Gaming machine
The gaming machine improves marketability by using light emission control and state management to notify players of advantageous states and accelerate special state progression, increasing engagement and appeal.
Patent Information
- Application Number
- JP2025180116
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-27
- Publication Date
- 2026-01-23
AI Technical Summary
Existing gaming machines lack marketability and engagement features to enhance player interest and satisfaction.
The gaming machine incorporates light emission control mechanisms using luminance and brightness data tables to notify players of advantageous states, along with variable display features that include dialogue subtitles and sounds, and state control mechanisms to manage special and non-special states, enhancing the notification and progression of game effects.
This enhances player engagement and marketability by providing clearer notifications of advantageous states and faster progression in special states, making the gaming experience more appealing and attractive.
Smart Images

Figure 2026012248000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Conventionally, gaming machines are known that have multiple parts (for example, an introductory part, a win / lose decision part, an epilogue part, etc.) from the start to the end of the variable display to enhance the player's interest (Patent Document 1). Also known is a gaming machine that executes a re-lottery effect in which the jackpot symbol temporarily stops on a non-variable symbol (normal jackpot symbol), and then the jackpot symbol changes again, and then a non-variable symbol or a variable symbol stops (Patent Document 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-118411 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-179389 Summary of the Invention [Problem to be solved by the invention]
[0004] There was room for improving the marketability of gaming machines having the functions and configurations of Patent Documents 1 and 2.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine with improved marketability. [Means for solving the problem]
[0006] The gaming machine according to claim 1 comprises: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a plurality of light emitting means; a light emission control means for controlling the light emitting means, the light emission control means controls the light emission means using a luminance data table configured with luminance data; It is possible to execute a notification effect that notifies whether or not the advantageous state is being controlled, The notification effect executed when it is determined that the game will be controlled to the advantageous state includes an introduction part until it is determined whether or not the game will be controlled to the advantageous state, and a first epilogue part in which it is determined that the game will be controlled to the advantageous state, The notification effect executed when it is determined that the game will not be controlled to the advantageous state includes an introduction part until it is announced whether or not the game will be controlled to the advantageous state, and a second epilogue part in which it is announced that the game will not be controlled to the advantageous state, The light emission control means controlling the light emitting means using a brightness data table corresponding to a common introduction part in both an introduction part in a notification performance executed when it is determined that the control will be in the advantageous state and an introduction part in a notification performance executed when it is determined that the control will not be in the advantageous state; In a first epilogue part in the notification performance executed when it is determined that the game will be controlled to the advantageous state, the light emitting means is controlled using a brightness data table corresponding to the first epilogue part; In a second epilogue part in the notification performance executed when it is determined that the control will not be effected to the advantageous state, the light emitting means is controlled using a brightness data table corresponding to the second epilogue part; an average time from when one luminance data is used in the luminance data table corresponding to the first epilogue part to when it is switched to the next luminance data is set to be shorter than an average time from when one luminance data is used in the luminance data table corresponding to the second epilogue part to when it is switched to the next luminance data; The luminance data used first in the luminance data table corresponding to the second epilogue part and the luminance data used last in the luminance data table corresponding to the common introduction part are different luminance data; In the introductory part, there is a predetermined scene in which a first dialogue subtitle is displayed in a dialogue subtitle display area in response to a first dialogue sound uttered by a character, and a second dialogue subtitle is displayed in the dialogue subtitle display area in response to a second dialogue sound uttered by the character, The predetermined scene includes a first period during which the display of the first dialogue subtitle starts and the second dialogue subtitle is not displayed, a second period after the first period, from when the display of the second dialogue subtitle starts with a fade-in effect while the first dialogue subtitle is displayed until when the display of the first dialogue subtitle ends with a fade-out effect while the second dialogue subtitle is displayed, and a third period after the second period, during which the display of the first dialogue subtitle ends and the second dialogue subtitle is displayed. The first dialogue sound is output during a first period, the first dialogue sound and the second dialogue sound are not output during a second period, and the second dialogue sound is output during a third period. It is characterized by the following. This feature can improve the marketability of the product. Other gaming machines include: A gaming machine that can perform variable display based on the establishment of a start condition and can be controlled to an advantageous state that is advantageous to a player, a state control means capable of controlling the engine to a non-special state and a special state in which the starting condition is more likely to be met than the non-special state; a performance execution means capable of executing a performance; Equipped with The effect execution means is capable of executing a specific notification effect that notifies whether or not the non-special state is controlled to the advantageous state, The specific notification performance includes an introduction part until the success or failure of the control to the advantageous state is notified, and an epilogue part that is executed after the success or failure notification and when it is determined that the control to the advantageous state will be established, The specific notification effect includes a first specific notification effect and a second specific notification effect, In both the first specific notification effect and the second specific notification effect, a dialogue sound uttered by a character is output, In both the first specific notification performance and the second specific notification performance, there are a time when a dialogue subtitle is displayed in response to a dialogue sound uttered by a character and a time when a dialogue subtitle is not displayed, The number of lines spoken by the character is different between the first specific notification performance and the second specific notification performance, The rate at which dialogue subtitles are displayed for dialogue sounds uttered by the character in the epilogue part of the first specific notification performance is higher than the rate at which dialogue subtitles are displayed for dialogue sounds uttered by the character in the introduction part of the first notification performance, The rate at which dialogue subtitles are displayed for dialogue sounds uttered by the character in the epilogue part of the second specific notification performance is higher than the rate at which dialogue subtitles are displayed for dialogue sounds uttered by the character in the introduction part of the second notification performance, The special state includes a first special state that is controlled when the advantageous state controlled from the non-special state ends, and a second special state that is controlled on the condition that a predetermined number of variable displays have been executed, The condition for terminating the first special state includes that a first number of variable displays have been executed in the first special state; The condition for terminating the second special state includes that the variable display is executed a second number of times in the second special state, the second number of times being greater than the first number of times; A period value obtained by multiplying the average variable display period for one variable display that is not controlled by the advantageous state and that is executed in the second special state by the second number of times is smaller than a period value obtained by multiplying the average variable display period for one variable display that is not controlled by the advantageous state and that is executed in the first special state by the second number of times. It is characterized by the following. According to this feature, the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, can be made to progress faster than the first special state, thereby increasing the interest in playing in the second special state and making the series of effects executed look more appealing, thereby improving marketability.
[0007] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4] 10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time reduction in the variable display of the first special chart in normal state or time reduction state. [Figure 9] 10 is a flowchart showing an example of a performance control main process. [Figure 10] 10 is a flowchart showing an example of a performance control process. [Figure 11-1] FIG. 10 is a front view showing a pachinko gaming machine in the characteristic part 069SG. [Figure 11-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine in characteristic part 069SG. [Figure 11-3] (A) is an explanatory diagram showing each random number, (B) is an explanatory diagram showing the display result determination table, (C1) and (C2) are explanatory diagrams showing the jackpot type determination table, and (D) is an explanatory diagram showing the contents of various jackpots. [Figure 11-4]An explanatory diagram showing a time-saving number determination table for each transition trigger. [Figure 11-5] FIG. 10 is an explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 11-6] FIG. 10 is an explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 11-7] FIG. 10 is an explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 11-8] FIG. 10 is an explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 11-9] FIG. 10 is a diagram illustrating an example of a performance control command. [Figure 11-10] 10 is a flowchart showing an example of a game control main process. [Figure 11-11] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 11-12] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 11-13] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 11-14] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 11-15] FIG. 2 is a state transition diagram for explaining state transitions. [Figure 11-16] This is an explanatory diagram to explain Yu-time (relief time reduction). [Figure 11-17] This is also an explanatory diagram to explain Yu-time (relief time reduction). [Figure 11-18] This is also an explanatory diagram to explain Yu-time (relief time reduction). [Figure 11-19] 10A is an explanatory diagram showing a specific example of a presentation mode relating to Battle Rush, and FIG. 10B is an explanatory diagram showing a specific example of a presentation mode relating to Yu-Time. [Figure 11-20] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode related to Extreme Battle Rush. [Figure 11-21] FIG. 10 is an explanatory diagram showing specific examples of presentation modes relating to variable display count displays and special display count displays. [Figure 11-22]This is a time chart showing the timing of the performance when the rescue time reduction is reached after RAM is cleared. [Figure 11-23] An explanatory diagram showing a specific example of a presentation mode when rescue time reduction is reached after RAM is cleared. [Figure 11-24] (A) is a time chart showing the timing of the effect when the rescue time-saving effect is reached after 900 variable displays after a jackpot, and (B) is a time chart showing a modified example of time-saving entry effect B. [Figure 11-25] This is an explanatory diagram showing a specific example of the presentation style when the rescue time reduction is reached after 900 variable displays after a jackpot. [Figure 11-26] An explanatory diagram showing an example of the presentation operation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 11-27] An explanatory diagram showing an example of a presentation operation when the number of reserved memories is 1 or more when the rescue time reduction is reached. [Figure 11-28] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode related to a customer waiting screen. [Figure 11-29] This is a diagram showing an example of a performance operation regarding a transition to a customer waiting screen as a first modified example of the characteristic part 069SG. [Figure 11-30] This figure shows a modified example of the performance operation regarding the transition to the customer waiting screen as feature part 069SG modified example 1. [Figure 11-31] This is a flowchart showing the game control timer interrupt processing as a modified example 2 of the characteristic part 069SG. [Figure 11-32] This is a flowchart showing the special symbol stop processing as a modified example 2 of the characteristic part 069SG. [Figure 11-33] This is a flowchart showing the special symbol stop processing as a modified example 2 of the characteristic part 069SG. [Figure 11-34] 10 is a flowchart showing a display process according to a second modification of the characteristic part 069SG. [Figure 11-35] FIG. 10 is a diagram showing a third modified example of the characteristic part 069SG. [Figure 11-36] FIG. 10 is a diagram for explaining the contents of various effects. [Figure 11-37]FIG. 10 is a diagram showing an example of a countdown preview performance. [Figure 11-38] FIG. 10 is a diagram showing an example of a countdown preview performance. [Figure 11-39] A figure showing an example of the presentation operation for a hold change notice. [Figure 11-40] A figure showing an example of the performance operation of the pattern chance eye announcement. [Figure 11-41] A figure showing an example of the performance operation of the effect display preview. [Figure 11-42] 10A to 10D are diagrams showing a pre-reading notice type determination table. [Figure 11-43] 10A to 10F are diagrams showing a table for determining a pre-read preview effect pattern. [Figure 11-44] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 11-45] 10 is a flowchart showing an example of a variable display effect process. [Figure 11-46] 10A is a view showing a reach notice execution determination table, and FIGS. 10B to 10E are views showing button notice performance pattern determination tables. [Figure 11-47] 10A to 10D are diagrams showing character preview pattern determination tables. [Figure 11-48] 10(A) to 10(D) are diagrams showing movable body operation pattern determination tables. [Figure 11-49] 10A to 10D are diagrams showing movable object advance notice pattern determination tables. [Figure 11-50] 10A to 10C are diagrams for explaining various operation examples according to game states. [Figure 11-51] (A) is a timing chart showing the variable display mode of the pattern in the probability change state, the time-saving state A, the non-reach shortening fluctuation pattern, and (B) is a timing chart showing the variable display mode of the pattern in the time-saving state B, the non-reach shortening fluctuation pattern. [Figure 11-52] This is an example of the performance operation of a shortened non-reach miss variation pattern in the special state and time-saving state A. [Figure 11-53] This is an example of the performance operation of a shortened non-reach miss variation pattern in the special state and time-saving state A. [Figure 11-54] This is an example of the presentation operation of a shortened non-reach miss variation pattern in time-shortening state B. [Figure 11-55] This is an example of the performance of SP Reach E and SP Reach D. [Figure 11-56] A diagram comparing examples of performance operations of non-reach miss variation patterns. [Figure 11-57] A diagram comparing examples of performance operations of non-reach miss variation patterns. [Figure 11-58] This is a diagram comparing examples of the presentation operation of super reach fluctuation patterns. [Figure 11-59] This is a diagram comparing examples of the presentation operation of super reach fluctuation patterns. [Figure 11-60] This is a diagram comparing examples of the presentation operation of super reach fluctuation patterns. [Figure 11-61] 10A to 10C are timing charts showing examples of control operations when the SP reaches E, C, and D. [Figure 11-62] This is a diagram comparing super reach and non-reach miss. [Figure 11-63] 10A to 10C are diagrams showing examples of the entry introduction effect, and FIG. 10D is a diagram showing an example of the effect operation of the time-saving entry effect A. [Figure 11-64] (A1) to (A4) are diagrams showing examples of the probability variable entry effect, and (B1) to (B4) are diagrams showing examples of the time-saving entry effect B. [Figure 11-65] An explanatory diagram showing a specific example of a fluctuation pattern determination table as embodiment 2 in feature part 069SG. [Figure 11-66] FIG. 10 is a diagram showing a part of the variable display start setting process according to the second embodiment in the characteristic part 069SG. [Figure 11-67] FIG. 10 is a diagram showing a variable display effect pattern determination table. [Figure 11-68] This is an example of the SP Reach D performance. [Figure 11-69] FIG. 10 is a diagram for explaining the characteristics of each gaming state. [Figure 12-1]In the feature part 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing the jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 12-2] (A) and (B) are explanatory diagrams showing the normal pattern winning determination table, (C) is an explanatory diagram of the variable display time of the normal pattern, and (D) is an explanatory diagram of the opening time of the second start winning port when the normal pattern is won. [Figure 12-3] 10 is an explanatory diagram of a variation pattern according to a variable display result. FIG. [Figure 12-4] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 12-5] FIG. 10 is an explanatory diagram of a fluctuation pattern determination table in a normal state. [Figure 12-6] This is an explanatory diagram of a fluctuation pattern determination table in a special state. [Figure 12-7] This is an explanatory diagram of a fluctuation pattern determination table in a special state. [Figure 12-8] An explanatory diagram of a fluctuation pattern determination table in time-saving state A. [Figure 12-9] An explanatory diagram of a fluctuation pattern determination table in time-saving state A. [Figure 12-10] An explanatory diagram of a fluctuation pattern determination table in time-saving state B. [Figure 12-11] An explanatory diagram of a fluctuation pattern determination table in time-saving state B. [Figure 12-12] An explanatory diagram of the probability of winning at the starting winning slot and the winning interval. [Figure 12-13] FIG. 10 is an explanatory diagram of period values α, β, and γ. [Figure 12-14] FIG. 10 is an explanatory diagram of period values α', β', and γ'. [Figure 12-15] FIG. 10 is an explanatory diagram of period values δ, ε, and ζ. [Figure 12-16] FIG. 10 is an explanatory diagram of period values δ', ε', and ζ'. [Figure 12-17] FIG. 10 is an explanatory diagram of period values η, θ, and ι. [Figure 12-18] FIG. 10 is an explanatory diagram of period values η′, θ′, and ι′. [Figure 12-19] FIG. 10 is an explanatory diagram of period values κ, λ, and μ. [Figure 12-20] FIG. 10 is an explanatory diagram of period values κ′, λ′, and μ′. [Figure 12-21] FIG. 10 is an explanatory diagram of period values v, ξ, and π. [Figure 12-22] FIG. 10 is an explanatory diagram of period values v', ξ', and π'. [Figure 12-23] FIG. 10 is an explanatory diagram of each period value. [Figure 12-24] (A) is an explanatory diagram of the actual shooting values of a pachinko gaming machine for 10 hours, and (B) is an explanatory diagram of the design values of a pachinko gaming machine. [Figure 12-25] FIG. 10 is an explanatory diagram of calculation of an average fluctuation time in a normal state. [Figure 12-26] FIG. 10 is an explanatory diagram of calculation of an average fluctuation time in time-saving state A. [Figure 12-27] FIG. 10 is an explanatory diagram of calculation of average fluctuation time in time-saving state B. [Figure 12-28] FIG. 10 is an explanatory diagram of the calculation of the average fluctuation time in the probability variable state. [Figure 12-29] This is an explanatory diagram of the average fluctuation time when the fluctuation of the second special chart is executed in the time-saving state A, the time-saving state B, and the special state. [Figure 12-30] This is an explanatory diagram of the average fluctuation time when 110 fluctuation displays of the second special chart are executed in the time-saving state A, time-saving state B, and special state. [Figure 12-31] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is 3, and (B) is an explanatory diagram of the average fluctuation time when 1100 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is 3. [Figure 12-32] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the time-saving state A, time-saving state B, and the special probability state when the number of reserved memories for the second special chart is 2, and (B) is an explanatory diagram of the average fluctuation time when 1100 fluctuation displays are executed in the time-saving state A, time-saving state B, and the special probability state when the number of reserved memories for the second special chart is 2. [Figure 12-33] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is 1, and (B) is an explanatory diagram of the average fluctuation time when 1,100 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is 1. [Figure 12-34] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the time-saving state A, time-saving state B, and the special probability state when the number of reserved memories for the second special chart is 0, and (B) is an explanatory diagram of the average fluctuation time when 1100 fluctuation displays are executed in the time-saving state A, time-saving state B, and the special probability state when the number of reserved memories for the second special chart is 0. [Figure 12-35] FIG. 10 is an explanatory diagram of each period value. [Figure 12-36] FIG. 10 is an explanatory diagram of each period value. [Figure 13-1] FIG. 10 is an explanatory diagram showing a specific example of a variation pattern in the characteristic part 018SG. [Figure 13-2] (A) is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a low base state, and (B) is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a high base state. [Figure 13-3] This figure shows the execution periods of various effects in the jackpot fluctuation patterns of Super Reach α, β, and γ. [Figure 13-4] This figure shows the execution periods of various effects in the failure variation patterns of Super Reach α, β, and γ. [Figure 13-5] (A) is a diagram for explaining the content of various effects, and (B) is a diagram for explaining the character types. [Figure 13-6] (A) is a diagram showing the display mode of characters in SP reach performances A to E, (B) is a diagram showing the LED lighting pattern in SP reach performances A to E, and (C) is a diagram showing the output pattern of background music and sound effects in SP reach performances A to E. [Figure 13-7] FIG. 10A is a diagram showing an example of each light emission pattern, and FIG. 10B is a diagram showing an example of each sound pattern. [Figure 13-8] This is a tree diagram showing the flow of SP reach performances A to E. [Figure 13-9] This figure shows an example of the presentation operation from the start of the variable display of SP reaches α, β, and γ to the development into the SP reach presentation. [Figure 13-10] A figure showing an example of the presentation operation of SP reach presentation A. [Figure 13-11] A figure showing examples of the presentation operations of SP reach presentations B and C. [Figure 13-12] A figure showing examples of the presentation operations of SP reach presentations D and E. [Figure 13-13] A figure showing an example of the presentation operation of the win / lose button presentation. [Figure 13-14] A figure showing an example of a performance operation for a movable body performance. [Figure 13-15] A figure showing an example of the presentation operation for announcing a jackpot for SP reach presentations A to E. [Figure 13-16] FIG. 10 is a diagram showing an example of a presentation operation for announcing failure of SP reach presentations A to E. [Figure 13-17] A figure showing an example of the performance operation of post-performance A. [Figure 13-18] A figure showing an example of the performance operation of post-performance B. [Figure 13-19] A figure showing an example of the performance operation of post-performance B. [Figure 13-20] 10A is a diagram showing an SP reach effect type definition table A, FIG. 10B is a diagram showing an SP reach effect type definition table B, and FIG. 10C is a diagram showing an SP reach effect type definition table C. FIG. [Figure 13-21] 10 is a diagram for explaining a data table for lighting the frame LED in a smooth rainbow light emission lighting pattern. FIG. [Figure 13-22] 10 is a diagram for explaining a data table for lighting the frame LED in a flash rainbow light emission pattern. FIG. [Figure 14] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 15] 1 is a rear perspective view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 16]FIG. 10 is a diagram illustrating a frame lamp. [Figure 17] A diagram to explain the special pattern LED board, the fourth pattern unit, and the relationship between the fourth pattern unit and the game effect lamp. [Figure 18] FIG. 2 is a diagram for explaining a display mode of a screen in an image display device. [Figure 19] FIG. 1 is a diagram for explaining various boards and the like installed in a pachinko gaming machine. [Figure 20] A diagram to explain the types of wins. [Figure 21] FIG. 10 is a diagram for explaining each random number. [Figure 22] A diagram to explain the jackpot determination table and the jackpot type determination table. [Figure 23] FIG. 10 is a diagram illustrating an example of a performance control command. [Figure 24] A diagram to explain an example of a front fluctuation pattern on the main side. [Figure 25] A diagram for explaining an example of a subsequent fluctuation pattern on the main side. [Figure 26] This is a diagram to explain the subsequent fluctuation pattern determination table when a miss occurs. [Figure 27] This is a diagram to explain the subsequent fluctuation pattern determination table at the time of a jackpot. [Figure 28] FIG. 10 is a diagram for explaining the previous fluctuation pattern determination table. [Figure 29] A diagram to explain an example of a total fluctuation pattern on the main side. [Figure 30] FIG. 10 is a diagram for explaining an example of lottery for effect patterns on the sub side. [Figure 31] 10 is a flowchart showing an example of a game control main process. [Figure 32] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 33] 10 is a flowchart illustrating an example of a special symbol process. [Figure 34]10 is a flowchart showing the start winning determination process. [Figure 35] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 36] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 37] 10 is a flowchart showing an example of special symbol variation processing. [Figure 38] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 39] This is a flowchart showing an example of processing before opening a jackpot. [Figure 40] A flowchart showing an example of processing during jackpot release. [Figure 41] A flowchart showing an example of processing after a jackpot is released. [Figure 42] A flowchart showing an example of a jackpot end process. [Figure 43] 10 is a flowchart showing an example of a performance control main process. [Figure 44] 10 is a flowchart showing an example of a performance control process. [Figure 45] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 46] FIG. 10 is a diagram for explaining the flow of a series of presentations. [Figure 47] This is a diagram to explain the relationship before and after the decision on whether or not a win is made, the SP first half reach A jackpot, and the SP final reach jackpot. [Figure 48] FIG. 10 is a diagram for explaining the scenario of the start part. [Figure 49] This is a diagram to explain the scenario of the provocative part (SP first half reach A). [Figure 50] This is a diagram to explain the scenarios of the winning epilogue part (SP first half reach A) and the losing epilogue part (SP first half reach A). [Figure 51] This is a diagram to explain the scenario of the provocative part (SP first half reach B). [Figure 52]This is a diagram to explain the scenario of the winning epilogue part (SP first half reach B) and the losing epilogue part (SP first half reach B). [Figure 53] This is a diagram to explain the scenario of the reel action part (when the SP is developed in the second half). [Figure 54] This is a diagram to explain the scenario of the provocative part (SP second half Reach A). [Figure 55] This is a diagram to explain the scenario of the winning epilogue part (SP second half reach A) and the losing epilogue part (SP second half reach A). [Figure 56] This is a diagram to explain the scenario of the provocative part (SP second half reach B). [Figure 57] This is a diagram to explain the scenario of the winning epilogue part (SP second half reach B) and the losing epilogue part (SP second half reach B). [Figure 58] This is a diagram to explain the scenario of the provocative part (SP final reach). [Figure 59] This is a diagram to explain the scenario of the provocative part (SP final reach). [Figure 60] This is a diagram to explain the scenarios of the winning epilogue part (SP final reach) and the losing epilogue part (SP final reach). [Figure 61] FIG. 10 is a diagram for explaining a scenario of a relief part. [Figure 62] This is a diagram to explain the scenario of the re-draw part (deriving odd or even symbols after button operation). [Figure 63] This is a diagram to explain the scenario of the re-draw part (odd number symbols are derived after button operation) and the fanfare part. [Figure 64] This is a diagram to explain the scenario of the re-draw part (deriving an even number pattern after button operation) and the fanfare part. [Figure 65] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Figure 66] 10 is a diagram for explaining the lighting mode of the game effect lamp. FIG. [Figure 67] 10 is a diagram for explaining the lighting mode of the game effect lamp. FIG. [Figure 68] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 69] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 70] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 71] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 72] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 73] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 74] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 75] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 76] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 77] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 78] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 79] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 80] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 81] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach A). [Figure 82] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach A). [Figure 83] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach A). [Figure 84]This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach A). [Figure 85] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 86] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 87] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 88] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 89] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 90] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 91] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach B). [Figure 92] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach B). [Figure 93] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach B). [Figure 94] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach B). [Figure 95] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach B). [Figure 96] This is a diagram for explaining the presentation mode in the role object operation part (at the time of development of the second half of the SP). [Figure 97] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 98] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 99] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 100] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 101] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 102] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 103] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 104] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 105] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 106] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 107] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 108] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 109] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 110] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 111] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 112] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 113] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 114] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 115]This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 116] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 117] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 118] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 119] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 120] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 121] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 122] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 123] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 124] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 125] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 126] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 127] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 128] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 129] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 130] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 131] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 132] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 133] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 134] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 135] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 136] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 137] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 138] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 139] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 140] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 141] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 142] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 143] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 144] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 145] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 146] This is a diagram to explain the presentation style in the winning epilogue part (SP final reach). [Figure 147]This is a diagram to explain the presentation style in the winning epilogue part (SP final reach). [Figure 148] This is a diagram to explain the presentation style in the winning epilogue part (SP final reach). [Figure 149] This is a diagram to explain the presentation style in the winning epilogue part (SP final reach). [Figure 150] This is a diagram to explain the presentation style in the miss epilogue part (SP final reach). [Figure 151] This is a diagram to explain the presentation style in the miss epilogue part (SP final reach). [Figure 152] 10A and 10B are diagrams for explaining the presentation mode in the rescue hit part. [Figure 153] 10A and 10B are diagrams for explaining the presentation mode in the rescue hit part. [Fig. 154] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 155] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 156] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 157] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 158] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 159] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 160] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 161]10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 162] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 163] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Fig. 164] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 165] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 166] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 167] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 168] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 169] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 170] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd symbols after button operation). FIG. [Figure 171] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd symbols after button operation). FIG. [Fig. 172] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd symbols after button operation). FIG. [Figure 173] FIG. 10 is a diagram for explaining the presentation mode in the fanfare part. [Fig. 174] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving an even number symbol after button operation). FIG. [Figure 175] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving an even number symbol after button operation). FIG. [Figure 176] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving an even number symbol after button operation). FIG. [Figure 177] FIG. 10 is a diagram for explaining the presentation mode in the fanfare part. [Figure 178] FIG. 10 is a detailed explanatory diagram of portions (b11) to (b13). [Figure 179] FIG. 10 is a diagram illustrating a volume level. [Figure 180] FIG. 10 is a diagram illustrating a volume level. [Figure 181] This is a detailed explanatory diagram of parts (r24) to (r27). [Figure 182] This is a detailed explanatory diagram of parts (r28) to (r31). [Figure 183] This is a detailed explanatory diagram of parts (r32) to (r35). [Figure 184] This is a detailed explanatory diagram of the role of the accessory in (b18) to (i1). [Figure 185] This is a detailed explanatory diagram of the role of the accessory in (b18) to (i1). [Figure 186] This is a detailed explanatory diagram of the reel operation in (r54) to (s4). [Figure 187] This is a detailed explanatory diagram of the reel operation in (r54) to (s4). [Figure 188] FIG. 10 is a diagram illustrating the relationship between the number of subtitles and the number of lines. [Figure 189] FIG. 2 is a detailed explanatory diagram of portions (A1) to (A23). [Figure 190] FIG. 10 is a detailed explanatory diagram of parts (A24) to (A46). [Figure 191] A detailed explanatory diagram of parts (b4) to (b6) and a comparison diagram during the jackpot round. [Figure 192] FIG. 10 is an explanatory diagram showing the relationship between the transparency of subtitles for dialogue and sound output. [Figure 193]FIG. 10 is a detailed explanatory view of portions (b4) to (b6) and a detailed explanatory view of portions (o3) to (o5). [Figure 194] FIG. 10 is a diagram for explaining a comparative example of subtitles. [Figure 195] FIG. 10 is a detailed explanatory diagram of portions (B4) to (B11). [Figure 196] FIG. 10 is a diagram for explaining a modified example of the pattern display. [Figure 197] FIG. 10 is a diagram for explaining a modified example of a re-lottery. [Figure 198] FIG. 10 is a diagram for explaining a modified example of a re-lottery. [Figure 199] FIG. 10 is a diagram for explaining a modified example of a re-lottery. [Figure 200] FIG. 10 is a diagram for explaining a modified example of a re-lottery. [Figure 201] FIG. 10 is a detailed explanatory diagram of the pattern determination period. [Figure 202] FIG. 10 is a detailed explanatory diagram of a blackout. [Figure 203] FIG. 10 is a detailed explanatory diagram of the game effect lamp when a miss occurs and a diagram to explain modified examples when a miss occurs. [Figure 204] This is a detailed explanatory diagram of part (r48). [Figure 205] 10A and 10B are diagrams illustrating an example of a parent table in a luminance data table used for a start part. [Figure 206] 10 is a diagram illustrating an example of a child table for a frame lamp in a brightness data table used in a start part. FIG. [Figure 207] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP first half Reach A. [Figure 208] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP first half Reach A. [Figure 209] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP first half reach A. [Figure 210]10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP first half reach A. FIG. [Figure 211] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP first half Reach B. [Figure 212] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP first half reach B. [Figure 213] 10 is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP first half reach B. [Figure 214] 10 is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP first half reach B. FIG. [Figure 215] This is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the reel action part during the development of the second half of the SP. [Figure 216] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of SP second half reach A. [Figure 217] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP second half reach A. [Figure 218] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP second half reach A. [Figure 219] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP second half reach A. [Figure 220] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP second half reach A. [Figure 221]FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of SP second half reach B. [Figure 222] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP second half reach B. [Figure 223] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP second half reach B. [Figure 224] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP second half reach B. FIG. [Figure 225] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of an SP final reach. [Figure 226] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of an SP final reach. FIG. [Figure 227] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of an SP final reach. FIG. [Figure 228] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of the SP final reach. FIG. [Figure 229] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of the SP final reach. FIG. [Figure 230] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used for a part per relief. FIG. [Figure 231] 10 is a diagram for explaining an example of a parent table in a brightness data table used in a re-lottery part. FIG. [Figure 232]10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in a re-lottery part (before operation promotion). FIG. [Figure 233] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-lottery part (pattern promotion after operation promotion). FIG. [Figure 234] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-lottery part (maintaining the pattern after operation promotion). FIG. [Figure 235] FIG. 10 is a diagram illustrating an example of a child table for a frame lamp in a brightness data table used in a fanfare part. [Figure 236] FIG. 10 is a diagram illustrating an example of a parent table in a smooth rainbow luminance data table. [Figure 237] 10 is a diagram illustrating an example of a child table in a smooth rainbow luminance data table. FIG. [Figure 238] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in the smooth rainbow luminance data table. FIG. [Figure 239] A figure to explain an example of a grandchild table for a role lamp and a grandchild table for a left-of-board lamp in a smooth rainbow brightness data table. [Figure 240] 10 is a diagram illustrating an example of a grandchild table for an Attacka lamp in a smooth rainbow luminance data table. FIG. [Figure 241] A figure to explain an example of a grandchild table for a frame lamp in a reel operation red flashing brightness data table. [Figure 242] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a yellow haze luminance data table. FIG. [Figure 243] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in a white blinking (white flash) brightness data table. FIG. [Figure 244] 10 is a diagram illustrating an example of a parent table in a common red cut-in luminance data table. FIG. [Figure 245] 10 is a diagram illustrating an example of a child table in a common red cut-in luminance data table. FIG. [Figure 246] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table. FIG. [Figure 247] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table. FIG. [Figure 248] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table. FIG. [Figure 249] 10 is a diagram illustrating an example of a grandchild table for a special lamp in a common red cut-in brightness data table. FIG. [Figure 250] 10 is a diagram illustrating an example of a grandchild table for a board left lamp in a common red cut-in brightness data table. FIG. [Figure 251] 10 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common red cut-in luminance data table. FIG. [Figure 252] 10 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common red cut-in luminance data table. FIG. [Figure 253] 10 is a diagram illustrating an example of a parent table in a common green cut-in luminance data table. FIG. [Figure 254] 10 is a diagram illustrating an example of a child table in a common green cut-in luminance data table. FIG. [Figure 255] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table. FIG. [Figure 256] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table. FIG. [Figure 257] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table. FIG. [Figure 258]10 is a diagram illustrating an example of a grandchild table for a special feature lamp in a common green cut-in brightness data table. FIG. [Figure 259] 10 is a diagram illustrating an example of a grandchild table for the left-side lamp in the common green cut-in brightness data table. FIG. [Figure 260] 10 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common green cut-in brightness data table. FIG. [Figure 261] 10 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common green cut-in brightness data table. FIG. [Figure 262] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a dimming brightness data table without operation prompting. FIG. [Figure 263] 10A and 10B are diagrams illustrating an example of a grandchild table for a frame lamp in the trigger display brightness data table and the operation prompt brightness data table. [Figure 264] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the shutter luminance data table; FIG. [Figure 265] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the miss brightness data table. FIG. [Figure 266] FIG. 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the luminance data table per repair; [Figure 267] FIG. 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the luminance data table per repair; [Figure 268] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a hit determination brightness data table. FIG. [Figure 269] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a hit determination brightness data table. FIG. [Figure 270] A figure for explaining an example of a grandchild table for a frame lamp in a re-lottery effect brightness data table. [Fig. 271] A figure for explaining an example of a grandchild table for a frame lamp in a re-lottery effect brightness data table. [Fig. 272] 10 is a diagram illustrating an example of a child table in a background luminance data table. FIG. [Fig. 273] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a background brightness data table. FIG. [Fig. 274] FIG. 10 is a diagram for explaining a comparison of lamp control when winning and when losing. [Figure 275] FIG. 10 is a diagram for explaining a comparison of lamp control when winning and when losing. [Figure 276] FIG. 10 is a diagram for explaining a comparison of lamp control when winning and when losing. [Figure 277] FIG. 10 is a diagram for explaining the swinging pattern of the pattern. [Fig. 278] FIG. 10 is a diagram illustrating a modified example of the re-lottery presentation. [Figure 279] FIG. 10 is a diagram illustrating a modified example of the re-lottery presentation. [Figure 280] FIG. 10 is a diagram illustrating a modified example of the re-lottery presentation. [Figure 281] FIG. 10 is a diagram for explaining reference to a luminance data table. [Figure 282] FIG. 10 is a diagram for explaining reference to a luminance data table. [Figure 283] FIG. 10 is a diagram for explaining reference to a luminance data table. [Fig. 284] FIG. 10 is a diagram for explaining reference to a luminance data table. [Figure 285] FIG. 10 is a diagram for explaining an example of lamp control using a brightness data table. [Figure 286] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described below with reference to the accompanying drawings.
[0010] (Feature part 069SG form) (SG2020-069) Form 1-1 gaming machine is A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, When the variable display is one for which control to the advantageous state is not determined by the determination means, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is smaller than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is a "miss," the number of miss variable patterns (e.g., 2) that the CPU 103 can determine in the "time-shortened state B" is smaller than the number of variable display patterns (e.g., 3) that can be determined in the "time-shortened state A," and is also smaller than the number of miss variable patterns (e.g., 4) that can be determined in the "probable variable state"); In the case where the variable display is not determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is "miss", the average time (for example, about 2.2 seconds) of the variable display time of the miss variable pattern determined by the CPU 103 in the "time-shortened state B" is shorter than the average time (for example, about 5.58 seconds) of the variable display time of the miss variable pattern determined in the "time-shortened state A", and is also shorter than the average time (for example, about 4.83 seconds) of the variable display time of the miss variable pattern determined in the "probable variable state". See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, taking into consideration that a long period of time has continued during which the state has not been controlled to an advantageous state, the variable displays that are not determined to be controlled to an advantageous state have fewer types of variable display patterns and a shorter average duration of the variable display period, which increases the consumption speed of the variable displays compared to other states, thereby providing a suitable second special state.
[0011] The gaming machine of form 1-2 is the gaming machine according to form 1-1, It is possible to variably display multiple columns of decorative identification information (for example, decorative patterns displayed in the decorative pattern display areas 5L, 5R, and 5C), The start order of the variable display of the decorative identification information for each column is common between the case where in the first special state, in the variable display where it is not determined by the determination means to control to the advantageous state, the mode of the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed, and the case where in the second special state, in the variable display where it is not determined by the determination means to control to the advantageous state, the mode of the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed. However, The time until the variable display speed of the decorative identification information for each column that has started the variable display reaches the maximum speed is different between the case where in the first special state, in the variable display where it is not determined by the determination means to control to the advantageous state, the mode of the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed, and the case where in the second special state, in the variable display where it is not determined by the determination means to control to the advantageous state, the mode of the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed. (For example, the start order of the variable display of the decorative patterns in the decorative pattern display areas 5L, 5R, and 5C is common between the case where in the sure-change state and the short-time state A, it is a non-reach deviation variation pattern, and the case where in the short-time state B, it is a non-reach deviation variation pattern. However, the time until the decorative patterns in the decorative pattern display areas 5L, 5R, and 5C reach the maximum speed is shorter in the short-time state B than in the sure-change state and the short-time state A (tb1~tb2 < ta1~ta3). Refer to FIG. 11-51.), It is characterized by this. According to this feature, in the first special state and the second special state, while the start order of the variable display of the decorative identification information for each column is common, the time until reaching the maximum speed is different, so different impressions can be given for each state to enhance the interest.
[0012] The gaming machine of Form 1-3 is the gaming machine described in Form 1-1 or Form 1-2, and it is possible to perform variable display of decorative identification information (for example, decorative patterns) for multiple columns, The stop order of the variable display of the decorative identification information of each column differs between the case where the state of the variable display of the decorative identification information is not determined to be controlled to the advantageous state by the determination means in the first special state, and a non-specific display result is displayed, and the case where the state of the variable display of the decorative identification information is not determined to be controlled to the advantageous state by the determination means in the second special state, and a non-specific display result is displayed, and the stop order of the variable display of the decorative identification information in the decorative pattern display areas 5L, 5R, and 5C is, for example, the stop order of the variable display of the decorative patterns in the decorative pattern display areas 5L, 5R, and 5C is the case where the variable display is a non-reach miss variable pattern in the probability variable state and the time-saving state A, and the left, the middle, and the right are stopped and displayed simultaneously in the time-saving state B. See Figure 11-51. It is characterized by the following. According to this feature, the order in which the variable display of the decoration identification information in each column is stopped differs between the first special state and the second special state, so that different impressions are given for each state, thereby increasing interest.
[0013] The gaming machine of form 1-4 is a gaming machine according to any one of forms 1-1 to 1-3, It is possible to variably display multiple columns of decorative identification information (e.g., decorative designs), The order in which the variable display of the decorative identification information of each column is stopped is the same in the case where, in the first special state, the variable display of the decorative identification information is not determined to be controlled to the advantageous state by the determination means, and a non-specific display result is displayed, and in the second special state, the variable display of the decorative identification information is not determined to be controlled to the advantageous state by the determination means, and a non-specific display result is displayed, but The time from when one of the plurality of columns of decorative identification information is statically displayed to when the next decorative identification information is statically displayed differs between a case where, in the first special state, the variable display of the decorative identification information is not determined by the determining means to be controlled to the advantageous state, and a non-specific display result is displayed, and a case where, in the second ... (for example, a decorative pattern display The stopping order of the variable display of the decorative symbols in the areas 5L, 5R, and 5C is the same in the case of a non-reach miss variable pattern in the probability variable state and time-saving state A, and in the case of a non-reach miss variable pattern in the time-saving state B, but the time from when a decorative symbol is stopped and displayed in one of the decorative symbol display areas 5L, 5R, and 5C until when the next decorative symbol is stopped and displayed may be different in the case of a non-reach miss variable pattern in the probability variable state and time-saving state A, and in the case of a non-reach miss variable pattern in the time-saving state B. It is characterized by the following. According to this feature, the time from when one decorative identification information is statically displayed until the next decorative identification information is statically displayed differs between the first special state and the second special state, thereby giving different impressions for each state and increasing interest.
[0014] The gaming machine of form 1-5 is a gaming machine according to any one of forms 1-1 to 1-4, It is possible to variably display multiple columns of decorative identification information (e.g., decorative designs), an output means for outputting a stop sound when the decoration identification information of each column is stopped and displayed; The number of times the stop sound is output in the variable display of 1 differs between a case where the state of the variable display of the decorative identification information is not a specific state and a non-specific display result is displayed in the variable display in which the determination means does not decide to control to the advantageous state in the first special state, and a case where the state of the variable display of the decorative identification information is not a specific state and a non-specific display result is displayed in the variable display in which the determination means does not decide to control to the advantageous state in the second special state (for example, the number of times the pattern stop sound is output in the variable display of 1 is three times in the case of a non-reach miss variable pattern in the probability variable state and time-shortening state A because the left, center, and right are stopped and displayed at different times, and one time in the case of a non-reach miss variable pattern in the time-shortening state B because the left, center, and right are stopped and displayed at the same time. See Figure 11-51). It is characterized by the following. According to this feature, the stop sound can draw attention to the stopping of the decorative identification information, and by outputting the stop sound at different times in the first special state and the second special state, different impressions can be given for each state, thereby increasing interest.
[0015] The gaming machine of form 1-6 is a gaming machine according to any one of forms 1-1 to 1-5, It is possible to variably display multiple columns of decorative identification information (e.g., decorative designs), an output means for outputting a stop sound when the decoration identification information of each column is stopped and displayed; The number of times the stop sound is output in one variable display is common between a case where the state of the variable display of the decorative identification information does not become a specific state in a variable display in which it is not determined by the determining means to control to the advantageous state in the first special state, and a case where the state of the variable display of the decorative identification information does not become a specific state and a non-specific display result is displayed, and a case where the state of the variable display of the decorative identification information does not become a specific state in a variable display in which it is not determined by the determining means to control to the advantageous state in the second special state, and a case where a non-specific display result is displayed (for example, the number of times the pattern stop sound is output in one variable display may be common between a case where a non-reach miss variable pattern is displayed in a probability variable state and a time-shortening state A, and a case where a non-reach miss variable pattern is displayed in a time-shortening state B). It is characterized by the following. According to this feature, the stop sound can draw attention to the stopping of the decorative identification information, and by making the number of times the stop sound is output common between the first special state and the second special state, development costs can be reduced.
[0016] The gaming machine of form 1-7 is a gaming machine according to any one of forms 1-1 to 1-6, It is possible to variably display decorative identification information (for example, decorative patterns), a display means for executing a specific action display for causing the decoration identification information to perform a specific action when the decoration identification information is statically displayed, in a case where the variable display mode of the decoration identification information is a variable display that displays a non-specific display result without becoming a specific mode when the determination means does not determine that the decoration identification information is to be controlled to the advantageous state; When the decorative identification information is stopped and displayed in the first special state, the specific operation display is executed, and when the decorative identification information is stopped and displayed in the second special state, the specific operation display is not executed (for example, when the non-reach miss variable pattern is present in the probability variable state or time-saving state A, the specific operation display (pattern stop action) is executed, whereas when the non-reach miss variable pattern is present in the time-saving state B, the specific operation display (pattern stop action) is not executed. See Figures 11-51 to 11-54). It is characterized by the following. According to this feature, the dramatic effect is enhanced by displaying a specific action in the first special state, while a smooth variable display can be achieved by not executing the specific action in the second special state.
[0017] The gaming machine of form 1-8 is a gaming machine according to any one of forms 1-1 to 1-7, It is possible to variably display decorative identification information (for example, decorative patterns), a display means for executing a specific action display for causing the decoration identification information to perform a specific action when the decoration identification information is statically displayed, in a case where the variable display mode of the decoration identification information is a variable display that displays a non-specific display result without becoming a specific mode when the determination means does not determine that the decoration identification information is to be controlled to the advantageous state; The display mode of the specific action display is common between the case where the decorative identification information is stopped and displayed in the first special state and the case where the decorative identification information is stopped and displayed in the second special state (for example, the specific action display (pattern stop action) is common between the case where the non-reach miss variable pattern is in the probability variable state and time-saving state A and the case where the non-reach miss variable pattern is in the time-saving state B, thereby enhancing the presentation effect with the specific action display, while commonizing the mode of the specific action display in the case of the probability variable state and time-saving state A and the time-saving state B. See Figures 11-51 to 11-54). It is characterized by the following. According to this feature, the presentation effect of the specific action display is enhanced, while the development costs can be reduced by making the specific action display mode common between the first special state and the second special state.
[0018] The gaming machine of form 1-9 is a gaming machine according to any one of forms 1-1 to 1-8, It is possible to synchronize and variably display decoration identification information (for example, decorative patterns) and predetermined identification information (for example, small patterns) different from the decoration identification information, The period from when the identification information is stopped and displayed to when the predetermined identification information is stopped and displayed is shorter in the case where the state of the variable display of the decorative identification information is not a specific state and a non-specific display result is displayed when it is not determined by the determination means to control to the advantageous state in the second special state than in the case where the state of the variable display of the decorative identification information is not a specific state and a non-specific display result is displayed when it is not determined by the determination means to control to the advantageous state in the first special state (for example, the period from when the decorative pattern is stopped and displayed to when the small pattern is stopped and displayed is shorter in the case of a non-reach miss variable pattern in the time-shortening state B than in the case of a non-reach miss variable pattern in the probability variable state and the time-shortening state A {t1(ta6~ta7)>t2(tb3~tb4)} part. See Figure 11-51). It is characterized by the following. According to this feature, a smooth variable display can be realized in the second special state.
[0019] The gaming machine of form 1-10 is a gaming machine according to any one of forms 1-1 to 1-9, It is possible to variably display decorative identification information (for example, decorative patterns), The minimum period from when the decorative identification information is stopped and displayed in the variable display of 1 in the first special state until the variable display of the decorative identification information starts in the next variable display, and the minimum period from when the decorative identification information is stopped and displayed in the variable display of 1 in the second special state until the variable display of the decorative identification information starts in the next variable display are common (for example, in the probability variable state and time-saving state A, the pattern determination period (ta7 to ta8), which is the minimum period from when the decorative pattern is stopped and displayed in the variable display of 1 in the time-saving state B until the variable display of the decorative pattern starts in the next variable display, is a common part. See Figure 11-51). It is characterized by the following. According to this feature, development costs can be reduced by standardizing control that takes into account the drawing process until the decoration identification information is completely frozen and displayed.
[0020] The gaming machine of form 1-11 is the gaming machine according to any one of forms 1-1 to 1-10, The variable display pattern that can be determined by the variable display pattern determination means in the second special state when the variable display is not determined by the determination means to be controlled to the advantageous state, and the variable display pattern that can be determined by the variable display pattern determination means in the first special state when the variable display is not determined by the determination means to be controlled to the advantageous state are common (for example, when the variable display result is "miss", the miss variable pattern (e.g., "non-reach A") that can be determined by the CPU 103 in the "time-shortened state B" and the miss variable pattern (e.g., "non-reach A") that can be determined in the "time-shortened state A" and the "probable variable state" are common parts), It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0021] (SG2020-070) Form 2-1 gaming machine is A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, When the variable display is one for which control to the advantageous state is not determined by the determination means, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and is also less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is a "miss," the number of miss variable patterns (e.g., 2) that the CPU 103 can determine in the "time-shortened state B" when the variable display result is a "miss" is less than the number of variable display patterns (e.g., 3) that can be determined in the "time-shortened state A" and is also less than the number of miss variable patterns (e.g., 4) that can be determined in the "probable variable state"); In the case where the variable display is not determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state and is also shorter than the average period of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is a "miss", the average time (e.g., about 2.2 seconds) of the variable display time of the miss variable pattern determined by the CPU 103 in the "time-shortened state B" is shorter than the average time (e.g., about 5.58 seconds) of the variable display time of the miss variable pattern determined in the "time-shortened state A" and is also shorter than the average time (e.g., about 4.83 seconds) of the variable display time of the miss variable pattern determined in the "probable variable state". See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, taking into consideration that a long period of time has continued during which the state has not been controlled to an advantageous state, the variable displays that are not determined to be controlled to an advantageous state have fewer types of variable display patterns and a shorter average duration of the variable display period, which increases the consumption speed of the variable displays compared to other states, thereby providing a suitable second special state.
[0022] The gaming machine of form 2-2 is the gaming machine according to form 2-1, The variable display pattern that can be determined by the variable display pattern determination means in the second special state when the determination means has determined that the variable display will not be controlled to the advantageous state, and the variable display pattern that can be determined by the variable display pattern determination means in at least one of the first special state and the third special state when the determination means has determined that the variable display will not be controlled to the advantageous state are common (for example, a losing variable pattern (e.g., non-reach, SP reach D) that the CPU 103 can determine in the time-shortening state B and a losing variable display pattern (e.g., non-reach, SP reach D) that can be determined in at least one of the time-shortening state A and the probability variable state are common parts), It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0023] The gaming machine of form 2-3 is the gaming machine according to form 2-1 or form 2-2, The variable display pattern that can be determined by the variable display pattern determination means in the second special state when the variable display is not determined to be controlled to the advantageous state by the determination means, and the variable display pattern that can be determined by the variable display pattern determination means in both the first special state and the third special state when the variable display is not determined to be controlled to the advantageous state by the determination means are common (for example, a failure variable pattern that can be determined by the CPU 103 in the time-shortening state B (for example, non-reach, SP reach D) and a failure variable display pattern that can be determined in both the time-shortening state A and the probability variable state (for example, non-reach, SP reach D) are common parts). It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0024] The gaming machine of form 2-4 is the gaming machine according to any one of forms 2-1 to 2-3, The average duration of the control period controlled to the second special state is shorter than the average duration of the control period controlled to the third special state, and the average duration of the control period controlled to the third special state is shorter than the average duration of the control period controlled to the first special state (for example, it is preferable that the average duration of the control period controlled to the time-shortening state B is shorter than the average duration of the control period controlled to the probability variable state, and the average duration of the control period controlled to the probability variable state is shorter than the average duration of the control period controlled to the time-shortening state A). It is characterized by the following. According to this feature, the average control period in the second special state is shorter than that in the third special state, thereby increasing the speed at which the variable display is consumed, thereby providing a preferable second special state, and the average control period in the first special state is longer, thereby increasing the interest in the game.
[0025] The gaming machine of form 2-5 is a gaming machine according to any one of forms 2-1 to 2-4, In the case of a variable display that is not determined to be controlled to the advantageous state by the determination means, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is smaller than the number of variable display patterns that can be determined in the first special state, and the number of variable display patterns that can be determined in the first special state is smaller than the number of variable display patterns that can be determined in the third special state (for example, the number of failure variation patterns that the CPU 103 can determine in the time-shortening state B (for example, 2) is smaller than the number of failure variation patterns that can be determined in the time-shortening state A (for example, 3), and the number of failure variation patterns that can be determined in the time-shortening state A (for example, 3) is smaller than the number of failure variation patterns that can be determined in the probability variable state (for example, 4)), It is characterized by the following. According to this feature, in the second special state, the number of variable display patterns that can be determined is reduced to prioritize the consumption of variable displays, while in the third special state, the number of variable display patterns that can be determined is increased to increase the interest in the game.
[0026] (SG2020-071) A gaming machine of form 1-12 is a gaming machine according to any one of forms 1-1 to 1-11, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, When the variable display determined by the determination means to be controlled to the advantageous state is a variable display, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is smaller than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is a "jackpot", the number of jackpot variable patterns that the CPU 103 can determine in the "time-shortened state B" (for example, 1) is smaller than the number of variable display patterns that can be determined in the "time-shortened state A" (for example, 2), and is also smaller than the number of loss variable patterns that can be determined in the "probable variable state" (for example, 3)). When the variable display is determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is a “jackpot”, the average time (e.g., about 40 seconds) of the variable display period of the jackpot fluctuation pattern determined by the CPU 103 in the “time-shortened state B” is shorter than the average time (e.g., about 62.8 seconds) of the variable display period of the jackpot fluctuation pattern determined in the “time-shortened state A”, and is also shorter than the average time (e.g., about 51.1 seconds) of the variable display period of the jackpot fluctuation pattern determined in the “probable variable state”. See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, the variable display that is decided to be controlled to an advantageous state taking into consideration a long period of time in which it is not controlled to an advantageous state has been performed, and since there are fewer types of variable display patterns, development costs can be reduced, and since the variable display is controlled to an advantageous state without being unnecessarily provoked, an appropriate second special state can be provided.
[0027] The gaming machine of form 1-13 is the gaming machine according to any one of forms 1-1 to 1-12, The variable display determined by the determining means to be controlled to the advantageous state includes a variable display part that executes variable display of identification information, and a post-performance part that notifies game value information that can identify the amount of game value that will be awarded in the advantageous state after the variable display part ends, an execution period of the variable display part in the first special state is different from an execution period of the variable display part in the second special state; The execution period of the post-effect part in the first special state and the execution period of the post-effect part in the second special state are common (for example, the variable display time (50 seconds, 40 seconds) of the variable display part in the time-saving state A and the probability variable state is different from the variable display time (25 seconds) of the variable display part in the time-saving state B, while the pattern determination time (15 seconds) of the post-effect part in the time-saving state A and the probability variable state is common to the pattern determination time (15 seconds) of the post-effect part in the time-saving state B. See Figure 11-61). It is characterized by the following. According to this feature, development costs can be reduced by making the execution period of the post-effect in the variable display that has been decided to be controlled to an advantageous state common between the first special state and the second special state.
[0028] The gaming machine of form 1-14 is a gaming machine according to any one of forms 1-1 to 1-13, It is possible to display variable identification information, The variable display determined by the determining means to be controlled to the advantageous state includes a variable display part that executes variable display of identification information, and a post-performance part that notifies game value information that can identify the amount of game value that will be awarded in the advantageous state after the variable display part ends, a display means for executing a specific action display that causes the indicator to perform a specific action when the indicator is statically displayed during an execution period of the variable display part in the variable display determined by the determination means to be controlled to the advantageous state; an execution period of the variable display part in the first special state is different from an execution period of the variable display part in the second special state; The execution period of the specific action display in the first special state and the execution period of the specific action display in the second special state are common (for example, the variable display time (50 seconds, 40 seconds) of the variable display part of the time-shortening state A and the probability variable state is different from the variable display time (25 seconds) of the variable display part of the time-shortening state B, while the display time (ta3 to ta4) of the jackpot specific action display in the time-shortening state A and the probability variable state is common to the display time (ta3 to ta4) of the jackpot specific action display in the time-shortening state B. See Figure 11-61). It is characterized by the following. According to this feature, development costs can be reduced by making the execution period of the specific action display in the variable display that has been determined to be controlled to an advantageous state common between the first special state and the second special state.
[0029] The gaming machine of form 1-15 is a gaming machine according to any one of forms 1-1 to 1-14, The variable display pattern that can be determined by the variable display pattern determination means in the second special state when the variable display is determined to be controlled to the advantageous state by the determination means, and the variable display pattern that can be determined by the variable display pattern determination means in the first special state when the variable display is determined to be controlled to the advantageous state by the determination means are common (for example, when the variable display result is a "jackpot", the miss variable pattern that can be determined by the CPU 103 in the "time-shortened state B" (for example, "SP reach D") and the miss variable pattern that can be determined in the "probable variable state" (for example, "SP reach D") are common parts). It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0030] (SG2020-072) A gaming machine of form 2-6 is a gaming machine according to any one of forms 2-1 to 2-5, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, When the variable display determined by the determination means to be controlled to the advantageous state is a variable display, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and is also less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is a "jackpot", the number of jackpot variable patterns that the CPU 103 can determine in the "time-shortened state B" (for example, 1) is less than the number of variable display patterns that can be determined in the "time-shortened state A" (for example, 2) and is also less than the number of loss variable patterns that can be determined in the "probable variable state" (for example, 3)). When the variable display is determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state and is also shorter than the average period of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is a “jackpot”, the average time (e.g., about 40 seconds) of the variable display period of the jackpot fluctuation pattern determined by the CPU 103 in the “time-shortened state B” is shorter than the average time (e.g., about 62.8 seconds) of the variable display period of the jackpot fluctuation pattern determined in the “time-shortened state A” and is also shorter than the average time (e.g., about 51.1 seconds) of the variable display period of the jackpot fluctuation pattern determined in the “probable variable state”. See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, the variable display that is decided to be controlled to an advantageous state taking into consideration a long period of time in which it is not controlled to an advantageous state has been performed, and since there are fewer types of variable display patterns, development costs can be reduced, and since the variable display is controlled to an advantageous state without being unnecessarily provoked, an appropriate second special state can be provided.
[0031] The gaming machine of form 2-7 is a gaming machine according to any one of forms 2-1 to 2-6, The variable display pattern that can be determined by the variable display pattern determination means in the second special state when the variable display that has been determined by the determination means to be controlled to the advantageous state is a variable display pattern that can be determined by the variable display pattern determination means in at least one of the first special state and the third special state when the variable display that has been determined by the determination means to be controlled to the advantageous state is a variable display pattern that can be determined by the variable display pattern determination means in at least one of the first special state and the third special state is a common part (for example, a jackpot variable pattern (for example, SP reach D) that can be determined by the CPU 103 in the time-shortening state B is a common part to a jackpot variable display pattern (for example, SP reach D) that can be determined in at least one of the time-shortening state A and the probability variable state (for example, the probability variable state)), It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0032] The gaming machine of form 2-8 is the gaming machine according to any one of forms 2-1 to 2-7, At least a part of the variable display pattern that can be determined by the variable display pattern determination means in the second special state when the variable display that has been determined by the determination means to be controlled to the advantageous state and the variable display pattern that can be determined by the variable display pattern determination means in both the first special state and the third special state when the variable display that has been determined by the determination means to be controlled to the advantageous state are common (for example, the jackpot variable pattern that can be determined by the CPU 103 in the time-shortening state B (for example, not via SP) and the jackpot variable display pattern that can be determined in both the time-shortening state A and the probability variable state (for example, not via SP) are common parts), It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0033] The gaming machine of form 2-9 is the gaming machine according to any one of forms 2-1 to 2-8, The average duration of the control period controlled to the second special state is shorter than the average duration of the control period controlled to the third special state, and the average duration of the control period controlled to the third special state is shorter than the average duration of the control period controlled to the first special state (for example, the average duration of the control period controlled to the time-shortening state B is shorter than the average duration of the control period controlled to the probability variable state, and the average duration of the control period controlled to the probability variable state is shorter than the average duration of the control period controlled to the time-shortening state A), It is characterized by the following. According to this feature, the average control period in the second special state is shorter than that in the third special state, thereby increasing the speed at which the variable display is consumed, thereby providing a preferable second special state, and the average control period in the first special state is longer, thereby increasing the interest in the game.
[0034] The gaming machine of form 2-10 is a gaming machine according to any one of forms 2-1 to 2-9, When the variable display determined by the determination means to be controlled to the advantageous state is a variable display, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state, and the number of variable display patterns that can be determined in the first special state is less than the number of variable display patterns that can be determined in the third special state (for example, the number of jackpot fluctuation patterns that the CPU 103 can determine in the time-shortened state B (for example, 1) is less than the number of jackpot fluctuation patterns that can be determined in the time-shortened state A (for example, 2), and the number of jackpot fluctuation patterns that can be determined in the time-shortened state A (for example, 2) is less than the number of jackpot fluctuation patterns that can be determined in the probability variable state (for example, 3)), It is characterized by the following. According to this feature, in the second special state, the number of variable display patterns that can be determined is reduced to prioritize the consumption of variable displays, while in the third special state, the number of variable display patterns that can be determined is increased to increase the interest in the game.
[0035] (SG2020-073) A gaming machine of form 1-16 is a gaming machine according to any one of forms 1-1 to 1-15, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying special identification information based on the establishment of a start condition (e.g., a game ball entering a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods of the special identification information based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A decoration variable display means for performing variable display of decoration identification information in response to variable display of special identification information (for example, a part where the performance control CPU 120 performs variable display of decoration patterns as multiple types of decoration identification information in synchronization with the first special pattern and the second special pattern); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that the variable display of special identification information has been executed a predetermined number of times (e.g., 900 times), The variable display pattern determination means is capable of determining, in the case of the variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state, a first non-specific variable display pattern (e.g., "SP Reach A to E Miss") in which a display result of the variable display of the special identification information (e.g., a miss display result) is displayed after the state of the variable display of the decorative identification information becomes a specific state (e.g., a reach state), and a second non-specific variable display pattern (e.g., "Non-reach Miss") in which a display result of the variable display of the special identification information is displayed without the state of the variable display of the decorative identification information becoming a specific state, The rate at which the second non-specific variable display pattern is determined in the case of a variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state in the second special state is higher than the rate at which the second non-specific variable display pattern is determined in the case of a variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state in the first special state (for example, the rate at which the CPU 103 determines a "non-reach miss variable pattern" when the variable display result is a "miss" in the "time-shortened state B" (for example, 97%) is higher than the rate at which the CPU 103 determines a "non-reach miss variable pattern" when the variable display result is a "miss" in the "time-shortened state A" (for example, 95%), and is also higher than the rate at which the CPU 103 determines a "non-reach miss variable pattern" when the variable display result is a "miss" in the "probable variable state" (for example, 95%). See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, taking into consideration the long period during which the state has not been controlled to an advantageous state, in the variable display in which it is not decided to control the state to an advantageous state, by making the mode of the variable display a specific mode, it is possible to provide a suitable second special state, as it is less likely to be unnecessarily provoked.
[0036] The gaming machine of form 1-17 is a gaming machine according to any one of forms 1-1 to 1-16, It is possible to variably display decorative identification information (for example, decorative patterns), The period from when the variable display of the decorative identifying information starts to when it is statically displayed in the second non-specific variable display pattern is shorter than the period from when the variable display of the decorative identifying information starts to when the variable display mode of the variable display becomes the specific mode in the first non-specific variable display pattern (for example, the variable display period (tb0 to tb1) of the non-reach miss variable pattern is shorter than the period (tb0 to tb3) from when the variable display of the decorative symbol starts to when the variable display mode becomes the reach mode in the super reach miss variable pattern. See Figure 11-62). It is characterized by the following. According to this feature, the variable display ends in a period shorter than the period until the variable display mode becomes the specific mode, so that a preferable second special state can be provided.
[0037] The gaming machine of form 1-18 is a gaming machine according to any one of forms 1-1 to 1-17, It is possible to variably display multiple columns of decorative identification information (e.g., decorative designs), In the second non-specific variable display pattern, the period from when the variable display of the decorative identification information of a predetermined column among the plurality of columns starts to when it is stopped is shorter than the period from when the variable display of the decorative identification information of the predetermined column starts to when it is stopped in the first non-specific variable display pattern (for example, in a non-reach miss variable pattern, the period (tb0 to tb1) from when the variable display of the decorative pattern in the left decorative pattern display area 5L starts to when it is stopped is shorter than the period (tb0 to tb2) from when the variable display of the decorative pattern in the left decorative pattern display area 5L starts to when it is stopped in the super reach miss variable pattern. See Figure 11-62). It is characterized by the following. According to this feature, the variable display of the decorative identification information in the predetermined row ends in a short period of time, so that a preferable second special state can be provided.
[0038] The gaming machine of form 1-19 is a gaming machine according to any one of forms 1-1 to 1-18, The second non-specific variable display pattern that can be determined by the variable display pattern determination means in the second special state and the second non-specific variable display pattern that can be determined in the first special state are common (for example, a non-reach miss variable pattern (e.g., non-reach) that can be determined by the CPU 103 in the time-shortening state B and a non-reach miss variable pattern (e.g., non-reach) that can be determined in at least one of the time-shortening state A and the probability variable state are common parts), It is characterized by the following. According to this feature, by not setting the second non-specific variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0039] (SG2020-074) The gaming machine of form 2-11 is a gaming machine according to any one of forms 2-1 to 1-10, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying special identification information based on the establishment of a start condition (e.g., a game ball entering a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods of the special identification information based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A decoration variable display means for performing variable display of decoration identification information in response to variable display of special identification information (for example, a part where the performance control CPU 120 performs variable display of decoration patterns as multiple types of decoration identification information in synchronization with the first special pattern and the second special pattern); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The variable display pattern determination means is capable of determining, in the case of the variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state, a first non-specific variable display pattern (e.g., "SP Reach A to E Miss") in which a display result of the variable display of the special identification information (e.g., a miss display result) is displayed after the state of the variable display of the decorative identification information becomes a specific state (e.g., a reach state), and a second non-specific variable display pattern (e.g., "Non-reach Miss") in which a display result of the variable display of the special identification information is displayed without the state of the variable display of the decorative identification information becoming a specific state, The rate at which the second non-specific variable display pattern is determined in the case of a variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state in the second special state is higher than the rate at which the second non-specific variable display pattern is determined in the case of a variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state in the first special state, and is also higher than the rate at which the second non-specific variable display pattern is determined in the case of a variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state in the third special state (for example, the rate at which the CPU 103 determines a "non-reach miss variable pattern" when the variable display result is "miss" in the "time-shortened state B" (for example, 97%) is higher than the rate at which the CPU 103 determines a "non-reach miss variable pattern" when the variable display result is "miss" in the "time-shortened state A" (for example, 95%), and is also higher than the rate at which the CPU 103 determines a "non-reach miss variable pattern" when the variable display result is "miss" in the "probable variable state" (for example, 95%). See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, taking into consideration the long period during which the state has not been controlled to an advantageous state, in the variable display in which it is not decided to control the state to an advantageous state, by making the mode of the variable display a specific mode, it is possible to provide a suitable second special state, as it is less likely to be unnecessarily provoked.
[0040] The gaming machine of form 2-12 is the gaming machine according to any one of forms 2-1 to 2-11, The second non-specific variable display pattern that can be determined by the variable display pattern determination means in the second special state and the second non-specific variable display pattern that can be determined in at least one of the first special state and the third special state are common (for example, a non-reach miss variable pattern (e.g., non-reach) that can be determined by the CPU 103 in the time-shortening state B and a non-reach miss variable pattern (e.g., non-reach) that can be determined in at least one of the time-shortening state A and the probability variable state are common parts), It is characterized by the following. According to this feature, by not setting the second non-specific variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0041] The gaming machine of form 2-13 is a gaming machine according to any one of forms 2-1 to 2-12, The second non-specific variable display pattern that can be determined by the variable display pattern determination means in the second special state and the second non-specific variable display pattern that can be determined in both the first special state and the third special state are common (for example, a non-reach miss variable pattern (e.g., non-reach) that can be determined by the CPU 103 in the time-shortening state B and a non-reach miss variable pattern (e.g., non-reach) that can be determined in both the time-shortening state A and the probability variable state are common parts), It is characterized by the following. According to this feature, by not setting the second non-specific variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0042] (SG2020-075) A gaming machine of form 1-20 is a gaming machine according to any one of forms 1-1 to 1-19, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying special identification information based on the establishment of a start condition (e.g., a game ball entering a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods of the special identification information based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A decoration variable display means for performing variable display of decoration identification information in response to variable display of special identification information (for example, a part where the performance control CPU 120 performs variable display of decoration patterns as multiple types of decoration identification information in synchronization with the first special pattern and the second special pattern); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that the variable display of special identification information has been executed a predetermined number of times (e.g., 900 times), The variable display pattern determination means is capable of determining, in the case of the variable display of special identification information determined by the determination means to be controlled to the advantageous state, a first specific variable display pattern (e.g., "SP reach A-C, E jackpot") in which the display result of the variable display of the special identification information is displayed after the mode of the variable display of the decorative identification information becomes a specific mode, and a second specific variable display pattern (e.g., "SP reach D (instant hit or full spin)", "not via SP", etc.) in which the display result of the variable display of the special identification information is displayed without the mode of the variable display of the decorative identification information becoming a specific mode, The rate at which the second specific variable display pattern is determined in the second special state when the variable display of the special identification information determined by the determination means to be controlled to the advantageous state is higher than the rate at which the second specific variable display pattern is determined in the first special state when the variable display of the special identification information determined by the determination means to be controlled to the advantageous state is higher (for example, the rate at which an “SP reach D jackpot fluctuation pattern (instant hit effect or full rotation effect)” that does not go through a reach state in the time-shortening state B is determined (for example, 90%) is higher than the rate at which an “SP non-via A jackpot fluctuation pattern” that does not go through a reach state in the time-shortening state A is determined (for example, 5%), and is also higher than the rate at which an “SP non-via A jackpot fluctuation pattern” that does not go through a reach state in the probability variable state is determined (for example, 5%). See FIG. 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, in consideration of the fact that a long period has continued in which the state has not been controlled to an advantageous state, in the variable display in which it has been decided to control the state to an advantageous state, the variable display mode is set to a specific mode, so that the state is controlled to an advantageous state without being unnecessarily provoked, thereby providing an appropriate second special state.
[0043] The gaming machine of form 1-21 is a gaming machine according to any one of forms 1-1 to 1-20, It is possible to variably display decorative identification information (for example, decorative patterns), a display means capable of executing a first specific action display that causes decoration identification information to perform a specific action when the variable display mode becomes a specific mode, and a second specific action display (for example, a symbol stop action display) that causes decoration identification information to perform a specific action when the decoration identification information is displayed in a static state; In the first specific variable display pattern, the display means executes the first specific action display and the second specific action display, but in the second specific variable display pattern, the display means executes the second specific action display without executing the first specific action display (for example, in the variation pattern of SP reach E which goes through reach, a reach specific action display and a jackpot specific action display are executed, but in the variation pattern of SP reach D which does not go through reach, a reach specific action display is not executed and a jackpot specific action display is executed. See Figure 11-55). It is characterized by the following. According to this feature, since the first specific action display is performed in the second special state, the player is less likely to be unnecessarily agitated, and therefore a preferable second special state can be provided.
[0044] The gaming machine of form 1-22 is a gaming machine according to any one of forms 1-1 to 1-21, The second specific variable display pattern that can be determined by the variable display pattern determination means in the second special state and the second specific variable display pattern that can be determined in the first special state are common (for example, a non-reach miss variable pattern (e.g., non-reach) that can be determined by the CPU 103 in the time-shortening state B and a non-reach miss variable pattern (e.g., non-reach) that can be determined in at least one of the time-shortening state A and the probability variable state are common parts), It is characterized by the following. According to this feature, by not setting a second specific variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0045] (SG2020-076) The gaming machine of form 2-14 is a gaming machine according to any one of forms 2-1 to 2-13, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying special identification information based on the establishment of a start condition (e.g., a game ball entering a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods of the special identification information based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A decoration variable display means for performing variable display of decoration identification information in response to variable display of special identification information (for example, a part where the performance control CPU 120 performs variable display of decoration patterns as multiple types of decoration identification information in synchronization with the first special pattern and the second special pattern); Equipped with The special states include a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-shortening state B) that is controlled on the condition that the variable display of special identification information has been executed a predetermined number of times (e.g., 900 times), and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The variable display pattern determination means is capable of determining, in the case where the variable display of special identification information determined by the determination means to be controlled to the advantageous state, a first specific variable display pattern (e.g., "SP reach A-C, E jackpot") in which the display result of the variable display of the special identification information is displayed after the mode of the variable display of the decorative identification information becomes a specific mode, and a second specific variable display pattern (e.g., "SP reach D (instant hit or full spin)", "SP not via A", etc.) in which the display result of the variable display of the special identification information is displayed without the mode of the variable display of the decorative identification information becoming a specific mode, The rate at which the second specific variable display pattern is determined in the second special state when the variable display of special identification information determined by the determination means to be controlled to the advantageous state by the determination means is higher than the rate at which the second specific variable display pattern is determined in the first special state when the variable display of special identification information determined by the determination means to be controlled to the advantageous state by the determination means is higher than the rate at which the second specific variable display pattern is determined in the third special state when the variable display determined by the determination means to be controlled to the advantageous state by the determination means is higher (for example, the rate at which an “SP reach D jackpot fluctuation pattern (instant hit effect or full rotation effect)” that does not go through a reach state in the time-shortening state B is determined (for example, 90%) is higher than the rate at which an “SP non-via A jackpot fluctuation pattern” that does not go through a reach state in the time-shortening state A is determined (for example, 5%), and is also higher than the rate at which an “SP non-via A jackpot fluctuation pattern” that does not go through a reach state in a probability variable state is determined (for example, 5%). See FIG. 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, in consideration of the fact that a long period has continued in which the state has not been controlled to an advantageous state, in the variable display in which it has been decided to control the state to an advantageous state, the variable display mode is set to a specific mode, so that the state is controlled to an advantageous state without being unnecessarily provoked, thereby providing an appropriate second special state.
[0046] The gaming machine of form 2-15 is a gaming machine according to any one of forms 2-1 to 2-14, The second specific variable display pattern that can be determined by the variable display pattern determination means in the second special state and the second specific variable display pattern that can be determined in at least one of the first special state and the third special state are common (for example, the non-reach jackpot fluctuation pattern (for example, not via SP) that the CPU 103 can determine in the time-shortening state B and the non-reach jackpot fluctuation pattern (for example, not via SP) that can be determined in at least one of the time-shortening state A and the probability variable state are common parts), It is characterized by the following. According to this feature, by not setting a second specific variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0047] The gaming machine of form 2-16 is a gaming machine according to any one of forms 2-1 to 2-15, The second specific variable display pattern that can be determined by the variable display pattern determination means in the second special state and the second specific variable display pattern that can be determined in both the first special state and the third special state are common (for example, a non-reach jackpot variable pattern (for example, not via SP) that can be determined by the CPU 103 in the time-shortening state B and a non-reach miss variable pattern (for example, not via SP) that can be determined in both the time-shortening state A and the probability variable state are common parts), It is characterized by the following. According to this feature, by not setting a second specific variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0048] (SG2020-077) The gaming machine of form 1-23 is a gaming machine according to any one of forms 1-1 to 1-22, A gaming machine (e.g., pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying first identification information (e.g., a first special symbol) based on the establishment of a first start condition (e.g., a gaming ball entering a first start winning slot), and variably displaying second identification information (e.g., a second special symbol) based on the establishment of a second start condition (e.g., a gaming ball entering a second start winning slot), A state control means capable of controlling the non-special state and the special state in which the second start condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A first reserved storage means (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process) capable of storing information related to the variable display of the first identification information as reserved storage; A second reserved storage means (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process) capable of storing information related to the variable display of the second identification information as reserved storage; A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A performance execution means capable of executing a performance including a suggestion performance that suggests that the game will be controlled to the advantageous state; Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The variable display pattern determination means is capable of determining a predetermined variable display pattern (for example, "non-reach") for a predetermined variable display period in which a reserved memory can be stored in the second reserved memory means when the reserved memory is not stored in the second reserved memory means in the first special state and the second special state and the variable display is not determined by the determination means to be controlled to the advantageous state, The effect execution means is capable of executing the suggestive effect in the variable display when the variable display is executed in the predetermined variable display pattern in the first special state, and does not execute the suggestive effect in the variable display when the variable display is executed in the predetermined variable display pattern in the second special state (for example, when the variable display is executed in a miss variable pattern determined when the number of reserved memories is 0 in the "time-shortened state A", and when the variable display is executed in a miss variable pattern determined when the number of reserved memories is 0 in the "probable change state", suggestive effects such as "movable object announcement" and "character announcement" are executed in the variable display, while when the variable display is executed in a miss variable pattern determined when the number of reserved memories is 0 in the "time-shortened state B", suggestive effects such as "movable object announcement" and "character announcement" are not executed in the variable display. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, a suitable second special state can be provided, taking into consideration that a long period has continued in which the state has not been controlled to an advantageous state, and therefore, the variable display of the predetermined variable display pattern is not unnecessarily stimulating by suggestive effects.
[0049] The gaming machine of form 1-24 is a gaming machine according to any one of forms 1-1 to 1-23, In the second special state, if the variable display is one that has not been determined by the determination means to be controlled to the advantageous state, the suggestive effect is not executed by the effect execution means, and if the variable display is one that has been determined by the determination means to be controlled to the advantageous state, the suggestive effect is executed by the effect execution means (for example, in the time-saving state B, if the pattern is a miss fluctuation pattern, the "movable object announcement" or "character announcement" may not be executed, and if the pattern is a jackpot fluctuation pattern, the "movable object announcement" or "character announcement" may be executed). It is characterized by the following. According to this feature, interest can be increased by drawing attention to whether or not a suggestive performance will be executed in the second special state.
[0050] The gaming machine of form 1-25 is a gaming machine according to any one of forms 1-1 to 1-24, It is possible to variably display decorative identification information (for example, decorative patterns), the variable display pattern determination means includes a variable display pattern that displays a display result of the variable display after the manner of the variable display of the decoration identification information becomes a specific manner, The suggestive effects include a provocative effect that suggests whether or not the state of the variable display will become a specific state (for example, a provocative effect that suggests that the game will be controlled to a jackpot game state may include a "reach notice" or a "button notice" as a provocative effect that suggests whether or not the state of the variable display will become a reach state (whether or not a reach will be established)), It is characterized by the following. According to this feature, interest can be increased by drawing attention to whether or not a suggestive performance will be executed in the second special state.
[0051] The gaming machine of form 1-26 is a gaming machine according to any one of forms 1-1 to 1-25, The effect execution means is capable of executing, based on the determination result of the determination means, a plurality of types of suggestive effects including a first suggestive effect and a second suggestive effect which has a higher probability of being controlled to the advantageous state than when the first suggestive effect is executed (for example, a portion which is capable of executing, based on the variable display result, a plurality of types of suggestive effects including a first suggestive effect (for example, line A or vibration (small)) and a second suggestive effect (for example, line B or vibration (large)) which has a higher probability of being controlled to the jackpot game state than when the first suggestive effect is executed), It is characterized by the following. According to this feature, interest can be increased by drawing attention to whether or not a suggestive performance will be executed in the second special state.
[0052] (SG2020-078) The gaming machine of form 2-17 is a gaming machine according to any one of forms 2-1 to 2-16, A gaming machine (e.g., pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying first identification information (e.g., a first special symbol) based on the establishment of a first start condition (e.g., a gaming ball entering a first start winning slot), and variably displaying second identification information (e.g., a second special symbol) based on the establishment of a second start condition (e.g., a gaming ball entering a second start winning slot), A state control means capable of controlling the non-special state and the special state in which the second start condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A first reserved storage means (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process) capable of storing information related to the variable display of the first identification information as reserved storage; A second reserved storage means (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process) capable of storing information related to the variable display of the second identification information as reserved storage; A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A performance execution means capable of executing a performance including a suggestive performance that suggests that the game will be controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute a "movable object announcement" or a "character announcement"); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, the variable display pattern determination means is capable of determining a predetermined variable display pattern (for example, "non-reach") for a predetermined variable display period in which a reserved memory can be stored in the second reserved memory means when the reserved memory is not stored in the second reserved memory means in the first special state, the second special state, and the third special state, and when the variable display is not determined by the determination means to be controlled to the advantageous state, The effect execution means is capable of executing the suggestive effect in the variable display when the variable display is executed in the predetermined variable display pattern in the first special state and when the variable display is executed in the predetermined variable display pattern in the third special state, and does not execute the suggestive effect in the variable display when the variable display is executed in the predetermined variable display pattern in the second special state (for example, when the variable display is executed in a miss variable pattern determined when the number of reserved memories is 0 in the "time-shortened state A", and when the variable display is executed in a miss variable pattern determined when the number of reserved memories is 0 in the "probable change state", suggestive effects such as "movable object announcement" and "character announcement" are executed in the variable display, but when the variable display is executed in a miss variable pattern determined when the number of reserved memories is 0 in the "time-shortened state B", suggestive effects such as "movable object announcement" and "character announcement" are not executed in the variable display. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, a suitable second special state can be provided, taking into consideration that a long period has continued in which the state has not been controlled to an advantageous state, and therefore, the variable display of the predetermined variable display pattern is not unnecessarily stimulating by suggestive effects.
[0053] (SG2020-079) The gaming machine of form 1-27 is a gaming machine according to any one of forms 1-1 to 1-26, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying identification information (e.g., decorative symbols) based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A reserved storage means capable of storing information relating to the variable display of the identification information as reserved storage (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); An information transmitting means (e.g., CPU 103) capable of transmitting information related to games (e.g., performance control commands); A performance execution means (for example, a part where the performance control CPU 120 can execute a pre-reading notice performance) capable of executing a performance including a pre-reading notice performance that suggests that the reserved memory stored in the reserved memory means will be controlled to the advantageous state based on the information received from the information transmission means; Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The performance execution means is capable of determining one of a plurality of types of pre-reading notice performance patterns (for example, "countdown notice," "hold change notice," "pattern chance notice," "effect display notice"), When the variable display is one in which the determination means has not determined that control to the advantageous state will be performed, the number of pre-reading notice performance patterns that the performance execution means can determine in the second special state is smaller than the number of pre-reading notice performance patterns that can be determined in the first special state (for example, the number of types of pre-reading notices that the performance control CPU 120 can determine when the variable display result is a miss in "time-shortened state B" (for example, 0) is smaller than the number of types of pre-reading notices that the performance control CPU 120 can determine when the variable display result is a miss in "time-shortened state A" (for example, 3), and is also smaller than the number of types of pre-reading notices that the performance control CPU 120 can determine when the variable display result is a miss in "probable variable state" (for example, 4)). The rate at which the pre-reading notice performance is executed in the case where the variable display is not determined to be controlled to the advantageous state by the determination means in the second special state is lower than the rate at which the pre-reading notice performance is executed in the case where the variable display is not determined to be controlled to the advantageous state by the determination means in the first special state (for example, the execution rate of the pre-reading notice when the variable display result is a miss in the "time-shortening state B" (for example, 0%) is lower than the execution rate of the pre-reading notice when the variable display result is a miss in the "time-shortening state A" (for example, 30%), and is also lower than the execution rate of the pre-reading notice when the variable display result is a miss in the "probable change state" (for example, 40%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, taking into consideration the long period of time during which the state has not been controlled to an advantageous state, in the variable display in which it is not decided to control the state to an advantageous state, the number of pre-reading preview performance patterns is small, which reduces development costs, and the player is less likely to be unnecessarily hyped by the pre-reading preview performance, so a suitable second special state can be provided.
[0054] The gaming machine of form 1-28 is a gaming machine according to any one of forms 1-1 to 1-27, As a pre-reading notice performance pattern that can be commonly executed by the performance execution means in the first special state and the second special state, there are a first pre-reading notice performance pattern and a second pre-reading notice performance pattern that has a higher probability of being controlled to the advantageous state than when the first pre-reading notice performance pattern is executed, The rate at which the first pre-reading notice performance pattern is executed in the second special state is lower than the rate at which the first pre-reading notice performance pattern is executed in the first special state (for example, as pre-reading notice performance patterns that can be commonly executed by the performance control CPU 120 in the time-saving state A, the time-saving state B, and the probability variable state, there are a first pre-reading notice performance pattern (for example, a "blue" pattern of "hold change notice," "pattern chance eye notice," and "effect display notice") and a second pre-reading notice performance pattern (for example, a "red" pattern of "hold change notice," "pattern chance eye notice," and "effect display notice") that has a higher rate at which the advantageous state is controlled than when the first pre-reading notice performance pattern is executed, and the rate at which the first pre-reading notice performance pattern is executed in the time-saving state B (for example, 0%, see FIG. 11-43(D)) is lower than the rate at which the first pre-reading notice performance pattern is executed in the time-saving state A and the probability variable state (for example, 10%, see FIG. 11-43(C))), It is characterized by the following. According to this feature, in the second special state, there is little chance of being unnecessarily excited by the first pre-read preview performance, so that a preferable second special state can be provided.
[0055] The gaming machine of form 1-29 is a gaming machine according to any one of forms 1-1 to 1-28, As a pre-reading notice performance pattern that can be commonly executed by the performance execution means in the first special state and the second special state, there are a first pre-reading notice performance pattern and a second pre-reading notice performance pattern that has a higher probability of being controlled to the advantageous state than when the first pre-reading notice performance pattern is executed, The rate at which the second pre-reading notice performance pattern is executed in the second special state is higher than the rate at which the second pre-reading notice performance pattern is executed in the first special state (for example, as pre-reading notice performance patterns that can be commonly executed by the performance control CPU 120 in the time-shortening state A, the time-shortening state B, and the probability variable state, there are a first pre-reading notice performance pattern (for example, a "blue" pattern of "hold change notice," "pattern chance eye notice," and "effect display notice") and a second pre-reading notice performance pattern (for example, a "red" pattern of "hold change notice," "pattern chance eye notice," and "effect display notice") that has a higher rate at which the game is controlled to the advantageous state than when the first pre-reading notice performance pattern is executed, and the rate at which the second pre-reading notice performance pattern is executed in the time-shortening state B (for example, 90%, see FIG. 11-43(D)) is higher than the rate at which the second pre-reading notice performance pattern is executed in the time-shortening state A and the probability variable state (for example, 50 to 70%, see FIG. 11-43(C))), It is characterized by the following. According to this feature, the second pre-reading preview performance is likely to be executed in the second special state, so that a suitable second special state can be provided.
[0056] The gaming machine of form 1-30 is a gaming machine according to any one of forms 1-1 to 1-29, The pre-reading notice performance pattern that can be executed by the performance execution means in the first special state and the pre-reading notice performance pattern that can be executed by the performance execution means in the second special state are common (for example, the pre-reading notice performance pattern that can be executed by the performance control CPU 120 in the time-shortening state A and the probability variable state and the pre-reading notice performance pattern that can be executed by the performance control CPU 120 in the time-shortening state B are common (for example, the part that is "pattern chance eye notice").), It is characterized by the following. According to this feature, by not setting a pre-reading preview performance pattern that can be determined only by the second special state, it is possible to reduce development costs and program capacity.
[0057] (SG2020-080) The gaming machine of form 2-18 is a gaming machine according to any one of forms 2-1 to 1-17, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying identification information (e.g., decorative symbols) based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A reserved storage means capable of storing information relating to the variable display of the identification information as reserved storage (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); An information transmitting means (e.g., CPU 103) capable of transmitting information related to games (e.g., performance control commands); A performance execution means (for example, a part where the performance control CPU 120 can execute a pre-reading notice performance) capable of executing a performance including a pre-reading notice performance that suggests that the reserved memory stored in the reserved memory means will be controlled to the advantageous state based on the information received from the information transmission means; Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The performance execution means is capable of determining one of a plurality of types of pre-reading notice performance patterns (for example, "countdown notice," "hold change notice," "pattern chance notice," "effect display notice"), In the case of a variable display in which the determination means does not determine that control to the advantageous state is performed, the number of pre-reading notice performance patterns that the performance execution means can determine in the second special state is less than the number of pre-reading notice performance patterns that can be determined in the first special state and is also less than the number of pre-reading notice performance patterns that can be determined in the third special state (for example, the number of types of pre-reading notices that the performance control CPU 120 can determine when the variable display result is a miss in "time-shortened state B" (for example, 0) is less than the number of types of pre-reading notices that the performance control CPU 120 can determine when the variable display result is a miss in "time-shortened state A" (for example, 3) and is also less than the number of types of pre-reading notices that the performance control CPU 120 can determine when the variable display result is a miss in "probable variable state" (for example, 4)). The rate at which the pre-reading notice performance is executed in the second special state when the variable display is not determined to be controlled to the advantageous state by the determination means is lower than the rate at which the pre-reading notice performance is executed in the first special state when the variable display is not determined to be controlled to the advantageous state by the determination means, and is also lower than the rate at which the pre-reading notice performance is executed in the third special state when the variable display is not determined to be controlled to the advantageous state by the determination means (for example, the execution rate of the pre-reading notice when the variable display result is a miss in the "time-shortening state B" (for example, 0%) is lower than the execution rate of the pre-reading notice when the variable display result is a miss in the "time-shortening state A" (for example, 30%), and is also lower than the execution rate of the pre-reading notice when the variable display result is a miss in the "probable change state" (for example, 40%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, taking into consideration the long period of time during which the state has not been controlled to an advantageous state, in the variable display in which it is not decided to control the state to an advantageous state, the number of pre-reading preview performance patterns is small, which reduces development costs, and the player is less likely to be unnecessarily hyped by the pre-reading preview performance, so a suitable second special state can be provided.
[0058] The gaming machine of form 2-19 is a gaming machine according to any one of forms 2-1 to 2-18, The foreseeing notice presentation pattern that can be determined by the presentation execution means in the second special state and the foreseeing notice presentation pattern that can be determined by the presentation execution means in at least one of the first special state and the third special state are common (for example, the foreseeing notice presentation pattern that can be determined by the presentation control CPU 120 in the time-shortening state B and the foreseeing notice presentation pattern that can be determined by the presentation control CPU 120 in at least one of the time-shortening state A and the probability variable state are common (for example, the "pattern chance eye announcement") part), It is characterized by the following. According to this feature, by not setting a pre-reading preview performance pattern that can be determined only by the second special state, it is possible to reduce development costs and program capacity.
[0059] The gaming machine of form 2-20 is a gaming machine according to any one of forms 2-1 to 2-19, The foreseeing notice presentation pattern that can be determined by the presentation execution means in the second special state and the foreseeing notice presentation pattern that can be determined by the presentation execution means in both the first special state and the third special state are common (for example, the foreseeing notice presentation pattern that can be determined by the presentation control CPU 120 in the time-shortening state B and the foreseeing notice presentation pattern that can be determined by the presentation control CPU 120 in both the time-shortening state A and the probability variable state are common (for example, the "pattern chance eye announcement") part), It is characterized by the following. According to this feature, by not setting a second specific variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0060] The gaming machine of form 2-21 is a gaming machine according to any one of forms 2-1 to 2-20, The number of the look-ahead notice performance patterns that the performance execution means can determine in the second special state is smaller than the number of the look-ahead notice performance patterns that the performance execution means can determine in the first special state, and the number of the look-ahead notice performance patterns that the performance execution means can determine in the first special state is smaller than the number of the look-ahead notice performance patterns that the performance execution means can determine in the third special state (for example, the number of types of look-ahead notices that the performance control CPU 120 can determine when the variable display result is a miss in the "time-shortening state B" (for example, 0) is smaller than the number of types of look-ahead notices that the performance control CPU 120 can determine when the variable display result is a miss in the "time-shortening state A" (for example, 3), and is also smaller than the number of types of look-ahead notices that the performance control CPU 120 can determine when the variable display result is a miss in the "probable change state" (for example, 4)), It is characterized by the following. According to this feature, in the second special state, the number of predictive preview performance patterns that can be determined is reduced to prioritize the consumption of variable displays, while in the third special state, the number of predictive preview performance patterns that can be determined is increased to increase the excitement of the game.
[0061] (SG2020-081) The gaming machine of form 1-31 is a gaming machine according to any one of forms 1-1 to 1-30, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); Action detection means capable of detecting the actions of a player (for example, the performance control CPU 120, the push sensor 35B); A performance execution means capable of executing a performance including an action promotion performance that encourages a player to take an action (for example, a part where the performance control CPU 120 can execute a "button notice"); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The execution rate of the action promotion effect per variable display in the second special state is lower than the execution rate of the action promotion effect per variable display in the first special state (for example, the execution rate of the button notice per variable display in the “time-shortened state B” (for example, 10% for a jackpot, 5% for a miss) is lower than the execution rate of the button notice per variable display in the “time-shortened state A” (for example, 80% for a jackpot, 20% for a miss), and is also lower than the execution rate of the button notice per variable display in the “probability variable state” (for example, 80% for a jackpot, 30% for a miss). See Figure 11-50), It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, the number of times the player is prompted to take action in one variable display is reduced, taking into account the long period in which the state was not controlled to an advantageous state, and therefore a suitable second special state can be provided.
[0062] The gaming machine of form 1-32 is a gaming machine according to any one of forms 1-1 to 1-31, In the second special state, the rate at which the action-promoting effect is executed by the effect execution means when the variable display is one that has been determined by the determination means to be controlled to the advantageous state is higher than the rate at which the action-promoting effect is executed by the effect execution means when the variable display is one that has not been determined by the determination means to be controlled to the advantageous state (for example, in the time-shortening state B, the rate at which the effect control CPU 120 executes a "button notice" when the variable display result is a jackpot (for example, 10%) is higher than the rate at which the effect control CPU 120 executes a "button notice" when the variable display result is a miss (for example, 5%)), It is characterized by the following. According to this feature, interest can be increased by drawing attention to the fact that the action prompting effect is executed in the second special state.
[0063] The gaming machine of form 1-33 is a gaming machine according to any one of forms 1-1 to 1-32, The action promotion performance patterns that can be executed by the performance execution means include a first action promotion performance pattern and a second action promotion performance pattern that has a higher probability of being controlled to the advantageous state than when the first action promotion performance pattern is executed, The rate at which the second action-promoting presentation pattern is executed in the second special state is higher than the rate at which the second action-promoting presentation pattern is executed in the first special state (for example, as presentation patterns for a "button notice", there are a "single hit" pattern and a "continuous hit" or "long press" pattern which has a higher rate of being controlled to a jackpot game state than when the "single hit" pattern is executed, and the rate at which the "single hit" pattern is executed in the time-shortening state B (for example, 10%) is lower than the rate at which the "continuous hit" or "long press" pattern is executed in the time-shortening state A or in a probability variable state (for example, 40%), but the rate at which the "single hit" pattern is executed in the time-shortening state B may be higher than the rate at which the "single hit" or "long press" pattern is executed in the time-shortening state A or in a probability variable state). It is characterized by the following. According to this feature, when the action-promoting effect is executed in the second special state, the second action-promoting effect pattern is often used, thereby increasing interest.
[0064] The gaming machine of form 1-34 is a gaming machine according to any one of forms 1-1 to 1-33, The period during which the action promotion effect is executed in the first special state and the period during which the action promotion effect is executed in the second special state are common (for example, the period during which the “button notice” is executed in the time-saving state A or the probability variable state and the period during which the “button notice” is executed in the time-saving state B are common (for example, the period during which the “reach notice” is executed)), It is characterized by the following. According to this feature, the execution period of the action prompting effect is common between the first special state and the second special state, thereby reducing development costs.
[0065] The gaming machine of form 1-35 is a gaming machine according to any one of forms 1-1 to 1-34, The effect execution means is capable of executing a motion prompting preparation effect before executing the motion prompting effect, The period during which the action-promoting preparation effect is executed in the first special state and the period during which the action-promoting preparation effect is executed in the second special state are common (for example, when the effect control CPU 120 is capable of executing an action-promoting preparation effect (for example, although not particularly shown, before the start of the operation valid period, an effect in which the push button 31B to be operated is faded in or an effect display is displayed) before executing the "button notice", it is preferable that the period during which the action-promoting preparation effect is executed in the time-shortening state A or the probability variable state and the period during which the action-promoting preparation effect is executed in the time-shortening state B are common). It is characterized by the following. According to this feature, by making the execution period of the action promotion preparation effect common between the first special state and the second special state, development costs can be reduced and it is possible to preferably notify that the action promotion effect will be executed.
[0066] (SG2020-082) The gaming machine of form 2-22 is a gaming machine according to any one of forms 2-1 to 2-21, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); Action detection means capable of detecting the actions of a player (for example, the performance control CPU 120, the push sensor 35B); A performance execution means capable of executing a performance including an action promotion performance that encourages a player to take an action (for example, a part where the performance control CPU 120 can execute a "button notice"); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The execution rate of the action promotion effect per one variable display in the second special state is lower than the execution rate of the action promotion effect per one variable display in the first special state and is also lower than the execution rate of the action promotion effect per one variable display in the third special state (for example, the execution rate of the button notice per one variable display in the “time-shortened state B” (for example, 10% for a jackpot, 5% for a miss) is lower than the execution rate of the button notice per one variable display in the “time-shortened state A” (for example, 80% for a jackpot, 20% for a miss), and is also lower than the execution rate of the button notice per one variable display in the “probability variable state” (for example, 80% for a jackpot, 30% for a miss). See Figure 11-50), It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, the number of times the player is prompted to take action in one variable display is reduced, taking into account the long period in which the state was not controlled to an advantageous state, and therefore a suitable second special state can be provided.
[0067] (SG2020-083) The gaming machine of form 1-36 is a gaming machine according to any one of forms 1-1 to 1-35, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); Action detection means capable of detecting the actions of a player (for example, the performance control CPU 120, the push sensor 35B); A performance execution means capable of executing a performance including a performance to encourage a player to perform an action and a specific performance to notify the player that the game is controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute a "win / lose button performance" and a "movable body performance"); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The effect execution patterns of the action prompting effect and the specific effect that can be executed by the effect execution means in one variable display include a first effect execution pattern (e.g., "patterns A-2 and A-3") in which the specific effect is executed after the action prompting effect is executed, and a second effect execution pattern (e.g., "pattern A-1") in which the specific effect is executed without executing the action prompting effect, The rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the second special state is higher than the rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the first special state (for example, the rate at which an “instant hit effect” in which a “movable body effect” is executed without executing a “hit or miss button effect” in the SP reach D jackpot fluctuation pattern in the time-shortening state B (for example, 90%) is higher than the rate at which an “instant hit effect” in which a “movable body effect” is executed without executing a “hit or miss button effect” in the SP reach D jackpot fluctuation pattern in the time-shortening state A (for example, 0%) is higher than the rate at which an “instant hit effect” or “full rotation effect” in which a “movable body effect” is executed without executing a “hit or miss button effect” in the SP reach D jackpot fluctuation pattern in the probability variable state (for example, 0%) is higher. See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, the player is less likely to be prompted to take action when it is notified that it has been decided to control to an advantageous state, taking into account the long period during which it has not been controlled to an advantageous state, and therefore a suitable second special state can be provided.
[0068] (SG2020-084) The gaming machine of form 2-23 is a gaming machine according to any one of forms 2-1 to 2-22, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); Action detection means capable of detecting the actions of a player (for example, the performance control CPU 120, the push sensor 35B); A performance execution means capable of executing a performance including a performance to encourage a player to perform an action and a specific performance to notify the player that the game will be controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute a "button notice" and a "win / lose button performance"); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The effect execution patterns of the action prompting effect and the specific effect that can be executed by the effect execution means in one variable display include a first effect execution pattern (e.g., "patterns A-2 and A-3") in which the specific effect is executed after the action prompting effect is executed, and a second effect execution pattern (e.g., "pattern A-1") in which the specific effect is executed without executing the action prompting effect, The rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the second special state is higher than the rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the first special state, and is also higher than the rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the third special state (for example, the execution rate (e.g., 90%) of the “instant hit effect” in which the “movable body effect” is executed without executing the “hit or miss button effect” in the SP reach D jackpot fluctuation pattern in the time-shortening state B is higher than the rate (e.g., 0%) of the “movable body effect” in which the “hit or miss button effect” is executed in the SP reach D jackpot fluctuation pattern in the time-shortening state A, and is also higher than the rate (e.g., 0%) of the “movable body effect” in which the “hit or miss button effect” is executed in the SP reach D jackpot fluctuation pattern in the probability variable state. See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, the player is less likely to be prompted to take action when it is notified that it has been decided to control to an advantageous state, taking into account the long period during which it has not been controlled to an advantageous state, and therefore a suitable second special state can be provided.
[0069] (SG2020-085) The gaming machine of form 1-37 is a gaming machine according to any one of forms 1-1 to 1-36, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); Action detection means capable of detecting the actions of a player (for example, the performance control CPU 120, the push sensor 35B); A performance execution means capable of executing a performance including an action promotion performance that encourages a player to take an action (for example, a part where the performance control CPU 120 can execute a "button notice"); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The types of the action prompting effects that can be executed by the effect execution means include a first action prompting effect that prompts the player to perform a single action (for example, an action prompting display for a "single hit" action), and a second action prompting effect that prompts the player to perform an action over a predetermined action period (for example, an action prompting display for a "rapid hit" or "long press" action), The effect execution means is capable of executing both the first action prompt effect and the second action prompt effect in the first special state, and is capable of executing the first action prompt effect but does not execute the second action prompt effect in the second special state (for example, the effect control CPU 120 is capable of determining the execution of both a "single hit pattern" and a "continuous hit pattern, long press pattern" in the "probability variable state" and "time-shortened state A", and is capable of determining a "single hit pattern" but does not determine the execution of a "continuous hit pattern, long press pattern" in the "time-shortened state B". See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, taking into account the long period during which the state was not controlled to an advantageous state, the player is less likely to be prompted to perform troublesome actions such as operating for a predetermined operating period, thereby providing an appropriate second special state.
[0070] (SG2020-086) The gaming machine of form 2-24 is a gaming machine according to any one of forms 2-1 to 2-23, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); Action detection means capable of detecting the actions of a player (for example, the performance control CPU 120, the push sensor 35B); A performance execution means capable of executing a performance including an action promotion performance that encourages a player to take an action (for example, a part where the performance control CPU 120 can execute a "button notice"); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The types of the action prompting effects that can be executed by the effect execution means include a first action prompting effect that prompts the player to perform a single action (for example, an action prompting display for a "single hit" action), and a second action prompting effect that prompts the player to perform an action over a predetermined action period (for example, an action prompting display for a "rapid hit" or "long press" action), The effect execution means is capable of executing both the first action prompt effect and the second action prompt effect in the first special state and the third special state, and is capable of executing the first action prompt effect in the second special state but does not execute the second action prompt effect (for example, the effect control CPU 120 is capable of determining the execution of both a "single hit pattern" and a "continuous hit pattern, long press pattern" in the "probable variable state" and "time-shortened state A", and is capable of determining a "single hit pattern" in the "time-shortened state B", but does not determine the execution of a "continuous hit pattern, long press pattern". See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, taking into account the long period during which the state was not controlled to an advantageous state, the player is less likely to be prompted to perform troublesome actions such as operating for a predetermined operating period, thereby providing an appropriate second special state.
[0071] (SG2020-087) The gaming machine of form 1-38 is a gaming machine according to any one of forms 1-1 to 1-37, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A performance execution means capable of executing a performance including a suggestive performance that suggests that the game will be controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute a "movable object notice"); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The effect execution means is capable of executing a plurality of types of suggestive effects, including a first suggestive effect (e.g., "small vibration") and a second suggestive effect (e.g., "large vibration") that has a higher probability of being controlled to the advantageous state than when the first suggestive effect is executed, based on the determination result of the determination means; The execution rate of the suggestive effect per variable display in the second special state is lower than the execution rate of the suggestive effect per variable display in the first special state (for example, the execution rate of the “moving object notice” per variable display in the “time-shortening state B” (for example, 0% jackpot, 0% miss) is lower than the execution rate of the “moving object notice” per variable display in the “time-shortening state A” (for example, 90% jackpot, 30% miss), and is also lower than the execution rate of the “moving object notice” per variable display in the “probable change state” (for example, 90% jackpot, 40% miss). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, the number of times that control to an advantageous state is suggested is reduced, taking into account the long period during which control to an advantageous state has not continued, thereby providing a preferable second special state.
[0072] The gaming machine of form 1-39 is a gaming machine according to any one of forms 1-1 to 1-38, The rate at which the suggestive effect is executed in the second special state when the variable display is determined by the determination means to be controlled to the advantageous state is higher than the rate at which the suggestive effect is executed in the first special state when the variable display is determined by the determination means to be controlled to the advantageous state (for example, the rate at which a "moving object announcement" is executed in the time-saving state B when the variable display result is a jackpot (for example, 0%) is lower than the rate at which a "moving object announcement" is executed in the time-saving state A or the probability variable state when the variable display result is a jackpot (for example, 90%), but the rate at which a "moving object announcement" is executed in the time-saving state B when the variable display result is a jackpot may be higher than the rate at which a "moving object announcement" is executed in the time-saving state A or the probability variable state when the variable display result is a jackpot). It is characterized by the following. According to this feature, interest can be increased by differentiating the degree of attention paid to the suggestive effects between the first special state and the second special state.
[0073] The gaming machine of form 1-40 is a gaming machine according to any one of forms 1-1 to 1-39, The rate at which the first suggestive effect is executed in the second special state when the variable display is determined by the determination means to be controlled to the advantageous state is higher than the rate at which the first suggestive effect is executed in the first special state when the variable display is determined by the determination means to be controlled to the advantageous state (for example, the rate at which a "vibration (small)" pattern is executed in the time-saving state B when the variable display result is a jackpot (for example, 0%) is lower than the rate at which a "vibration (small)" pattern is executed in the time-saving state A or the probability variable state when the variable display result is a jackpot (for example, 30%), but the rate at which a "vibration (small)" pattern is executed in the time-saving state B when the variable display result is a jackpot may be higher than the rate at which a "vibration (small)" pattern is executed in the time-saving state A or the probability variable state when the variable display result is a jackpot (for example, 30%)). It is characterized by the following. According to this feature, interest can be increased by differentiating the degree of attention paid to the suggestive effects between the first special state and the second special state.
[0074] (SG2020-088) The gaming machine of form 2-25 is a gaming machine according to any one of forms 2-1 to 2-24, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A performance execution means capable of executing a performance including a suggestive performance that suggests that the game will be controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute a "movable object notice"); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The effect execution means is capable of executing a plurality of types of suggestive effects, including a first suggestive effect (e.g., "small vibration") and a second suggestive effect (e.g., "large vibration") that has a higher probability of being controlled to the advantageous state than when the first suggestive effect is executed, based on the determination result of the determination means; The execution rate of the suggestive effect per one variable display in the second special state is lower than the execution rate of the suggestive effect per one variable display in the first special state and is also lower than the execution rate of the suggestive effect per one variable display in the third special state (for example, the execution rate of the “moving object announcement” per one variable display in the “time-shortening state B” (for example, 0% jackpot, 0% miss) is lower than the execution rate of the “moving object announcement” per one variable display in the “time-shortening state A” (for example, 90% jackpot, 30% miss), and is also lower than the execution rate of the “moving object announcement” per one variable display in the “probable change state” (for example, 90% jackpot, 40% miss). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, the number of times that control to an advantageous state is suggested is reduced, taking into account the long period during which control to an advantageous state has not continued, thereby providing a preferable second special state.
[0075] (SG2020-089) The gaming machine of form 1-41 is a gaming machine according to any one of forms 1-1 to 1-40, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying special identification information based on the establishment of a start condition (e.g., a game ball entering a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A decoration variable display means for performing variable display of decoration identification information in response to variable display of special identification information (for example, a part where the performance control CPU 120 performs variable display of decoration patterns as multiple types of decoration identification information in synchronization with the first special pattern and the second special pattern); A performance execution means capable of executing a performance including a provocative performance that prompts whether or not the variable display mode of the decorative identification information is to be a specific mode (for example, a part where the performance control CPU 120 can execute "character announcement" or "reach announcement"); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The execution rate of the provocative effect per one variable display in the second special state is lower than the execution rate of the provocative effect per one variable display in the first special state (for example, the execution rate of the “character announcement” per one variable display in the “time-shortened state B” (for example, 10% for a big hit, 5% for a miss) is lower than the execution rate of the “character announcement” per one variable display in the “time-shortened state A” (for example, 80% for a big hit, 20% for a miss), and is also lower than the execution rate of the “character announcement” per one variable display in the “probability variable state” (for example, 80% for a big hit, 30% for a miss). Also, the execution rate of the “reach announcement” per one variable display in the “time-shortened state B” (for example, 20%) is lower than the execution rate of the “reach announcement” per one variable display in the “time-shortened state A” (for example, 40%), and is also lower than the execution rate of the “reach announcement” per one variable display in the “probability variable state” (for example, 50%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, the number of times whether or not to display a specific display is prompted is reduced, taking into account the long period during which the state has not been controlled to an advantageous state, thereby providing a suitable second special state.
[0076] (SG2020-090) The gaming machine of form 2-26 is a gaming machine according to any one of forms 2-1 to 2-25, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying special identification information based on the establishment of a start condition (e.g., a game ball entering a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A decoration variable display means for performing variable display of decoration identification information in response to variable display of special identification information (for example, a part where the performance control CPU 120 performs variable display of decoration patterns as multiple types of decoration identification information in synchronization with the first special pattern and the second special pattern); A performance execution means capable of executing a performance including a provocative performance that prompts whether or not the variable display mode of the decorative identification information is to be a specific mode (for example, a part where the performance control CPU 120 can execute "character announcement" or "reach announcement"); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The execution rate of the provocative effect per one variable display in the second special state is lower than the execution rate of the provocative effect per one variable display in the first special state and is also lower than the execution rate of the provocative effect per one variable display in the third special state (for example, the execution rate of the "character announcement" per one variable display in "time-shortened state B" (for example, 10% for a big hit, 5% for a miss) is lower than the execution rate of the "character announcement" per one variable display in "time-shortened state A" (for example, 80% for a big hit, 20% for a miss) ) and is also lower than the execution rate of "character announcement" per variable display in "probable change state" (for example, 80% for big hits, 30% for misses). Also, the execution rate of "reach announcement" per variable display in "time-saving state B" (for example, 20%) is lower than the execution rate of "reach announcement" per variable display in "time-saving state A" (for example, 40%) and is also lower than the execution rate of "reach announcement" per variable display in "probable change state" (for example, 50%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, the number of times whether or not to display a specific display is prompted is reduced, taking into account the long period during which the state has not been controlled to an advantageous state, thereby providing a suitable second special state.
[0077] (SG2020-091) The gaming machine of form 1-42 is a gaming machine according to any one of forms 1-1 to 1-41, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); an operable movable body (e.g., movable body 32); A performance execution means capable of executing a performance including a movable body performance that operates the movable body and a specific performance that notifies that the movable body is controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute "movable body notice" and "movable body performance"); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The performance execution patterns of the movable body performance and the specific performance that can be executed by the performance execution means in one variable display include a first performance execution pattern (e.g., "patterns A-2, A-3") in which the movable body performance is executed before the execution period of the specific performance, and the movable body performance is also executed during the execution period of the specific performance, and a second performance execution pattern (e.g., "pattern A-1") in which the movable body performance is not executed before the execution period of the specific performance, and the movable body performance is executed during the execution period of the specific performance, The rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the second special state is higher than the rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the first special state (for example, the execution rate (e.g., 90%) of “Pattern A-1” when the variable display result is a miss in “Time-shortened state B” is higher than the execution rate (e.g., 10%) of “Pattern A-1” when the variable display result is a miss in “Time-shortened state A”, and is also higher than the execution rate (e.g., 20%) of “Pattern A-1” when the variable display result is a miss in “Probable variable state”. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, if it is decided to control to an advantageous state in consideration of the fact that a long period has continued in which the state has not been controlled to an advantageous state, it is possible to provide a suitable second special state, since the movable body is less likely to be operated unnecessarily even before the specific performance.
[0078] The gaming machine of form 1-43 is a gaming machine according to any one of forms 1-1 to 1-42, The control data used to control the movable body in the movable body performance when it is determined by the determination means to control to the advantageous state in the first special state and the control data used to control the movable body in the movable body performance when it is determined by the determination means to control to the advantageous state in the second special state are common (for example, the control data used to control the operation of the movable body 32 and the push button 31B in the "movable body performance" in the case of a jackpot in the time-saving state A or the probability variable state (for example, the control data corresponding to the extended commands such as D100 and S200) and the control data used to control the operation of the movable body 32 and the push button 31B in the "movable body performance" in the case of a jackpot in the time-saving state B (for example, the control data corresponding to the extended commands such as D100 and S200) are common). It is characterized by the following. According to this feature, the control data used to control the movable body in the first special state and the second special state can be made common, thereby reducing development costs.
[0079] The gaming machine of form 1-44 is a gaming machine according to any one of forms 1-1 to 1-43, a light-emitting means capable of emitting light; The control data used to control the light emitting means that emits light in conjunction with the movement of the movable body in the movable body performance when it is determined by the determination means to control to the advantageous state in the first special state, and the control data used to control the light emitting means that emits light in conjunction with the movement of the movable body in the movable body performance when it is determined by the determination means to control to the advantageous state in the second special state are common (for example, the control data (for example, control data corresponding to an extended command such as B000) used to control the movable body LED 208 and frame LEDs 9L1 to 9L12, 9R1 to 9R12 that emit light in conjunction with the movement of the movable body 32 in the "movable body performance" in the case of a jackpot in the time-saving state A or the probability variable state, and the control data (for example, control data corresponding to an extended command such as B000) used to control the movable body LED 208 that emits light in conjunction with the movement of the movable body 32 in the "movable body performance" in the case of a jackpot in the time-saving state B are common parts), It is characterized by the following. According to this feature, development costs can be reduced by standardizing the control data used to control the light-emitting means that emits light in conjunction with the movable body performance in the first special state and the second special state.
[0080] The gaming machine of form 1-45 is a gaming machine according to any one of forms 1-1 to 1-44, a display means for displaying an effect image for emphasizing the movable body; The effect image displayed by the display means in conjunction with the movement of the movable body in the movable body performance when it is determined by the determination means to control to the advantageous state in the first special state, and the effect image displayed by the display means in conjunction with the movement of the movable body in the movable body performance when it is determined by the determination means to control to the advantageous state in the second special state are common (for example, the effect image displayed in conjunction with the movement of the movable body 32 in the "movable body performance" in the case of a jackpot in the time-saving state A or the probability variable state (see movable body performance image 069SG456 in Figure 11-59 (D1)) and the effect image displayed in conjunction with the movement of the movable body 32 in the "movable body performance" in the case of a jackpot in the time-saving state B (see movable body performance image 069SG456 in Figure 11-59 (D1)) are common parts), It is characterized by the following. According to this feature, development costs can be reduced by sharing the effect images displayed in conjunction with the movable body performance in the first special state and the second special state.
[0081] The gaming machine of form 1-46 is a gaming machine according to any one of forms 1-1 to 1-45, a vibration means capable of vibrating a predetermined portion; The vibration mode executed by the vibration means in conjunction with the movement of the movable body in the movable body performance when it is determined by the determination means to control to the advantageous state in the first special state, and the vibration mode executed by the vibration means in conjunction with the movement of the movable body in the movable body performance when it is determined by the determination means to control to the advantageous state in the second special state, are common (for example, the vibration mode executed by the vibration motor 61 in conjunction with the movement of the movable body 32 in the "movable body performance" in the case of a jackpot in the time-saving state A or the probability variable state, and the vibration mode executed by the vibration motor 61 in conjunction with the movement of the movable body 32 in the "movable body performance" in the case of a jackpot in the time-saving state B are common parts), It is characterized by the following. According to this feature, by standardizing the vibration patterns executed in conjunction with the movable body performance in the first special state and the second special state, development costs can be reduced.
[0082] The gaming machine of form 1-47 is a gaming machine according to any one of forms 1-1 to 1-46, The rate at which the first effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the first special state is higher than the rate at which the first effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the second special state (for example, the rate at which "patterns A-2, A-3 (first effect execution pattern)" are executed when the variable display result is a jackpot in the time-shortening state A or the probability variable state (for example, 80 to 90%) is higher than the rate at which "patterns A-2, A-3 (first effect execution pattern)" are executed when the variable display result is a jackpot in the time-shortening state B (for example, 10%)). It is characterized by the following. According to this feature, in the first special state, interest can be enhanced by drawing attention to whether or not the movable body moves.
[0083] The gaming machine of form 1-48 is a gaming machine according to any one of forms 1-1 to 1-47, The execution frequency of the movable body effect in the second special state is lower than the execution frequency of the movable body effect in the first special state (for example, the execution frequency of the “movable body effect” in the time-saving state B (for example, about 10%) is lower than the execution frequency of the “movable body effect” in the time-saving state A or the probability change state (for example, 80 to 90%)), It is characterized by the following. According to this feature, the movable body is less likely to be moved unnecessarily in the second special state, so that a preferable second special state can be provided.
[0084] (SG2020-092) The gaming machine of form 2-27 is a gaming machine according to any one of forms 2-1 to 2-15, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); an operable movable body (e.g., movable body 32); A performance execution means capable of executing a performance including a movable body performance that operates the movable body and a specific performance that notifies that the movable body is controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute "movable body notice" and "movable body performance"); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The performance execution patterns of the movable body performance and the specific performance that can be executed by the performance execution means in one variable display include a first performance execution pattern (e.g., "patterns A-2, A-3") in which the movable body performance is executed before the execution period of the specific performance, and the movable body performance is also executed during the execution period of the specific performance, and a second performance execution pattern (e.g., "pattern A-1") in which the movable body performance is not executed before the execution period of the specific performance, and the movable body performance is executed during the execution period of the specific performance, The rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the second special state is higher than the rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the first special state, and is also higher than the rate at which the second effect execution pattern is executed when it is determined by the determination means to control to the advantageous state in the third special state (for example, the execution rate (e.g., 90%) of “Pattern A-1” when the variable display result is a miss in “Time-shortened state B” is higher than the execution rate (e.g., 10%) of “Pattern A-1” when the variable display result is a miss in “Time-shortened state A”, and is also higher than the execution rate (e.g., 20%) of “Pattern A-1” when the variable display result is a miss in “Probable variable state”. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, if it is decided to control to an advantageous state in consideration of the fact that a long period has continued in which the state has not been controlled to an advantageous state, it is possible to provide a suitable second special state, since the movable body is less likely to be operated unnecessarily even before the specific performance.
[0085] (SG2020-093) The gaming machine of form 1-49 is a gaming machine according to any one of forms 1-1 to 1-48, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A performance execution means (for example, a part where the performance control CPU 120 can execute "movable body performance" and "post-performance") capable of executing performances including a specific performance that notifies the player that the display will be controlled to the advantageous state when the variable display is determined to be controlled to the advantageous state by the determination means, and a post-performance that is executed after the specific performance and notifies the player of game value information (for example, the number of balls expected to be dispensed) that can identify the amount of game value that will be awarded in the advantageous state; Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, When the variable display determined by the determination means to be controlled to the advantageous state is a variable display, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is smaller than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is a "jackpot", the number of jackpot variable patterns that the CPU 103 can determine in the "time-shortened state B" (for example, 1) is smaller than the number of variable display patterns that can be determined in the "time-shortened state A" (for example, 2), and is also smaller than the number of loss variable patterns that can be determined in the "probable variable state" (for example, 3)). When the variable display is determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is a “jackpot”, the average time (for example, about 40 seconds) of the variable display period of the jackpot fluctuation pattern determined by the CPU 103 in the “time-shortened state B” is shorter than the average time (for example, about 62.8 seconds) of the variable display period of the jackpot fluctuation pattern determined in the “time-shortened state A”, and is also shorter than the average time (for example, about 51.1 seconds) of the variable display period of the jackpot fluctuation pattern determined in the “probable variable state”. See FIG. 11-50). The presentation mode of the post-effect is common between the case where the post-effect is executed in the first special state and the case where the post-effect is executed in the second special state (for example, the presentation mode of the “post-effect” that notifies the number of balls to be awarded in the jackpot gaming state that has been notified of being controlled to the jackpot gaming state by the SP reach presentation is the part that is common to the “time-saving state B”, “probability change state”, and “time-saving state A” as shown in FIG. 11-60. See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, taking into consideration that a long period of time has continued in which the variable display has not been controlled to an advantageous state, the variable display that has been decided to be controlled to an advantageous state has fewer types of variable display patterns and a shorter average period of the variable display period, thereby increasing the speed at which the variable display is consumed, and after it has been announced that it will be controlled to an advantageous state, it is possible to provide an advantageous second special state by using the same presentation as the first special state.
[0086] The gaming machine of form 1-50 is a gaming machine according to any one of forms 1-1 to 1-49, The specific effect executed when it is determined by the determination means to control to the advantageous state in the first special state and the specific effect executed when it is determined by the determination means to control to the advantageous state in the second special state are common (for example, the “movable body effect” executed when the variable display result is a jackpot in the time-saving state A or the probability variable state, and the “movable body effect” executed when the variable display result is a jackpot in the time-saving state B are common parts. See Figure 11-59 (D1)). It is characterized by the following. According to this feature, by making the specific effects common between the first special state and the second special state, development costs can be reduced.
[0087] The gaming machine of form 1-51 is a gaming machine according to any one of forms 1-1 to 1-50, a light-emitting means capable of emitting light; The control data used to control the light-emitting means that emits light in conjunction with the post-effect in the first special state and the control data used to control the light-emitting means that emits light in conjunction with the post-effect in the second special state are common (for example, the control data used to control the movable body LED 208 that emits light in conjunction with the “post-effect” in the time-shortening state A or the probability variable state and the control data used to control the movable body LED 208 that emits light in conjunction with the “post-effect” in the time-shortening state B are common (for example, the light-emitting control data executed based on the extension command D300)). It is characterized by the following. According to this feature, development costs can be reduced by standardizing the control data used to control the light-emitting means that emits light in conjunction with the post-performance in the first special state and the second special state.
[0088] The gaming machine of form 1-52 is a gaming machine according to any one of forms 1-1 to 1-51, a vibration means capable of vibrating a predetermined portion; The vibration mode executed by the vibration means in conjunction with the post-event performance in the first special state and the vibration mode executed by the vibration means in conjunction with the post-event performance in the second special state are common (for example, the vibration mode executed by the vibration motor 61 in conjunction with the “post-event performance” in the time-shortening state A or the probability variable state and the vibration mode executed by the vibration motor 61 in conjunction with the “post-event performance” in the time-shortening state B are common (for example, the vibration control data executed based on the extended command S300) part), It is characterized by the following. According to this feature, by standardizing the vibration patterns executed in conjunction with the post-performance between the first special state and the second special state, development costs can be reduced.
[0089] (SG2020-094) The gaming machine of form 2-28 is a gaming machine according to any one of forms 2-1 to 2-27, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A performance execution means (for example, a part where the performance control CPU 120 can execute "movable body performance" and "post-performance") capable of executing performances including a specific performance that notifies the player that the display will be controlled to the advantageous state when the variable display is determined to be controlled to the advantageous state by the determination means, and a post-performance that is executed after the specific performance and notifies the player of game value information (for example, the number of balls expected to be dispensed) that can identify the amount of game value that will be awarded in the advantageous state; Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, When the variable display is determined to be controlled to the advantageous state by the determination means, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and is also less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is a "jackpot", the number of jackpot variable patterns (e.g., 1) that the CPU 103 can determine in the "time-shortened state B" is less than the number of variable display patterns (e.g., 2) that can be determined in the "time-shortened state A" and is also less than the number of loss variable patterns (e.g., 3) that can be determined in the "probable variable state"); When the variable display is determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state and is also shorter than the average period of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is a "jackpot", the average time (e.g., about 40 seconds) of the variable display period of the jackpot fluctuation pattern determined by the CPU 103 in the "time-shortened state B" is shorter than the average time (e.g., about 62.8 seconds) of the variable display period of the jackpot fluctuation pattern determined in the "time-shortened state A" and is also shorter than the average time (e.g., about 51.1 seconds) of the variable display period of the jackpot fluctuation pattern determined in the "probable variable state". See Figure 11-50). The presentation mode of the post-effect is common to the cases where the post-effect is executed in the first special state, the second special state, and the third special state (for example, the presentation mode of the “post-effect” that notifies the number of balls to be awarded in the jackpot gaming state that has been notified of being controlled to the jackpot gaming state by the SP reach presentation is the part that is common to the “time-saving state B”, “probability change state”, and “time-saving state A” as shown in FIG. 11-60. See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, taking into consideration that there was a long period of time during which the variable display was not controlled to an advantageous state, the variable display that has been decided to be controlled to an advantageous state has fewer types of variable display patterns and a shorter average duration of the variable display period, thereby increasing the speed at which the variable display is consumed, and after it has been announced that the variable display will be controlled to an advantageous state, it is possible to provide an advantageous second special state by using a common presentation for the first special state and the third special state.
[0090] (SG2020-095) The gaming machine of form 1-53 is a gaming machine according to any one of forms 1-1 to 1-52, A gaming machine (e.g., pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying first identification information (e.g., a first special symbol) based on the establishment of a first start condition (e.g., a gaming ball entering a first start winning slot), and variably displaying second identification information (e.g., a second special symbol) based on the establishment of a second start condition (e.g., a gaming ball entering a second start winning slot), A state control means capable of controlling the non-special state and the special state in which the second start condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A first reserved storage means (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process) capable of storing information related to the variable display of the first identification information as reserved storage; A second reserved storage means (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process) capable of storing information related to the variable display of the second identification information as reserved storage; A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The variable display pattern determination means In the case where no reserved memory is stored in the second reserved memory means in the first special state and the variable display is not determined to be controlled to the advantageous state by the determination means, it is possible to determine a predetermined variable display pattern (for example, "non-reach") for a predetermined variable display period in which the reserved memory can be stored in the second reserved memory means, In the case where no reserved memory is stored in the second reserved memory means in the second special state and the determination means does not determine that the variable display be controlled to the advantageous state, it is possible to determine a special variable display pattern having a special variable display time shorter than the predetermined variable display period (for example, when the number of reserved memories is 0 in the probability variable state or time-shortening state A, the CPU 103 can determine a miss variable pattern having a long variable display time to buy time for storing reserved memories in the second reserved memory (for example, non-reach A with a variable time of 7 seconds or SP reach variable time of 25 seconds or 40 seconds, etc.), while when the number of reserved memories is 0 in the time-shortening state B, it can determine a shortened non-reach variable pattern having a shorter variable display time (for example, super shortened non-reach with a variable time of 1.5 seconds or shortened non-reach A with a variable time of 3 seconds) than a miss variable pattern having a long variable display time (for example, non-reach A with a variable time of 7 seconds or SP reach variable time of 25 seconds or 40 seconds, etc.). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, a predetermined variable display pattern with a long variable display period is determined even if the reserved memory is not stored, taking into consideration that a long period has continued in which the state has not been controlled to an advantageous state, and the consumption speed of the variable display is not reduced, so that a suitable second special state can be provided.
[0091] (SG2020-096) The gaming machine of form 2-29 is a gaming machine according to any one of forms 2-1 to 2-28, A gaming machine (e.g., pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying first identification information (e.g., a first special symbol) based on the establishment of a first start condition (e.g., a gaming ball entering a first start winning slot), and variably displaying second identification information (e.g., a second special symbol) based on the establishment of a second start condition (e.g., a gaming ball entering a second start winning slot), A state control means capable of controlling the non-special state and the special state in which the second start condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A first reserved storage means (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process) capable of storing information related to the variable display of the first identification information as reserved storage; A second reserved storage means (for example, a part where the CPU 103 executes the start winning determination process of step S101 in the special symbol process process) capable of storing information related to the variable display of the second identification information as reserved storage; A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The variable display pattern determination means When the second reserved memory means does not store reserved memory in the first special state or the third special state and the determination means does not decide to control the display to the advantageous state, it is possible to determine a predetermined variable display pattern (for example, "non-reach") for a predetermined variable display period in which reserved memory can be stored in the second reserved memory means, In the case where no reserved memory is stored in the second reserved memory means in the second special state and the determination means does not determine that the variable display be controlled to the advantageous state, it is possible to determine a special variable display pattern having a special variable display time shorter than the predetermined variable display period (for example, when the number of reserved memories is 0 in the probability variable state or time-shortening state A, the CPU 103 can determine a miss variable pattern having a long variable display time to buy time for storing reserved memories in the second reserved memory (for example, non-reach A with a variable time of 7 seconds or SP reach variable time of 25 seconds or 40 seconds, etc.), while when the number of reserved memories is 0 in the time-shortening state B, it can determine a shortened non-reach variable pattern having a shorter variable display time (for example, super shortened non-reach with a variable time of 1.5 seconds or shortened non-reach A with a variable time of 3 seconds) than a miss variable pattern having a long variable display time (for example, non-reach A with a variable time of 7 seconds or SP reach variable time of 25 seconds or 40 seconds, etc.). See FIG. 11-69). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, a predetermined variable display pattern with a long variable display period is determined even if the reserved memory is not stored, taking into consideration that a long period has continued in which the state has not been controlled to an advantageous state, and the consumption speed of the variable display is not reduced, so that a suitable second special state can be provided.
[0092] (SG2020-097) The gaming machine of form 1-54 is a gaming machine according to any one of forms 1-1 to 1-53, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); When the control of the special state is started, a performance execution means (for example, a part where the performance control CPU 120 can execute a "break-in performance") capable of executing a performance including a special state start performance that notifies the start of the control of the special state by displaying a special state start display; Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that a predetermined number of (e.g., 900) variable displays have been executed, The performance execution means When the control of the first special state is started, the special state start display is displayed in the special state start performance; When the control of the second special state is started, the special state start display is displayed in the special state start performance, and a special display that is not displayed when the control of the first special state is started is displayed (for example, when the control of the time-saving state A is started, a time-saving entry image 069SG470 is displayed in the time-saving entry performance A, and when the control of the probability variable state is started, a entry image 069SG472 consisting of the entry image 069SG470 and the probability variable image 069SG471 is displayed in the probability variable entry performance, while when the control of the time-saving state B is started, a time-saving entry performance B displays the entry image 069SG470 that is common to the entry image 069SG470 displayed when entering the time-saving state A and the probability variable state, and displays images 069SG473A and 069SG473B for play time as special displays that are not displayed when the control of the probability variable state or the time-saving state A is started. See Figures 11-50, 11-63, and 11-64). It is characterized by the following. According to this feature, in the second special state, which is controlled after a predetermined number of variable displays, taking into consideration that there is a long period of time during which it is not controlled to an advantageous state, the special state start presentation not only displays the special state start display that is common to when control of the first special state begins, but also displays a special display that is not displayed when control of the first special state begins, thereby creating excitement for the start of the second special state.
[0093] The gaming machine of form 1-55 is a gaming machine according to any one of forms 1-1 to 1-54, A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of a plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); Equipped with The variable display pattern determination means can determine a special variable display pattern for a variable display period in which the special state start effect can be executed in the variable display in which the control of the second special state has started (for example, the effect control CPU 120 may be capable of determining a special variable display pattern having a variable display time in which the “entry effect” can be executed in the rescue time reduction reaching effect). It is characterized by the following. According to this feature, the special state start effect can be executed in an optimal manner.
[0094] (SG2020-098) The gaming machine of form 2-30 is a gaming machine according to any one of forms 2-1 to 2-29, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); When the control of the special state is started, a performance execution means (for example, a part where the performance control CPU 120 can execute a "break-in performance") capable of executing a performance including a special state start performance that notifies the start of the control of the special state by displaying a special state start display; Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The performance execution means When the control of the third special state is started, the special state start display is displayed in the special state start performance; When the control of the second special state is started, the special state start display is displayed in the special state start performance, and a special display that is not displayed when the control of the third special state is started is displayed (for example, when the control of the time-saving state A is started, a time-saving entry image 069SG470 is displayed in the time-saving entry performance A, and when the control of the probability variable state is started, a entry image 069SG472 consisting of the entry image 069SG470 and the probability variable image 069SG471 is displayed in the probability variable entry performance, while when the control of the time-saving state B is started, a time-saving entry performance B displays the entry image 069SG470 that is common to the entry image 069SG470 displayed when entering the time-saving state A and the probability variable state, and displays images 069SG473A and 069SG473B for play time as special displays that are not displayed when the control of the probability variable state or the time-saving state A is started. See Figures 11-50, 11-63, and 11-64). It is characterized by the following. According to this feature, in the second special state, which is controlled after a predetermined number of variable displays, taking into consideration that there is a long period of time during which it is not controlled to an advantageous state, the special state start presentation not only displays the special state start display that is common to when control of the third special state begins, but also displays a special display that is not displayed when control of the third special state begins, thereby creating excitement for the start of the second special state.
[0095] (SG2020-119) The gaming machine of form 1-56 is a gaming machine according to any one of forms 1-1 to 1-55, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying special identification information based on the establishment of a start condition (e.g., a game ball entering a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods of the special identification information based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A decoration variable display means for performing variable display of decoration identification information in response to variable display of special identification information (for example, a part where the performance control CPU 120 performs variable display of decoration patterns as multiple types of decoration identification information in synchronization with the first special pattern and the second special pattern); Equipped with The special state includes a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on the condition that the variable display of special identification information has been executed a predetermined number of times (e.g., 900 times), The advantageous state includes a first advantageous state (for example, a jackpot A (6R), a jackpot B (6R)) and a second advantageous state (for example, a jackpot C (10R)) that is more advantageous to the player than the first advantageous state, When the determination means determines that control should be made to the advantageous state, the decoration variable display means is capable of executing a special decoration variable display (for example, SP Reach D (full rotation)) that displays a specific display result, which is displayed as a display result of the variable display of the decoration identification information determined by the determination means to be controlled to the advantageous state, in a variable manner for a predetermined period of time and then stops and displays the special decoration variable display, The rate at which the special decoration variable display is executed when it is determined by the determination means to control to the second advantageous state in the second special state is higher than the rate at which the special decoration variable display is executed when it is determined by the determination means to control to the second advantageous state in the first special state (for example, the rate at which the performance control CPU 120 executes the “full rotation performance” when “jackpot C (10R)” is determined as the jackpot type in the time-shortening state B (for example, 100%) is higher than the rate at which the performance control CPU 120 executes the “SP reach D (full rotation)” when “jackpot C (10R)” is determined as the jackpot type in the time-shortening state A (for example, 0% (not executed)), and is also higher than the rate at which the performance control CPU 120 executes the “SP reach D (full rotation)” when “jackpot C (10R)” is determined as the jackpot type in the probability variable state (for example, 0% (not executed)). See FIG. 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control to a second advantageous state with a high degree of advantage, taking into consideration that a long period has continued in which the second special state has not been controlled to an advantageous state, a special variable display is more likely to be executed, thereby making it possible to provide a suitable second special state.
[0096] (SG2020-120) The gaming machine of form 2-31 is a gaming machine according to any one of forms 2-1 to 2-30, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) advantageous to a player by variably displaying special identification information based on the establishment of a start condition (e.g., a game ball entering a start winning hole), A state control means capable of controlling the non-special state and the special state in which the starting condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means for determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods of the special identification information based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable pattern setting process of step 069SGS111); A decoration variable display means for performing variable display of decoration identification information in response to variable display of special identification information (for example, a part where the performance control CPU 120 performs variable display of decoration patterns as multiple types of decoration identification information in synchronization with the first special pattern and the second special pattern); Equipped with The special states include a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-shortening state B) that is controlled on the condition that the variable display of special identification information has been executed a predetermined number of times (e.g., 900 times), and a third special state (e.g., probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The advantageous state includes a first advantageous state (for example, a jackpot A (6R), a jackpot B (6R)) and a second advantageous state (for example, a jackpot C (10R)) that is more advantageous to the player than the first advantageous state, When the determination means determines that control should be made to the advantageous state, the decoration variable display means is capable of executing a special decoration variable display (for example, SP Reach D (full rotation)) that displays a specific display result, which is displayed as a display result of the variable display of the decoration identification information determined by the determination means to be controlled to the advantageous state, in a variable manner for a predetermined period of time and then stops and displays the special decoration variable display, The rate at which the special decoration variable display is executed when it is determined by the determination means to control to the second advantageous state in the second special state is higher than the rate at which the special decoration variable display is executed when it is determined by the determination means to control to the second advantageous state in the first special state, and is also higher than the rate at which the special decoration variable display is executed when it is determined by the determination means to control to the second advantageous state in the third special state (for example, in the time-shortening state B, when "jackpot C (10R)" is selected as the jackpot type, The percentage (for example, 100%) at which the CPU 120 for controlling the performance executes the "full spin performance" when the "jackpot C (10R)" is determined as the jackpot type in the time-shortened state A is higher than the percentage (for example, 0% (non-execution)) at which the CPU 120 for controlling the performance executes the "SP reach D (full spin)" when the "jackpot C (10R)" is determined as the jackpot type in the probability variable state (for example, a percentage higher than 0% (non-execution)). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control to a second advantageous state with a high degree of advantage, taking into consideration that a long period has continued in which the second special state has not been controlled to an advantageous state, a special variable display is more likely to be executed, thereby making it possible to provide a suitable second special state.
[0097] (Feature part 099SG form) (SG2020-099) The gaming machine of the form 1 of the feature part 099SG is, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means (for example, a part in which the CPU 103 executes the special symbol process shown in FIG. 6) is provided that can control a non-special state (for example, a normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability variable state) in which the start condition is more likely to be established than in the non-special state, The special state includes a first special state (for example, time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and a second special state (for example, time-saving state B) that is controlled on the condition that a predetermined number of (for example, 900) variable displays have been executed, The condition for terminating the first special state includes that a first number of variable displays (e.g., 110 times) have been executed in the first special state; The condition for terminating the second special state includes that the variable display has been executed a second number of times (e.g., 1100 times) in the second special state, the second number of times being greater than the first number of times; The period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state and that is executed in the second special state by the first number of times is smaller than the period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state and that is executed in the first special state by the first number of times (for example, as shown in Figure 12-30, the period value ψ obtained by multiplying the period value β, which is the average fluctuation time of the fluctuation of 1 in the time-saving state B, by 110 is smaller than the period value χ obtained by multiplying the period value α, which is the average fluctuation time of the fluctuation of 1 in the time-saving state A, by 110). It is characterized by the following. According to this feature, the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, can be made to progress faster than the first special state, thereby increasing the interest in playing in the second special state.
[0098] (SG2020-100) Form 2 gaming machine is A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means (for example, a part in which the CPU 103 executes the special symbol process shown in FIG. 6) is provided that can control a non-special state (for example, a normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability variable state) in which the start condition is more likely to be established than in the non-special state, The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., a probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The condition for terminating the first special state includes that a first number of variable displays (e.g., 110 times) have been executed in the first special state; The condition for terminating the second special state includes that the variable display has been executed a second number of times (e.g., 1100 times) in the second special state, the second number of times being greater than the first number of times; The condition for terminating the third special state includes that the variable display has been executed a third number of times (e.g., 110 times) that is less than the second number of times in the third special state, and The period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state executed in the second special state by the first number of times is smaller than the period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state executed in the first special state by the first number of times, and is also smaller than the period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state executed in the third special state by the first number of times (for example, as shown in Figure 12-30, the period value ψ obtained by multiplying the period value β, which is the average fluctuation time of 1 fluctuation in the time-shortening state B, by 110 is smaller than the period value χ obtained by multiplying the period value α, which is the average fluctuation time of 1 fluctuation in the time-shortening state A, by 110, and the period value ψ is smaller than the period value ω obtained by multiplying the period value γ, which is the average fluctuation time of 1 fluctuation in the probability variable state, by 110). It is characterized by the following. According to this feature, the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, can be made to progress faster than the first special state, thereby increasing the interest in playing in the second special state.
[0099] (SG2020-101) Form 3 gaming machines are: A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means (for example, a part in which the CPU 103 executes the special symbol process shown in FIG. 6) is provided that can control a non-special state (for example, a normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability variable state) in which the start condition is more likely to be established than in the non-special state, The special state includes a first special state (for example, time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and a second special state (for example, time-saving state B) that is controlled on the condition that a predetermined number of (for example, 900) variable displays have been executed, The condition for terminating the first special state includes that a first number of variable displays (e.g., 110 times) have been executed in the first special state; The condition for terminating the second special state includes that the variable display has been executed a second number of times (e.g., 1100 times) in the second special state, the second number of times being greater than the first number of times; The period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state and that is executed in the second special state by the second number of times is smaller than the period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state and that is executed in the first special state by the second number of times (for example, as shown in Figure 12-30, the period value ψ' obtained by multiplying the period value β, which is the average fluctuation time of the fluctuation of 1 in time-saving state B, by 1100 is smaller than the period value χ' obtained by multiplying the period value α, which is the average fluctuation time of the fluctuation of 1 in time-saving state A, by 1100). It is characterized by the following. According to this feature, the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, can be made to progress faster than the first special state, thereby increasing the interest in playing in the second special state.
[0100] (SG2020-102) Form 4 gaming machines are: A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means (for example, a part in which the CPU 103 executes the special symbol process shown in FIG. 6) is provided that can control a non-special state (for example, a normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability variable state) in which the start condition is more likely to be established than in the non-special state, The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., a probability variable state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The condition for terminating the first special state includes that a first number of variable displays (e.g., 110 times) have been executed in the first special state; The condition for terminating the second special state includes that the variable display has been executed a second number of times (e.g., 1100 times) in the second special state, the second number of times being greater than the first number of times; The condition for terminating the third special state includes that the variable display has been executed a third number of times (e.g., 110 times) that is less than the second number of times in the third special state, and The period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state and is executed in the second special state by the second number of times is smaller than the period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state and is executed in the first special state by the second number of times, and is also smaller than the period value obtained by multiplying the average variable display period for the variable display of 1 that is not controlled by the advantageous state and is executed in the third special state by the second number of times (for example, as shown in Figure 12-30, the period value ψ' obtained by multiplying the period value β, which is the average fluctuation time of 1 fluctuation in the time-shortening state B, by 1100 is smaller than the period value χ' obtained by multiplying the period value α, which is the average fluctuation time of 1 fluctuation in the time-shortening state A, by 1100, and the period value ψ' is smaller than the period value ω' obtained by multiplying the period value γ, which is the average fluctuation time of 1 fluctuation in the probability variable state, by 1100). It is characterized by the following. According to this feature, the variable display in the second special state, which is controlled by e...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a plurality of light emitting means; a light emission control means for controlling the light emitting means, the light emission control means controls the light emission means using a luminance data table configured with luminance data; It is possible to execute a notification effect that notifies whether or not the advantageous state is being controlled, The notification effect executed when it is determined that the game will be controlled to the advantageous state includes an introductory part until it is notified whether or not the game will be controlled to the advantageous state, and a first epilogue part in which it is notified that the game will be controlled to the advantageous state, The notification effect executed when it is determined that the game will not be controlled to the advantageous state includes an introductory part until it is notified whether or not the game will be controlled to the advantageous state, and a second epilogue part in which it is notified that the game will not be controlled to the advantageous state, The light emission control means controlling the light emitting means using a brightness data table corresponding to a common introduction part in both an introduction part in a notification performance executed when it is determined that the control will be in the advantageous state and an introduction part in a notification performance executed when it is determined that the control will not be in the advantageous state; In a first epilogue part of the notification performance executed when it is determined that the game will be controlled to the advantageous state, the light emitting means is controlled using a brightness data table corresponding to the first epilogue part; In a second epilogue part of the notification performance executed when it is determined that the control will not be effected to the advantageous state, the light emitting means is controlled using a brightness data table corresponding to the second epilogue part; an average time from when one piece of luminance data is used in the luminance data table corresponding to the first epilogue part to when it is switched to the next piece of luminance data is set to be shorter than an average time from when one piece of luminance data is used in the luminance data table corresponding to the second epilogue part to when it is switched to the next piece of luminance data; the luminance data used first in the luminance data table corresponding to the second epilogue part and the luminance data used last in the luminance data table corresponding to the common introduction part are different luminance data; In the introductory part, there is a predetermined scene in which a first dialogue subtitle is displayed in a dialogue subtitle display area in response to a first dialogue sound uttered by a character, and a second dialogue subtitle is displayed in the dialogue subtitle display area in response to a second dialogue sound uttered by the character, The predetermined scene includes a first period during which the display of the first dialogue subtitle starts and the second dialogue subtitle is not displayed, a second period after the first period from when the display of the second dialogue subtitle starts with a fade-in effect while the first dialogue subtitle is displayed until when the display of the first dialogue subtitle ends with a fade-out effect while the second dialogue subtitle is displayed, and a third period after the second period during which the display of the first dialogue subtitle ends and the second dialogue subtitle is displayed. The first dialogue sound is output during the first period, the first dialogue sound and the second dialogue sound are not output during the second period, and the second dialogue sound is output during the third period. A gaming machine characterized by:
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