds can be displayed in front of (upper layer) the performance images (object images) such as characters to prevent the performance images from overlapping and reducing the visibility of the first reserved memory count, second reserved memory count, small symbols, and error display. On the other hand, decorative symbols can be displayed behind (lower layer) the performance images to prevent the decorative symbols from overlapping and reducing the visibility of the performance images. 【0095】 The above-mentioned small symbol is also called the fourth symbol. The fourth symbol is a symbol that indicates that the special symbols (first special symbol, second special symbol) are being displayed in a variable manner, and is displayed in a variable manner by a certain operation in a manner that is always visible on a display device such as the image display device 5. Because the fourth symbol is displayed in a variable manner, even if the decorative symbols are difficult to recognize, such as when the performance content including the variable display of the decorative symbols disappears from the screen for a moment, or when the movable body 32 obscures all or part of the screen of the image display device 5, it becomes possible to recognize whether or not the decorative symbols are currently being displayed in a variable manner. The performance control CPU 120 performs the variable display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on the receipt of the first variable display start command. The performance control CPU 120 also performs the variable display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on the receipt of the second variable display start command. 【0096】 At the bottom of the screen of the image display device 5, there are display areas (special symbol hold memory display area 5U, active display area 5F) for displaying hold displays corresponding to variable displays whose execution is pending, and active displays corresponding to variable displays that are currently running. The hold displays and active displays are collectively referred to as variable display corresponding displays. In this embodiment, a special symbol hold memory display area 5U is provided common to the first special symbol and the second special symbol, but a first special symbol hold memory display area that displays a first hold display representing a variable display whose execution of the first special symbol is pending, and a second special symbol hold memory display area that displays a second hold display representing a variable display whose execution of the second special symbol is pending, may be provided separately. In this embodiment, the special symbol hold memory display area 5U is a display area that displays a hold display corresponding to the first special symbol when the game state is in the normal state, and a display area that displays a hold display corresponding to the second special symbol when the game state is in the time-saving state or probability-changing state. Furthermore, the Active Display Area 5F is a display area that shows an active display corresponding to the first special symbol when the game state is in the normal state, and a display area that shows an active display corresponding to the second special symbol when the game state is in the time-saving state or probability-changing state. 【0097】 A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit. 【0098】 A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A. 【0099】 The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started. 【0100】 The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric mechanism with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in the upright position, resulting in a closed state where no game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable prize ball device 6B is in the tilted position, resulting in an open state where game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B is not limited to those described above, as long as it changes between a closed state and an open state. 【0101】 General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls. 【0102】 Between the prize ball device 6A and the variable prize ball device 6B, there are a first special variable prize ball device 7A and a second special variable prize ball device 7B, both having large prize openings. The first special variable prize ball device 7A is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and forms a first large prize opening as a specific region that changes between an open state and a closed state by this large prize opening door. The second special variable prize ball device 7B is equipped with a large prize opening door that is opened and closed by a solenoid 83 (see Figure 2), and forms a second large prize opening as a specific region that changes between an open state and a closed state by this large prize opening door. 【0103】 In the first special variable prize ball device 7A, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the first large prize opening, preventing game balls from entering (passing through) the first large prize opening. On the other hand, in the first special variable prize ball device 7A, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the first large prize opening, making it easier for game balls to enter the first large prize opening. 【0104】 Similarly, in the second special variable prize ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the second large prize opening, preventing game balls from entering (passing through) the second large prize opening. On the other hand, in the second special variable prize ball device 7B, when the solenoid 83 for the large prize opening door is in the on state, the large prize opening door opens the second large prize opening, making it easier for game balls to enter the second large prize opening. 【0105】 Game balls that enter the first major prize slot are detected by the first count switch 23 (see Figure 2), and game balls that enter the second major prize slot are detected by the second count switch 24 (see Figure 2). When game balls are detected by these first count switches 23 and 2 count switches 24, that is, when game balls enter the major prize slots, a predetermined number of game balls (for example, 15) are dispensed as prize balls. When game balls enter the major prize slots, more prize balls are dispensed than when game balls enter, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10. 【0106】 When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a "starting prize." 【0107】 A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (in the example shown in Figure 1, the lower left of the game area). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game. 【0108】 To the right of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed. 【0109】 Below the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs. 【0110】 In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected. 【0111】 In this embodiment, the game area consists of a left game area 2L, which is formed to the left of the image display device 5 and into which game balls can enter the general prize entry 10 and the first starting prize entry 6A formed by the prize ball entry device 6A as they flow down, and a right game area 2R, which is formed to the right of the image display device 5 and into which game balls can enter the second starting prize entry 6B formed by the variable prize ball entry device 6B, the first large prize entry 6B and the second large prize entry 7 formed by the special variable prize ball entry device 7, and can also pass through the passage gate 41. 【0112】 In this embodiment, the normal state is a game state in which the player mainly shoots game balls toward the left game area 2L, while the time-saving state, probability variation state, and jackpot game state in this embodiment are game states in which the player shoots game balls toward the right game area 2R. 【0113】 Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided to the left and right of the main lamp 9a so as to surround the game area, and a button lamp 9e is provided below the game board 2. These main lamp 9a, side lamps 9b and button lamps 9e provided on the gaming machine frame 3 are also called "frame lamps". 【0114】 A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1), and a movable body lamp 9d is provided on the movable body 32. In addition, an attacker lamp 9c is provided near the special variable prize ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. These attacker lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps". Furthermore, these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are sometimes collectively referred to as game effect lamps 9. Note that these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are composed of LEDs. The various lamps will be described later. 【0115】 A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device. 【0116】 A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls or game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a dispensing section (ball supply tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full. 【0117】 A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2). 【0118】 A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2). 【0119】 In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided. 【0120】 (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko game machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be executed immediately), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4). 【0121】 In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open). 【0122】 When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A. 【0123】 When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B. 【0124】 Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game or during the period when the game is controlled to be in a jackpot state as described later (i.e., a starting entry occurs but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined maximum number of entries (for example, 4) are reached. 【0125】 In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of jackpot described later) stops and is displayed as a guaranteed special symbol, it is a "jackpot." If a special symbol other than the winning symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss." 【0126】 After the display result in the special game is "Big Win," the game is controlled to a Big Win game state, which is advantageous for the player. 【0127】 In a jackpot state, the first and second large prize pockets formed by the special variable prize ball device 7 are opened in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize pockets reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize pockets can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize pockets are open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined upper limit number of times (10 times, 6 times, etc.). 【0128】 In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player. 【0129】 Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls. 【0130】 After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot. 【0131】 In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol). 【0132】 In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur. 【0133】 The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.). 【0134】 The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on). 【0135】 The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state. 【0136】 In this embodiment, the type of big win determines which large prize slot opens in a specific round (for example, the 6th round). In the type of big win where the second prize slot opens in a specific round, the game state is controlled to a probability variation state (high probability, high base state) after the big win ends, based on the detection by the second count switch 24 that a game ball enters the second large prize slot. 【0137】 (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32, or any effect device that includes some or all of these. 【0138】 As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived). 【0139】 During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues. 【0140】 Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach. 【0141】 When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. 【0142】 If the display result of the special game is a "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). In addition, if the display result is a "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss"). 【0143】 The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed. 【0144】 Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays. 【0145】 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 Figure 2. In addition, various other boards, such as a payout control board, an information terminal board, and a launch control board, are located on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also installed. The term "various control boards" is a concept that includes not only electronic circuit boards such as printed wiring boards on which conductive patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on an electronic circuit board. 【0148】 A power switch 91 is connected to the power supply board 17. By operating the power switch 91 (turning it ON), power from an AC power source such as AC100V from an external power source such as a commercial power supply can be supplied from the power supply board 17 to electrical components including the main board 11 and various control boards such as the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V). 【0149】 The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc. 【0150】 The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106. 【0151】 The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which some or all of its contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102. 【0152】 The random number circuit 104 keeps an updatable count of numerical data representing various random values ​​(game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software). 【0153】 The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals). 【0154】 The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), first count switch 23, and second count switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected. 【0155】 The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal used to stop the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turns on when the period during which the predetermined power supply voltage is below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17. 【0156】 The output circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoids 81 and 82 and 83) to solenoid 81 for the regular electric mechanism and solenoids 82 and 83 for the large prize door. 【0157】 Furthermore, the pachinko game machine 1 in this embodiment is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to dispense a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to the player based on the receipt of a payout signal, and to a game ball detection sensor provided in the payout passage through which the game balls dispensed by the payout device pass. The drive of the payout device can be stopped according to the nature of the game ball detection signal received from the game ball detection sensor. 【0158】 Furthermore, the payout control board is connected to a handle sensor for detecting the amount of operation performed by the player, and a touch ring (touch sensor) for detecting whether the player is gripping the ball-shooting handle 30. Based on the signals input from these sensors, the payout control board controls the launching device that can launch game balls into the game board 2. In addition, signals indicating whether or not the touch ring has been detected, and signals indicating that a game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 on the main board 11. 【0159】 The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error. 【0160】 The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands. 【0161】 The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125. 【0162】 The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory. 【0163】 The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation). 【0164】 The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120. 【0165】 The display control unit 123, based on the execution instructions for the performance control CPU 120, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. It also performs display processing to output the image data of the display image creation area in the VRAM area specified in the display register as a video signal. In this embodiment, the display image creation area and the drawing area switch with each V-blank. Therefore, drawing is performed in the area allocated as the drawing area in one V-blank, and then in the next V-blank, it switches to the display image creation area, so the image data drawn in the previous V-blank is displayed, while drawing continues in the other area during that time. 【0166】 Furthermore, as shown in Figure 3, the display control unit 123 generates an image for display on the image display device 5 by superimposing (combining) multiple layers. Therefore, the VRAM area contains a layer image drawing area for drawing and arranging the images of each of these layers, and a display image creation area for generating an image for display on the image display device 5 by further superimposing (combining) the images drawn and arranged in each layer image drawing area. Note that each layer image drawing area has the concepts of upper, middle, and lower levels, and images in the upper layer image drawing area have a higher display priority on the image display device 5, while images in the lower layer image drawing area have a lower display priority on the image display device 5. 【0167】 As shown in Figure 4, the VRAM area contains a Layer 1 image drawing area for drawing and placing background images as Layer 1 images, a Layer 2 image drawing area for drawing and placing decorative patterns as Layer 2 images, a Layer 3 image drawing area for drawing and placing object images such as characters as Layer 3 images, a Layer 4 image drawing area for drawing and placing enlargement effect images described later as Layer 4 images, a Layer 5 image drawing area for drawing and placing decorative effect images described later as Layer 5 images, a Layer 6 image drawing area for drawing and placing crack warning images (glass plate images, etc.) described later as Layer 6 images, and a Layer 7 image of a glass plate image A and a cracked glass plate image A displayed in place of the glass plate image. Layer 7 is an image drawing area for drawing and arranging the resulting fragment images; Layer 8 is an image for drawing and arranging the action effect images described later as Layer 8; Layer 9 is an image for drawing and arranging the whiteout image 003SG303 described later as Layer 9; Layer 10 is an image for drawing and arranging the operation prompt images described later as Layer 10; Layer 11 is an image for drawing and arranging the variable display compatible display (hold display and active display) as Layer 11; Layer 12 is an image for drawing and arranging the right-hand and left-hand display images described later as Layer 12; and Layer 13 is an image for drawing and arranging the small symbols (fourth symbol) as Layer 13. 【0168】 In this embodiment, the enlargement effect is an image that mimics (is similar to) the target image in each effect, and is displayed enlarged over time. It has a higher transparency than the target image, and its transparency gradually increases as it is enlarged (see Figures 83 to 97). In this embodiment, the decorative effect is an image that has a different shape from the target image in each effect, and has the same transparency as the target image at least at the start of display (transparency 0%) (see Figures 98 and 99). Furthermore, the development cost of the enlargement effect is lower compared to the decorative effect. Specifically, the decorative effect requires dedicated material data to be prepared and then processed as appropriate, so it takes a certain amount of time to create, whereas the enlargement effect can be created by reusing material data for decorative patterns, so it can be created in a short period of time. In other words, the enlargement effect is an image that can effectively make the target image stand out while having a low development cost. 【0169】 In this embodiment, by superimposing the images drawn and arranged in the Layer 1 to Layer 13 image drawing areas, an image can be generated to be displayed on the display screen of the image display device 5. Furthermore, as shown in Figures 4 and 5, the image drawn in the Layer 1 image drawing area has the lowest display priority, the image drawn in the Layer 2 image drawing area has a higher display priority than the image drawn in the Layer 1 image drawing area, the image drawn in the Layer 3 image drawing area has a higher display priority than the image drawn in the Layer 2 image drawing area, the image drawn in the Layer 4 image drawing area has a higher display priority than the image drawn in the Layer 3 image drawing area, the image drawn in the Layer 5 image drawing area has a higher display priority than the image drawn in the Layer 4 image drawing area, the image drawn in the Layer 6 image drawing area has a higher display priority than the image drawn in the Layer 5 image drawing area, and the image drawn in the Layer 7 image drawing area has a lower display priority than the image drawn in the Layer 6 image drawing area. Images drawn in the Layer 8 image drawing area have a higher display priority than images drawn in the Layer 7 image drawing area, images drawn in the Layer 9 image drawing area have a higher display priority than images drawn in the Layer 8 image drawing area, images drawn in the Layer 10 image drawing area have a higher display priority than images drawn in the Layer 9 image drawing area, images drawn in the Layer 11 image drawing area have a higher display priority than images drawn in the Layer 10 image drawing area, images drawn in the Layer 12 image drawing area have a higher display priority than images drawn in the Layer 11 image drawing area, and images drawn in the Layer 13 image drawing area have a higher display priority than images drawn in the Layer 12 image drawing area. 【0170】 In other words, images drawn in the Layer 1 image drawing area are displayed at the lowest level on the image display device 5, images drawn in the Layer 2 image drawing area are displayed above (prioritized) the images drawn in the Layer 1 image drawing area on the image display device 5, images drawn in the Layer 3 image drawing area are displayed above (prioritized) the images drawn in the Layer 2 image drawing area on the image display device 5, images drawn in the Layer 4 image drawing area are displayed above (prioritized) the images drawn in the Layer 3 image drawing area on the image display device 5, images drawn in the Layer 5 image drawing area are displayed above (prioritized) the images drawn in the Layer 4 image drawing area on the image display device 5, images drawn in the Layer 6 image drawing area are displayed above (prioritized) the images drawn in the Layer 5 image drawing area on the image display device 5, and images drawn in the Layer 7 image drawing area are displayed above (prioritized) the images drawn in the Layer 6 image drawing area on the image display device 5. The Layer 8 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 8 image drawing area on the image display device 5, the Layer 9 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 8 image drawing area on the image display device 5, the Layer 10 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 9 image drawing area on the image display device 5, the Layer 11 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 10 image drawing area on the image display device 5, the Layer 12 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 11 image drawing area on the image display device 5, and the Layer 13 image drawing area is the image that is displayed on the uppermost layer on the image display device 5. 【0171】 The display control unit 123 further supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32. 【0172】 The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R. 【0173】 The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp. 【0174】 Furthermore, the control of audio output, the on / off status of lamps (supply of sound specification signals and lamp signals, etc.), and the control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120. 【0175】 The random number circuit 124 keeps an updatable count of numerical data representing various random values ​​(random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software). 【0176】 The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals). 【0177】 Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions. 【0178】 Figure 6(A) is an explanatory diagram showing an example of the content of a performance control command used in this embodiment. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is also set to "0". Note that the command form shown in Figure 6(A) is just one example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more. 【0179】 In the example shown in Figure 6(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time (variable display time)) of decorative symbols (also called performance symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command. 【0180】 Command 8CXXH is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result (jackpot type determination result) of which of the multiple types of jackpots to be used when the variable display result is a "jackpot". 【0181】 In the variable display result specification command, for example, as shown in Figure 6(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A", as well as the jackpot type determination result. Command 8C02H is the third variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B", as well as the jackpot type determination result. Command 8C03H is the fourth variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C", as well as the jackpot type determination result. 【0182】 Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state), and command 9502H is set as the third game state specification command corresponding to a game state in which both time-saving control and probability variation control are performed (high probability high base state, probability variation state). Furthermore, the high probability, high base state is sometimes simply referred to as the "probability change state." 【0183】 Command A0XXH is a win start command (also called the "fanfare command") that specifies the display of a visual effect indicating the start of a jackpot game. Command A1XXH is a jackpot opening notification command that indicates the period during which the jackpot opening is open during a jackpot game. Command A2XXH is a jackpot opening after notification command that indicates the period during which the jackpot opening has changed from open to closed during a jackpot game. Command A3XXH is a win end command that specifies the display of a visual effect at the end of a jackpot game. 【0184】 In the win start specification command and win end specification command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result specification command. Alternatively, in the win start specification command and win end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result specification command. In the big prize slot open notification command and big prize slot after opening notification command, for example, different EXT data may be set corresponding to the number of rounds executed in the jackpot state described later (for example, "0" to "10"). 【0185】 Command B100H is a first start-out entry designation command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A has been met, based on the fact that a game ball that has passed through (entered) the first start-out entry point formed by the prize ball entry device 6A has been detected by the first start-out switch 22A and a start-up entry (first start-up entry) has occurred. Command B200H is a second start-out entry designation command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B has been met, based on the fact that a game ball that has passed through (entered) the second start-out entry point formed by the variable prize ball entry device 6B has been detected by the second start-out switch 22B and a start-up entry (second start-up entry) has occurred. Command B300H is a special prize-winning ball entry command that notifies the system that 15 prize balls will be dispensed based on the detection by the first count switch 23 and the second count switch 24 of the special variable prize-winning ball device 7 when a game ball has passed through (entered) the first or second prize-winning ball, resulting in a prize being won. 【0186】 Command C1XXH is a first reserved memory count notification command that notifies the first reserved memory count in order to identify the number of reserved special symbols. Command C2XXH is a second reserved memory count notification command that notifies the second reserved memory count in order to identify the number of reserved special symbols. The first reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a first start entry designation command is sent, for example, based on the first start condition being met when a game ball passes through (enters) the first start entry point. The second reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a second start entry designation command is sent, for example, based on the second start condition being met when a game ball passes through (enters) the second start entry point. Furthermore, the first reserved memory count notification command and the second reserved memory count notification command may be sent in response to the start of execution of the special feature game when either the first start condition or the second start condition is met (when the number of reserved memories decreases). 【0187】 Commands C4XXH and C6XXH are performance control commands (winning result specification commands) that indicate the content of the winning result judgment. Of these, command C4XXH is a symbol specification command that indicates whether the variable display result will be a "jackpot" and the type of jackpot (probability variation, non-probability variation, or sudden probability variation) as the winning result judgment. Command C6XXH is a variation category command that indicates whether the random value used for determining the variation pattern will be "non-reach", "super reach", or "other (normal reach)" as the winning result judgment. 【0188】 Instead of the first and second pending memory count notification commands, a total pending memory count notification command may be sent to notify the total number of pending memories. In other words, a total pending memory count notification command may be used to notify of an increase (or decrease) in the total number of pending memories. 【0189】 Command D000H is a V-entry notification command that notifies that a game ball has entered the second large prize slot during a jackpot game, that is, that a game ball has been detected by the second count switch 24. Hereinafter in this embodiment, the detection of a game ball by the second count switch 24 during a jackpot game may be referred to as "V-entry". In this embodiment, "V-entry" refers to the execution of both time-saving control and probability variation control in the high-base state after the jackpot game in which the entry occurred (the state is controlled to be a high-probability, high-base state). 【0190】 Command 9F00H is a command to specify the display of a customer waiting demonstration (customer waiting demo) and to execute it. 【0191】 Note that the commands shown in Figure 6(A) are just examples, and the system may not have some of these commands, may use different commands in place of these commands, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the remaining number of variable display times for which probability variation control or time reduction control will be executed. 【0192】 Figure 7 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 7, on the main board 11, numerical data representing the random numbers MR1 ​​for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the type of variation pattern, MR4 for determining the variation pattern, MR5 for determining the normal display result, and MR6 for determining the initial value of random number MR5 are controlled to be countable. In addition, other random numbers may be used to enhance the game effect. Random numbers used to control the progress of the game are also called game random numbers. 【0193】 The random number circuit 104 only needs to count numerical data that represents some or all of these random values ​​MR1 ​​to MR6. The CPU 103 may use a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown), and update various numerical data by software to count numerical data that represents some of the random values ​​MR1 ​​to MR6. 【0194】 The random value MR1 for determining the special symbol display result is a random value used to determine whether or not to control the game state to a jackpot when the variable display result, such as a special symbol, is a "jackpot," and can take values ​​in the range of "0" to "65536." The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type to be "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and can take values ​​in the range of "0" to "99." 【0195】 The random value MR3 used for determining the type of variation pattern is a random value used to determine whether the variation pattern type in the variable display of special symbols and decorative symbols is "non-reach," "normal reach," or "super reach," and takes values ​​in the range of "0" to "4095." 【0196】 The random value MR4 used for determining the variation pattern is a random value used to determine the variation pattern in the variable display of special symbols and decorative symbols to one of several pre-defined types, and can take values ​​in the range of "0" to "255". 【0197】 The random value MR5 used for determining the result of the regular symbol display is a random value used to determine whether the variable display result in the regular symbol game using the regular symbol display unit 20 is a "regular symbol win" or a "regular symbol loss," and takes values ​​in the range of "3" to "13". 【0198】 The random value MR6, used for determining the initial value of the random value MR5, is a random value used to determine the initial value of the random value MR5, and can take values ​​in the range of "3" to "13". 【0199】 Figure 8 shows an example of the configuration of the display result determination table stored in ROM 101. In this embodiment, a common display result determination table is used for both the first and second special figures, but the present invention is not limited to this, and separate display result determination tables may be used for the first and second special figures. 【0200】 The display result determination table is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A and special symbol games using the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed. 【0201】 In the display result determination table, a numerical value (determination value) is compared with the random value MR1 used for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state), and this value is assigned to the special symbol display result of "jackpot" or "miss". 【0202】 In the display result determination table, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a jackpot game state as a "jackpot". In the display result determination table, when the game state is a probability variation state (high probability state), more determination values ​​are assigned to the special symbol display result of "jackpot" than when it is a normal state or a time-saving state (low probability state). As a result, the probability of the pachinko game machine 1 deciding to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this embodiment) compared to the probability of the pachinko game machine 1 deciding to control the special symbol display result to a jackpot game state as a "jackpot" when it is in a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of determining whether or not to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state. 【0203】 Figure 9(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. In this embodiment, the jackpot type determination table is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, a numerical value (determination value) that is compared with the random value MR2 for jackpot type determination is assigned to one of several types of jackpots, such as "jackpot A", "jackpot B", and "jackpot C", depending on whether the special symbol that was displayed variably (variable display) in the special symbol game is the first special symbol (special symbol game using the first special symbol display device 4A) or the second special symbol (special symbol game using the second special symbol display device 4B). 【0204】 Here, the types of jackpots in this embodiment will be explained using Figure 9(B). In this embodiment, the types of jackpots provided are Jackpot A, Jackpot B, and Jackpot C, in which time-saving control is performed for up to 100 variable displays after the end of the jackpot game state. Furthermore, Jackpots A, Jackpot B, and Jackpot C are also jackpots in which, when a game ball enters the second large prize slot (so-called V-entry) in the 6th round of the jackpot game state, probability-changing control is performed for up to 100 variable displays after the end of the jackpot game. 【0205】 The jackpot game state for "Jackpot A" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 6, and this is repeated 6 times (6 rounds and no V-entry possible jackpot). The jackpot game state for "Jackpot B" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 5, while the second major prize slot is changed to a favorable open state for the player in round 6 (6 rounds and V-entry possible jackpot). The jackpot game state for "Jackpot C" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 5 and rounds 7 to 10, while the second major prize slot is changed to a favorable open state for the player in round 6 (10 rounds and V-entry possible jackpot). 【0206】 In this embodiment, since time-saving control is performed at least after the end of the jackpot game state, if a jackpot occurs while this time-saving control is being performed, time-saving control (and probability variation control) is performed again after the end of the jackpot game state, resulting in a so-called continuous win state in which the jackpot game state occurs continuously without going through the normal state. 【0207】 In this embodiment, an example is shown in which there are three types of jackpots, A to C. However, the present invention is not limited to this, and there may be two or fewer types of jackpots, or four or more types. 【0208】 Furthermore, as shown in Figure 9(A), in the jackpot type determination table, the assignment of determination values ​​to the jackpot types "jackpot A," "jackpot B," and "jackpot C" differs depending on whether the variable-display special symbol is the first special symbol or the second special symbol. Specifically, when the variable-display special symbol is the first special symbol, a predetermined range of determination values ​​(values ​​in the range of "0" to "49") are assigned to the jackpot types "jackpot A" and "jackpot B," which have fewer rounds. On the other hand, when the variable-display special symbol is the second special symbol, no determination values ​​are assigned to the jackpot types "jackpot A" and "jackpot B." With this setting, the proportion of times the jackpot type is determined to be "Jackpot A" or "Jackpot B," which have fewer rounds, can be made different when determining the jackpot type from one of several types in a special symbol game using the first special symbol display device 4A, and when determining the jackpot type from one of several types in a special symbol game using the second special symbol display device 4B. In particular, in special symbol games using the second special symbol, the jackpot type is not determined to be "Jackpot A" or "Jackpot B," which results in a jackpot state with fewer rounds. For example, in a game state where game balls are more likely to enter the second starting prize entry point formed by the variable prize ball entry device 6B due to high opening control associated with time-saving control, it is possible to avoid frequent occurrences of jackpot states with fewer prize balls, thereby preventing a decrease in the enjoyment of the game. 【0209】 Figures 10 and 11 are explanatory diagrams showing specific examples of variation patterns in this embodiment. The variation patterns in this embodiment are broadly composed of a losing variation pattern where the variable display result is a loss, and a winning variation pattern where the variable display result is a big win. 【0210】 As shown in FIG. 10, the deviation variation patterns can be roughly classified into: a non-reach deviation variation pattern (the variation pattern type is a non-reach variation pattern) where deviation occurs without executing any reach effect; a normal reach variation pattern (the variation pattern type is a normal reach variation pattern) where deviation occurs when the reach effect of a normal reach is executed; a low-base weak super reach A variation pattern (the variation pattern type is a low-base weak super reach variation pattern) where deviation occurs when the reach effect of a low-base weak super reach A or a low-base weak super reach B is executed in the normal state (low-base state); a low-base strong super reach A variation pattern (the variation pattern type is a low-base strong super reach A variation pattern) where deviation occurs when the reach effect of a low-base strong super reach A is finally executed in the normal state (low-base state); a low-base strong super reach B variation pattern (the variation pattern type is a low-base strong super reach B variation pattern) where deviation occurs when the reach effect of a low-base strong super reach B is finally executed in the normal state (low-base state); a low-base strong super reach C variation pattern (the variation pattern type is a low-base strong super reach C variation pattern) where deviation occurs when the reach effect of a low-base strong super reach C is finally executed in the normal state (low-base state); a low-base strongest super reach variation pattern (the variation pattern type is a low-base strongest super reach variation pattern) where deviation occurs when the reach effect of a low-base strongest super reach is finally executed in the normal state (low-base state); a high-base super reach A variation pattern (the variation pattern type is a high-base super reach A variation pattern) where deviation occurs when the reach effect of a high-base super reach A is finally executed in the time-saving state or the probability-changing state (high-base state); a high-base super reach B variation pattern (the variation pattern type is a high-base super reach B variation pattern) where deviation occurs when the reach effect of a high-base super reach B is finally executed in the time-saving state or the probability-changing state (high-base state).In the shortened time state or the probability variation state (high base state), there is a variation pattern for high base super reach C where the reach animation of high base super reach C is ultimately executed but it is a miss (variation pattern type is high base super reach C variation pattern), and in the shortened time state or the probability variation state (high base state), there is a variation pattern for high base super reach D where the reach animation of high base super reach D is ultimately executed but it is a miss (variation pattern type is high base super reach D variation pattern). 【0211】 As for non-reach variation patterns, there are four types of variation patterns: PA1-1, in which the special symbol variation time is 12000ms and no reach effects are executed when the number of reserved special symbols for variable display is 2 or less in the normal state; PA1-2, in which the special symbol variation time is 5000ms and no reach effects are executed when the number of reserved special symbols for variable display is 3 in the normal state; PA1-3, in which the special symbol variation time is 2000ms and no reach effects are executed during time-saving control (time-saving state or probability-changing state); and PA1-4, in which the special symbol variation time is 8000ms and no reach effects are executed during time-saving control (time-saving state or probability-changing state). 【0212】 For the variation pattern type of normal reach, there are three types of variation patterns: PA2-1A, where the special symbol variation time is 20,000 ms and the normal reach reach animation is performed but it is a miss; PA2-1B, where the special symbol variation time is 35,000 ms and the pseudo-consecutive animation is performed once before the normal reach reach animation is performed but it is a miss; and PA2-1C, where the special symbol variation time is 50,000 ms and the pseudo-consecutive animation is performed twice before the normal reach reach animation is performed but it is a miss. 【0213】 As for the variation pattern type of low-base weak super reach, there are two types of variation patterns: PA2-2, in which the special symbol variation time is 73,000 ms, and after the pseudo-consecutive effect is executed twice, the reach effect of a normal reach and the reach effect of low-base weak super reach A are executed, resulting in a loss; and PA2-3, in which the special symbol variation time is 83,000 ms, and after the pseudo-consecutive effect is executed twice, the reach effect of a normal reach and the reach effect of low-base weak super reach B are executed, resulting in a loss. 【0214】 For the variation pattern type of Low Base Strong Super Reach A, the special symbol variation time is 93,000 ms plus the 10,000 ms for the miss notification period, totaling 103,000 ms. PA2-4 is a variation where two pseudo-consecutive effects, a normal reach effect, and a Low Base Weak Super Reach A reach effect are performed, followed by the Low Base Strong Super Reach A reach effect, resulting in a miss. The special symbol variation time is 103,000 ms plus the 10,000 ms for the miss notification period, totaling 113,000 ms. There are three types of spin patterns: PA2-5, in which two pseudo-consecutive spin sequences, a normal reach sequence, and a low-base weak super reach B sequence are performed, followed by a low-base strong super reach A sequence that results in a loss; and PA2-6, in which the special symbol spin time is 40,000ms plus a 10,000ms loss notification period, totaling 50,000ms, and in which a normal reach sequence is performed followed by a low-base strong super reach A sequence that results in a loss. 【0215】 For the variation pattern type Low Base Strong Super Reach B, the special symbol variation time is 108,000 ms plus the 10,000 ms for the miss notification period, totaling 118,000 ms. PA2-7 is a variation where two pseudo-consecutive effects, a normal reach effect, and a low base weak super reach A effect are performed, followed by the low base strong super reach B effect, resulting in a miss. The special symbol variation time is 113,000 ms plus the 10,000 ms for the miss notification period, totaling 123,000 ms. There are three types of variation patterns: PA2-8, in which two pseudo-consecutive performances, a normal reach performance, and a low-base weak super reach B performance are performed, followed by a low-base strong super reach B performance that results in a loss; and PA2-9, in which the special symbol variation time is 45,000 ms plus a loss notification period of 10,000 ms, and a normal reach performance is performed followed by a low-base strong super reach B performance that results in a loss. 【0216】 For the variation pattern type Low Base Strong Super Reach C, the special symbol variation time is 118,000 ms plus the 10,000 ms for the miss notification period, totaling 128,000 ms. PA2-10 is a variation where two pseudo-consecutive effects, a normal reach effect, and a low base weak super reach A effect are performed before the low base strong super reach C effect is performed, resulting in a miss. The special symbol variation time is 123,000 ms plus the 10,000 ms for the miss notification period, totaling 133,000 ms. There are three types of spin patterns: PA2-11, in which two pseudo-consecutive spin sequences, a normal reach sequence, and a low-base weak super reach B sequence are performed, followed by a low-base strong super reach C sequence that results in a loss; and PA2-12, in which the special symbol spin time is 60,000ms (50,000ms plus a 10,000ms loss notification period), followed by a normal reach sequence and then a low-base strong super reach C sequence that results in a loss. 【0217】 For the variation pattern type of the low-base strongest super reach, the special symbol variation time is 138,000ms, which is the sum of 128,000ms and the 10,000ms for the miss notification period. PA2-13 is a variation pattern where the special symbol variation time is 143,000ms, which is the sum of 133,000ms and the 10,000ms for the miss notification period. There are three types of spin patterns: PA2-14, in which two pseudo-consecutive spin sequences, a normal reach sequence, and a low-base weak super reach B sequence are performed, followed by a low-base strongest super reach sequence that results in a loss; and PA2-15, in which the special symbol spin time is 60,000ms plus a loss notification period of 10,000ms, resulting in a normal reach sequence followed by a low-base strongest super reach sequence that results in a loss. 【0218】 For variation patterns of type High Base Super Reach A, there is one variation pattern PA2-16 in which the special symbol variation time is 40,000ms (30,000ms plus a 10,000ms loss notification period), and the High Base Super Reach A reach animation is performed after the Normal Reach reach animation is performed, resulting in a loss. For variation patterns of type High Base Super Reach B, there is one variation pattern PA2-17 in which the special symbol variation time is 40,000ms (30,000ms plus a 10,000ms loss notification period), and the High Base Super Reach B reach animation is performed after the Normal Reach reach animation is performed, resulting in a loss. For variation patterns of type High Base Super Reach C, there is one variation pattern PA2-18 in which the special symbol variation time is 40,000ms (30,000ms plus a 10,000ms loss notification period), and the High Base Super Reach C reach animation is performed after the Normal Reach reach animation is performed, resulting in a loss. For variation patterns of type High Base Super Reach D, there is one variation pattern PA2-19 in which the special symbol variation time is 40,000ms (30,000ms plus a 10,000ms loss notification period), and the High Base Super Reach D reach animation is performed after the Normal Reach reach animation is performed, resulting in a loss. 【0219】 Furthermore, as shown in Figure 11, the winning variation patterns are similar to the losing variation patterns, with the following variation pattern types: Low Base Strong Super Reach A, Low Base Strong Super Reach B, Low Base Strong Super Reach C, Low Base Strongest Super Reach, High Base Super Reach A, High Base Super Reach B, High Base Super Reach C, and High Base Super Reach D. 【0220】 More specifically, as shown in Figure 11, the variation pattern type for Low Base Strong Super Reach A is a variation pattern in which the special symbol variation time is 108,000 ms, which is the sum of 93,000 ms and the jackpot notification period of 15,000 ms, and after two pseudo-consecutive performances, a normal reach performance, and a base weak super reach A performance are executed, the low base strong super reach A performance is executed and a jackpot occurs in PB1-2, and the special symbol variation time is 103,000 ms, which is the sum of 15,000 ms and the jackpot notification period of 1 There are three types of variation patterns: PB1-3, where the variation time is 18,000ms, and after two pseudo-consecutive effects, a normal reach effect, and a low-base weak super reach B effect are performed, a low-base strong super reach A effect is performed, resulting in a big win; and PB1-4, where the special symbol variation time is 40,000ms plus a big win notification period of 15,000ms, resulting in a big win, after a normal reach effect is performed, a low-base strong super reach A effect is performed. 【0221】 For the variation pattern type Low Base Strong Super Reach B, the special symbol variation time is 108,000 ms plus the jackpot notification period of 15,000 ms, totaling 123,000 ms. In PB1-5, after two pseudo-consecutive effects, a normal reach effect, and a low base weak super reach A effect are executed, the low base strong super reach B effect is executed, resulting in a jackpot. In PB1-5, the special symbol variation time is 113,000 ms plus the jackpot notification period of 15,000 ms, totaling 128,000 ms. There are three types of variation patterns: PB1-6, in which a big win occurs after two pseudo-consecutive performances, a normal reach performance, and a low-base weak super reach B performance are performed, followed by a low-base strong super reach B performance; and PB1-7, in which the special symbol variation time is 60,000ms (45,000ms plus the big win notification period of 15,000ms), and a big win occurs after a normal reach performance is performed followed by a low-base strong super reach B performance. 【0222】 For the variation pattern type Low Base Strong Super Reach C, the special symbol variation time is 118,000 ms plus the jackpot notification period of 15,000 ms, totaling 133,000 ms. In PB1-8, after two pseudo-consecutive effects, a normal reach effect, and a low base weak super reach A effect are executed, the low base strong super reach C effect is executed, resulting in a jackpot. The special symbol variation time is 123,000 ms plus the jackpot notification period of 15,000 ms, totaling 138,000 ms. Three types of variation patterns are provided: PB1-9, in which a big win occurs after two pseudo-consecutive performances, a normal reach performance, and a low-base weak super reach B performance are performed, followed by a low-base strong super reach C performance; and PB1-10, in which the special symbol variation time is 65,000 ms, which is the sum of 50,000 ms and the big win notification period of 15,000 ms, followed by a normal reach performance, followed by a low-base strong super reach C performance, resulting in a big win. 【0223】 For the variation pattern type of the low-base strongest super reach, the special symbol variation time is 143,000ms, which is the sum of 128,000ms and the jackpot notification period of 15,000ms. In PB1-11, after two pseudo-consecutive performances, a normal reach performance, and a low-base weak super reach A performance are executed, the low-base strongest super reach performance is executed, resulting in a jackpot. The special symbol variation time is 148,000ms, which is the sum of 133,000ms and the jackpot notification period of 15,000ms. There are three types of variation patterns: PB1-12, in which a big win occurs after two pseudo-consecutive performances, a normal reach performance, and a low-base weak super reach B performance are performed, followed by a low-base strongest super reach performance; and PB1-13, in which the special symbol variation time is 75,000 ms, which is 60,000 ms plus the big win notification period of 15,000 ms, and a big win occurs after a normal reach performance followed by a low-base strongest super reach performance. 【0224】 For variation patterns of type High Base Super Reach A, there is one variation pattern PB1-14 in which the special symbol variation time is 45,000ms (30,000ms plus the jackpot notification period of 15,000ms), and the High Base Super Reach A reach animation is executed after the normal reach animation, resulting in a jackpot. For variation patterns of type High Base Super Reach B, there is one variation pattern PB1-15 in which the special symbol variation time is 45,000ms (30,000ms plus the jackpot notification period of 15,000ms), and the High Base Super Reach B reach animation is executed after the normal reach animation, resulting in a jackpot. For variation patterns of type High Base Super Reach C, there is one variation pattern PB1-16 in which the special symbol variation time is 45,000ms (30,000ms plus the jackpot notification period of 15,000ms), and the High Base Super Reach C reach animation is executed after the normal reach animation, resulting in a jackpot. For variation patterns of type High Base Super Reach D, there is one variation pattern PB1-17 in which the special symbol variation time is 45,000ms (30,000ms plus the jackpot notification period of 15,000ms), and the High Base Super Reach D reach animation is executed after the normal reach animation, resulting in a jackpot. 【0225】 The judgment table stored in ROM101 includes multiple variable pattern type judgment tables for determining the type of variable pattern according to the game state and variable display results, as well as multiple variable pattern type judgment tables for determining the variable pattern according to the variable pattern determined in the variable pattern type judgment table, the game state, the variable display results, and the number of reserved special symbols that execute the variable display (number of reserved symbols that are subject to variable display). 【0226】 In this embodiment, a variable pattern type determination table is selected according to the game state and variable display results. Next, the selected variable pattern type determination table is compared with the read random value MR3 to determine the variable pattern type. 【0227】 For example, if the game state is normal and the variable display result is a miss, the miss variation pattern type determination table A shown in Figure 12(A) is selected, and the variation pattern type is determined by comparing the value of the random number MR3 with the value of the miss variation pattern type determination table A. If the random value MR3 is in the range of 0 to 3299, the variation pattern type is determined to be "Non-Reach". If the random value MR3 is in the range of 3300 to 4053, the variation pattern type is determined to be "Normal Reach". If the random value MR3 is in the range of 4054 to 4073, the variation pattern type is determined to be "Low Base Weak Super Reach". If the random value MR3 is in the range of 4074 to 4081, the variation pattern type is determined to be "Low Base Strong Super Reach A". If the random value MR3 is in the range of 4082 to 4089, the variation pattern type is determined to be "Low Base Strong Super Reach B". If the random value MR3 is in the range of 4090 to 4094, the variation pattern type is determined to be "Low Base Strong Super Reach C". If the random value MR3 is in the range of 4095, the variation pattern type is determined to be "Low Base Strongest Super Reach". 【0228】 Furthermore, if the game state is either a time-saving state or a probability-changing state and the variable display result is a miss, the miss variation pattern type determination table B shown in Figure 12(B) is selected, and the variation pattern type is determined by comparing the value of the random number MR3 with the value of the miss variation pattern type determination table B. If the random value MR3 is in the range of 0 to 3849, the variation pattern type is determined to be "Non-Reach". If the random value MR3 is in the range of 3850 to 4048, the variation pattern type is determined to be "Normal Reach". If the random value MR3 is in the range of 4049 to 4066, the variation pattern type is determined to be "High Base Super Reach A". If the random value MR3 is in the range of 4067 to 4083, the variation pattern type is determined to be "High Base Super Reach B". If the random value MR3 is in the range of 4084 to 4094, the variation pattern type is determined to be "High Base Super Reach C". If the random value MR3 is in the range of 4095, the variation pattern type is determined to be "High Base Super Reach D". 【0229】 Furthermore, if the game state is normal and the variable display result is a jackpot, the jackpot variation pattern type determination table A shown in Figure 12(C) is selected, and the variation pattern type is determined by comparing the jackpot variation pattern type determination table A with the value of the random number MR3. If the value of the random number MR3 is in the range of 0 to 075, the variation pattern type is determined to be "Low Base Strong Super Reach A". If the value of the random number MR3 is in the range of 976 to 2075, the variation pattern type is determined to be "Low Base Strong Super Reach B". If the value of the random number MR3 is in the range of 20766 to 3380, the variation pattern type is determined to be "Low Base Strong Super Reach C". If the value of the random number MR3 is in the range of 3381 to 4095, the variation pattern type is determined to be "Low Base Strongest Super Reach". 【0230】 Furthermore, if the game state is either a time-saving state or a probability variation state and the variable display result is a jackpot, the jackpot variation pattern type determination table B shown in Figure 12(D) is selected, and the variation pattern type is determined by comparing the jackpot variation pattern type determination table B with the value of the random number MR3. If the value of the random number MR3 is in the range of 0 to 975, the variation pattern type is determined to be "High Base Super Reach A". If the value of the random number MR3 is in the range of 976 to 2075, the variation pattern type is determined to be "High Base Super Reach B". If the value of the random number MR3 is in the range of 2076 to 3380, the variation pattern type is determined to be "High Base Super Reach C". If the value of the random number MR3 is in the range of 3381 to 4095, the variation pattern type is determined to be "High Base Super Reach D". 【0231】 After determining the type of variation pattern as described above, one of the variation pattern determination tables shown in Figures 13 to 15 is selected according to the game state, the variable display result, and the number of reserved special symbols that execute the variable display (number of reserved symbols for variable display). The selected variation pattern determination table is then compared with the read random value MR4 to determine the variation pattern. 【0232】 For example, if the variable display result is a miss, the game state is normal, and the number of variable display target reserved memories is 0 to 2, the miss variation pattern determination table A shown in Figure 13(A) is selected, and the variation pattern is determined by comparing the value of the miss variation pattern determination table A with the value of the random number MR4. In this case, if the determined variation pattern type is not a reach, the variation pattern is determined to be PA1-1 if the value of the random number MR4 is within the range of 0 to 255. If the determined variation pattern type is a normal reach, the variation pattern is determined to be PA2-1A if the value of the random number MR4 is within the range of 0 to 140, the variation pattern is determined to be PA2-1B if the value of the random number MR4 is within the range of 141 to 220, and the variation pattern is determined to be PA2-1C if the value of the random number MR4 is within the range of 221 to 255. If the determined variation pattern type is a low-base weak super reach, the variation pattern is determined to be PA2-2 if the random value MR4 is within the range of 0 to 199, and the variation pattern is determined to be PA2-3 if the random value MR4 is within the range of 200 to 255. 【0233】 If the determined variation pattern type is Low Base Strong Super Reach A, the variation pattern is determined to be PA2-4 if the random value MR4 is in the range of 0 to 88, the variation pattern is determined to be PA2-4 if the random value MR4 is in the range of 89 to 173, and the variation pattern is determined to be PA2-5 if the random value MR4 is in the range of 174 to 255. If the determined variation pattern type is Low Base Strong Super Reach B, the variation pattern is determined to be PA2-7 if the random value MR4 is in the range of 0 to 88, the variation pattern is determined to be PA2-8 if the random value MR4 is in the range of 89 to 173, and the variation pattern is determined to be PA2-9 if the random value MR4 is in the range of 174 to 255. 【0234】 If the determined variation pattern type is Low Base Strong Super Reach C, the variation pattern is determined to be PA2-10 if the random value MR4 is in the range of 0 to 88, the variation pattern is determined to be PA2-11 if the random value MR4 is in the range of 89 to 173, and the variation pattern is determined to be PA2-12 if the random value MR4 is in the range of 174 to 255. If the determined variation pattern type is Low Base Strongest Super Reach, the variation pattern is determined to be PA2-13 if the random value MR4 is in the range of 0 to 88, the variation pattern is determined to be PA2-14 if the random value MR4 is in the range of 89 to 173, and the variation pattern is determined to be PA2-15 if the random value MR4 is in the range of 1743 to 255. 【0235】 Furthermore, if the variable display result is a miss, the game state is normal, and the number of variable display target reserved memories is 3, the miss variation pattern determination table B shown in Figure 13(B) is selected, and the variation pattern is determined by comparing the value of the miss variation pattern determination table B with the value of the random number MR4. In this case, if the determined variation pattern type is not a reach, the variation pattern is determined to be PA1-2 if the value of the random number MR4 is within the range of 0 to 255. If the determined variation pattern type is a normal reach, the variation pattern is determined to be PA2-1A if the value of the random number MR4 is within the range of 0 to 140, the variation pattern is determined to be PA2-1B if the value of the random number MR4 is within the range of 141 to 220, and the variation pattern is determined to be PA2-1C if the value of the random number MR4 is within the range of 221 to 255. 【0236】 If the determined variation pattern type is Low Base Strong Super Reach A, the variation pattern is determined to be PA2-4 if the random value MR4 is in the range of 0 to 88, the variation pattern is determined to be PA2-4 if the random value MR4 is in the range of 89 to 173, and the variation pattern is determined to be PA2-5 if the random value MR4 is in the range of 173 to 255. If the determined variation pattern type is Low Base Strong Super Reach B, the variation pattern is determined to be PA2-7 if the random value MR4 is in the range of 0 to 88, the variation pattern is determined to be PA2-8 if the random value MR4 is in the range of 89 to 173, and the variation pattern is determined to be PA2-9 if the random value MR4 is in the range of 174 to 255. 【0237】 If the determined variation pattern type is Low Base Strong Super Reach C, the variation pattern is determined to be PA2-10 if the random value MR4 is in the range of 0 to 88, the variation pattern is determined to be PA2-11 if the random value MR4 is in the range of 89 to 173, and the variation pattern is determined to be PA2-12 if the random value MR4 is in the range of 174 to 255. If the determined variation pattern type is Low Base Strongest Super Reach, the variation pattern is determined to be PA2-13 if the random value MR4 is in the range of 0 to 88, the variation pattern is determined to be PA2-14 if the random value MR4 is in the range of 89 to 173, and the variation pattern is determined to be PA2-15 if the random value MR4 is in the range of 174 to 255. 【0238】 Furthermore, if the variable display result is a miss and the game state is either a time-saving state or a probability-changing state, the miss variation pattern determination table C shown in Figure 14 is selected, and the variation pattern is determined by comparing the value of the miss variation pattern determination table C with the value of the random number MR4. In this case, if the determined variation pattern type is not a reach, the variation pattern is determined to be PA1-3 if the value of the random number MR4 is within the range of 0 to 200, and the variation pattern is determined to be PA1-4 if the value of the random number MR4 is within the range of 201 to 255. If the determined variation pattern type is a normal reach, the variation pattern is determined to be PA2-1A if the value of the random number MR4 is within the range of 0 to 255. 【0239】 If the determined variation pattern type is High Base Super Reach A, the variation pattern is determined to be PA2-16 if the random value MR4 is within the range of 0 to 255. If the determined variation pattern type is High Base Super Reach B, the variation pattern is determined to be PA2-17 if the random value MR4 is within the range of 0 to 255. If the determined variation pattern type is High Base Super Reach C, the variation pattern is determined to be PA2-18 if the random value MR4 is within the range of 0 to 255. If the determined variation pattern type is High Base Super Reach D, the variation pattern is determined to be PA2-19 if the random value MR4 is within the range of 0 to 255. 【0240】 Furthermore, if the variable display result is a jackpot and the game state is normal, the jackpot variation pattern determination table A shown in Figure 15(A) is selected, and the variation pattern is determined by comparing the jackpot variation pattern determination table A with the value of the random number MR4. In this case, if the determined variation pattern type is low base strong super reach A, the variation pattern is determined to be PB1-2 if the value of the random number MR4 is in the range of 0 to 81, the variation pattern is determined to be PB1-3 if the value of the random number MR4 is in the range of 82 to 166, and the variation pattern is determined to be PB1-4 if the value of the random number MR4 is in the range of 167 to 255. If the determined variation pattern type is low base strong super reach B, the variation pattern is determined to be PB1-5 if the value of the random number MR4 is in the range of 0 to 81, the variation pattern is determined to be PB1-6 if the value of the random number MR4 is in the range of 82 to 166, and the variation pattern is determined to be PB1-7 if the value of the random number MR4 is in the range of 167 to 255. 【0241】 If the determined variation pattern type is Low Base Strong Super Reach C, the variation pattern is determined to be PB1-8 if the random value MR4 is in the range of 0 to 81, the variation pattern is determined to be PB1-9 if the random value MR4 is in the range of 82 to 166, and the variation pattern is determined to be PB1-10 if the random value MR4 is in the range of 167 to 255. If the determined variation pattern type is Low Base Strongest Super Reach, the variation pattern is determined to be PB1-11 if the random value MR4 is in the range of 0 to 81, the variation pattern is determined to be PB1-12 if the random value MR4 is in the range of 82 to 166, and the variation pattern is determined to be PB1-13 if the random value MR4 is in the range of 167 to 255. 【0242】 Furthermore, if the variable display result is a jackpot and the game state is either a time-saving state or a probability-changing state, the jackpot variation pattern determination table B shown in Figure 15(B) is selected, and the variation pattern is determined by comparing the value of the jackpot variation pattern determination table B with the value of the random number MR4. At this time, if the determined variation pattern type is high-base super reach A, the variation pattern is determined to be PB1-14 if the value of the random number MR4 is within the range of 0 to 255. If the determined variation pattern type is high-base super reach B, the variation pattern is determined to be PB1-15 if the value of the random number MR4 is within the range of 0 to 255. If the determined variation pattern type is high-base super reach C, the variation pattern is determined to be PB1-16 if the value of the random number MR4 is within the range of 0 to 255. If the determined variation pattern type is high-base super reach D, the variation pattern is determined to be PB1-17 if the value of the random number MR4 is within the range of 0 to 255. 【0243】 As described above, once the variation pattern type and variation pattern are determined, in this embodiment, when the game state is the normal state (low base state), the probability of the variable display result being a jackpot (jackpot expectation) is set to be highest when the reach performance of the low base strongest super reach is ultimately executed, and when the reach performance of the low base strong super reach C is ultimately executed, the probability of the variable display result being a jackpot is set to be lower than when the reach performance of the low base strongest super reach is ultimately executed. 【0244】 Furthermore, if the low-base strong super reach B reach animation is ultimately executed, the probability of the variable display result being a jackpot is set lower than if the low-base strong super reach C reach animation is ultimately executed. Similarly, if the low-base strong super reach A reach animation is ultimately executed, the probability of the variable display result being a jackpot is set lower than if the low-base strong super reach B reach animation is ultimately executed (jackpot expectation in low-base state: low-base strongest super reach > low-base strong super reach C > low-base strong super reach B > low-base strong super reach A). 【0245】 Furthermore, when the game state is a time-saving state or a probability variation state (high base state), the probability of the variable display result being a jackpot is set to be highest when the high base super reach D reach animation is ultimately executed, and when the high base super reach C reach animation is ultimately executed, the probability of the variable display result being a jackpot is set to be lower than when the high base super reach D reach animation is ultimately executed. 【0246】 Furthermore, if the high-base super reach B reach animation is ultimately executed, the probability of the variable display result being a jackpot is set lower than if the high-base super reach C reach animation is ultimately executed, and if the high-base super reach A reach animation is ultimately executed, the probability of the variable display result being a jackpot is set lower than if the high-base super reach B reach animation is ultimately executed (jackpot expectation in high-base state: high-base super reach D > high-base super reach C > high-base super reach B > high-base super reach A). 【0247】 In this embodiment, an example is shown in which there are no cases where a normal reach animation is performed and a jackpot is won, or where a jackpot is won without a reach, in both the low-base and high-base game states. However, the present invention is not limited to this, and cases where a normal reach animation is performed and a jackpot is won, or where a jackpot is won without a reach, may be provided. Furthermore, the provision of cases where a normal reach animation is performed and a jackpot is won, or where a jackpot is won without a reach, may be provided in both the low-base and high-base game states, or in only one of them. 【0248】 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. 【0249】 Such a RAM 102 is provided with a game control data storage area 003SG150, as shown in Figure 16, 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 003SG150 shown in Figure 16 includes a first special symbol hold storage unit 003SG151A, a second special symbol hold storage unit 003SG151B, a regular symbol hold storage unit 003SG151C, a game control flag setting unit 003SG152, a game control timer setting unit 003SG153, a game control counter setting unit 003SG154, and a game control buffer setting unit 003SG155. 【0250】 The first special symbol hold memory unit 003SG151A stores hold data for special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, where a game ball has passed through (entered) the first starting entry opening formed by the winning ball device 6A and an entry has occurred (first starting entry), but the game has not yet started. 【0251】 The second special symbol hold memory unit 003SG151B stores hold data for special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, when a game ball has passed through (entered) the second starting winning opening formed by the variable winning ball device 6B and a starting winning (second starting winning) has occurred, but the game has not yet started. 【0252】 As an example, the first special symbol hold memory unit 003SG151A associates the hold number with the order in which the game balls enter the first starting prize slot (the order in which the game balls are detected), and stores numerical data representing random values ​​MR1 ​​for determining the variable display result, random values ​​MR2 for determining the type of win, random values ​​MR3 for determining the type of variation pattern, and random values ​​MR4 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4"). Furthermore, the second special symbol hold memory unit 003SG151B associates the hold number with the order in which the game balls enter the second starting prize slot (the order in which the game balls are detected), and stores numerical data representing random values ​​MR1 ​​for determining the variable display result, MR2 for determining the type of win, MR3 for determining the type of variation pattern, and MR4 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4"). 【0253】 The reserved data stored in the first special symbol reserved memory unit 003SG151A and the second special symbol reserved memory unit 003SG151B indicates that the execution of a special symbol game using the first special symbol or a special symbol game using the second special symbol is on hold. This reserved information makes it possible to determine whether or not a jackpot will be won based on the variable display results (special symbol display results) in these special symbol games. 【0254】 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. 【0255】 The regular symbol hold memory unit 003SG151C 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 003SG151C 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 MR5 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"). 【0256】 The game control flag setting unit 003SG152 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 003SG152 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether it is on or off. 【0257】 The game control timer setting unit 003SG153 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 003SG153 stores data indicating the timer values ​​for each of the multiple types of timers. 【0258】 The game control counter setting unit 003SG154 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 003SG154 stores data indicating the count value for each of the multiple types of counters. The game control counter setting unit 003SG154 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. 【0259】 The random counter in the game control counter setting unit 003SG154 stores numerical data representing random values ​​not generated by the random number circuit 104, such as random values ​​MR1 ​​to MR5, as random count values, and the numerical data representing each random value is updat...

Claims

[Claim 1] A gaming machine for playing games, First, an operating means for the store clerk, Second employee operating means, It includes a means for controlling the player, By performing a first predetermined operation on the first store clerk's operating means, it becomes possible to set predetermined settings related to performance adjustments. The aforementioned player operating means is: A first player operating means capable of performing a second specific operation related to adjusting the performance based on the predetermined settings, It includes a second player operating means that enables the first specific operation related to the game to be performed without being based on the predetermined settings, If a demonstration display is shown, the demonstration display will end when the first specific operation is performed on the second player operation means. If the aforementioned demonstration display is displayed, the demonstration display will not end if the second specific operation is performed on the first player operation means. If the demonstration display is shown, the demonstration display will not end if the first predetermined operation is performed on the first employee operating means. A gaming machine in which, when the aforementioned demonstration display is displayed, the demonstration display does not end when the second predetermined operation is performed on the second employee operation means.