Pachinko machine
The gaming machine addresses the lack of marketability in existing machines by incorporating advanced state control and variable display features, enhancing player engagement and market appeal.
Patent Information
- Application Number
- JP2020195248
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-11-25
- Publication Date
- 2025-05-23
- Estimated Expiration
- 2040-11-25
AI Technical Summary
Existing gaming machines lack enhanced marketability due to limitations in their functional configurations and display variability.
A gaming machine with advanced state control capabilities, including non-special and special states, that utilizes a determination mechanism to control advantageous states, variable display pattern determination, and integrated light and sound effects to enhance player engagement.
The solution enhances marketability by providing a more engaging and variable gaming experience, with controlled advantageous states and varied display patterns that increase player interest and satisfaction.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] As shown in Patent Document 1, in a pachinko game machine as a gaming machine, for example, after a normal jackpot occurs, the game state is controlled to a normal game state, and the probability of determining that the jackpot is a jackpot is set to about 1 / 300, and when a jackpot does not occur even if the number of special games played reaches 1000 times, the game state is controlled to a ceiling probability state, and the probability of determining that the jackpot is a jackpot is increased to about 1 / 100. It is also disclosed that when a 1000-game jackpot does not occur in a normal game state, a time-saving state may be generated instead of the ceiling probability state. Also, as shown in Patent Document 2, a gaming machine is known that provides multiple parts (for example, an introduction part, a win / lose decision part, an epilogue part, etc.) from the start to the end of the variable display to increase the interest of the player. Also, as shown in Patent Document 3, there is known a gaming machine that executes a re-draw performance in which the jackpot pattern temporarily stops on a non-probability variable pattern (normal jackpot pattern), and then the jackpot pattern changes again, and then a non-probability variable pattern or a probability variable pattern stops. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2005-95449 A [Patent Document 2] JP 2019-118411 A [Patent Document 3] JP 2016-179389 A Summary of the Invention [Problem to be solved by the invention]
[0004] There was room for improving marketability in gaming machines having the functions and configurations of Patent Documents 1 to 3.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has an 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 performs variable display and can be controlled to an advantageous state that is advantageous to a player, A state control means capable of controlling a non-special state and a special state which is more advantageous to a player than the non-special state; A determination means capable of determining to control to the advantageous state; a variable display pattern determining means capable of determining one variable display pattern from a plurality of types of variable display patterns having different variable display periods based on a determination result of the determining means; A movable body, A sound output means; A display means; A plurality of light emitting means; A light emission control means for controlling the light emission means; Equipped with 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 to be controlled, The notification performance executed when it is determined that the game will be controlled to the advantageous state includes an introduction part until the game is notified of whether or not the game will be controlled to the advantageous state, a notification part in which the game is notified of whether or not the game will be controlled to the advantageous state, and a first epilogue part in which the game is notified of whether or not the game will be controlled to the advantageous state. The notification performance executed when it is determined that the game will not be controlled to the advantageous state includes an introduction part until the game is notified of whether or not the game will be controlled to the advantageous state, and a second epilogue part in which the game is not controlled to the advantageous state, The introduction part in the notification performance executed when it is determined that the control is to be made to the advantageous state is common to the introduction part in the notification performance executed when it is determined that the control is not made to the advantageous state, In the winning / losing notification part, the movable body advances from the first position to the second position on the front side of the display means, thereby notifying the change of the scene, the display means displays an effect for moving the movable body when the movable body advances to the second position, and ends the effect display while the movable body is retreating from the second position to the first position, and displays a display corresponding to the scene after the switching; the light emission control means controls the light emitting means using a movable body movement brightness data table when the movable body advances to the second position, switches from the movable body movement brightness data table to a brightness data table corresponding to a post-switching scene while the movable body is retreating from the second position to the first position, and controls the light emitting means using the brightness data table corresponding to the post-switching scene; the sound output means outputs a sound for moving the movable body when the movable body advances to the second position, and outputs a sound corresponding to a scene after switching while the movable body is retreating from the second position to the first position; The control of the light emitting means by the movable body moving luminance data table is performed by sequentially using the luminance data constituting the movable body moving luminance data table and then sequentially using the luminance data constituting the movable body moving luminance data table again; The control of the light emitting means by the luminance data table corresponding to the scene after the switching is ended after sequentially using the luminance data constituting the luminance data table corresponding to the scene after the switching, without sequentially using the luminance data constituting the luminance data table corresponding to the scene after the switching again; the last luminance data in the luminance data table corresponding to the scene after the switching is set not to control the light-emitting means again using the first luminance data in the luminance data table corresponding to the scene after the switching, the sound output means is capable of outputting dialogue sounds uttered by a plurality of different characters in the introduction part and the first epilogue part; an interval from when the output of a dialogue sound uttered by one character starts in the first epilogue part to when the output of a dialogue sound uttered by a character different from the one character starts is longer than an interval from when the output of a dialogue sound uttered by one character starts in the introduction part to when the output of a dialogue sound uttered by a character different from the one character starts; The light emission control means In the introduction part, the light emitting means is controlled using a brightness data table corresponding to the introduction part; in the second epilogue part, controlling the light emitting means using a luminance data table corresponding to the second epilogue part; The luminance data used first in the luminance data table corresponding to the second epilogue part is set to a lower luminance than the luminance data used last in the luminance data table corresponding to the introduction part; The light-emitting means is controlled using the luminance data that is used last in the luminance data table corresponding to the introduction part, so that the light-emitting means emits light at a first luminance, The light-emitting means is controlled using the luminance data that is used first in the luminance data table corresponding to the second epilogue part, so that the light-emitting means emits light at a second luminance lower than the first luminance, The special state includes a first special state and a second special state, which is characterized by this. According to this feature, the marketability can be enhanced. Other gaming machines are gaming machines that perform variable display based on the establishment of start conditions and can be controlled to an advantageous state that is advantageous for the player, state control means that can be controlled to a non-special state and a special state in which the start conditions are more likely to be established than in the non-special state, determination means that can determine to control to the advantageous state, variable display pattern determination means that can determine one variable display pattern from a plurality of types of variable display patterns with different variable display periods based on the determination result of the determination means, effect execution means that can execute an effect, a plurality of light-emitting means, light emission control means for controlling the light-emitting means, and are provided with The light emission control means controls the light-emitting means using a luminance data table composed of luminance data, The effect execution means can execute a specific notification effect for notifying whether or not it is controlled to the advantageous state in the non-special state, The specific notification effect executed when it is determined that it is controlled to the advantageous state includes an introduction part until it is notified whether or not it is controlled to the advantageous state, and a first epilogue part in which it is notified that it is controlled to the advantageous state, The specific notification performance executed when it is determined that the game will not be controlled to the advantageous state includes an introduction part until the game is notified of whether or not the game will be controlled to the advantageous state, and a second epilogue part in which the game is not controlled to the advantageous state, The light emission control means controlling the light emitting means using a luminance data table corresponding to a common introduction part in both an introduction part in a specific 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 a specific notification performance executed when it is determined that the control will be performed in 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 a specific notification performance executed when it is determined that the control will not be performed in 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 until when it is switched to the next luminance data is set shorter than an average time from when one luminance data is used in the luminance data table corresponding to the second epilogue part until when it is switched to the next luminance data; 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; In the case of a variable display in which the 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, In the case of a variable display in which the determination means does not determine that the variable display pattern is to be controlled to the advantageous state, an average period of a variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than an average period of a variable display period of the variable display pattern determined in the first special state. 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 the fact that a long period of time had continued during which the variable display was not controlled to an advantageous state, the variable display for which it is not determined to be controlled to an advantageous state has a smaller variety 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 compared to other states, and therefore a favorable second special state can be provided, and the series of performances executed can be made to look more favorable, thereby improving marketability.
[0007] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0008] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Diagram 3] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 4] 13 is a flowchart showing an example of a game control main process. [Diagram 5] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 13 is a flowchart showing an example of a special symbol process. [Figure 7] FIG. 13 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-saving in the variable display of the first special chart in normal state or time-saving state. [Figure 9] 13 is a flowchart showing an example of a performance control main process. [Figure 10] 13 is a flowchart showing an example of a performance control process. [Figure 11-1] A front view showing a pachinko gaming machine in 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 count determination table for each transition trigger. [Figure 11-5] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 11-6] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 11-7] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 11-8] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 11-9] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 11-10] 13 is a flowchart showing an example of a game control main process. [Figure 11-11] 13 is a flowchart showing an example of normal special symbol processing. [Figure 11-12] 13 is a flowchart showing an example of normal special symbol processing. [Figure 11-13] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 11-14] 13 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 (rescue time reduction). [Figure 11-17] This is also an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 11-18] This is also an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 11-19] 13A is an explanatory diagram showing a specific example of a presentation mode related to Battle Rush, and FIG. 13B is an explanatory diagram showing a specific example of a presentation mode related to Yu-Time. [Figure 11-20] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to Extreme Battle Rush. [Figure 11-21] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to a variable display count display and a special display count display. [Figure 11-22] This is a time chart showing the timing of execution of the effects when the rescue time reduction is reached after the RAM is cleared. [Figure 11-23] An explanatory diagram showing a specific example of a presentation pattern when rescue time reduction is reached after RAM is cleared. [Figure 11-24] (A) is a time chart showing the execution 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 the time-saving entry effect B. [Figure 11-25] This is an explanatory diagram showing a specific example of the presentation mode 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. 13 is an explanatory diagram showing a specific example of a presentation mode relating to a customer waiting screen. [Figure 11-29] A figure showing an example of a presentation operation regarding a transition to a customer waiting screen as feature part 069SG variant example 1. [Figure 11-30]A figure showing a modified example of the presentation operation regarding the transition to a customer waiting screen as feature part 069SG modified example 1. [Figure 11-31] A flowchart showing timer interrupt processing for game control as variant example 2 of characteristic part 069SG. [Figure 11-32] This is a flowchart showing the special symbol stop processing as variant example 2 of feature part 069SG. [Figure 11-33] This is a flowchart showing the special symbol stop processing as variant example 2 of feature part 069SG. [Figure 11-34] 13 is a flowchart showing a display process as a modified example 2 of the characteristic part 069SG. [Figure 11-35] A figure showing variation example 3 of characteristic part 069SG. [Figure 11-36] A diagram for explaining the contents of various effects. [Figure 11-37] A figure showing an example of a countdown preview presentation operation. [Figure 11-38] FIG. 13 is a diagram showing an example of a countdown preview presentation. [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 presentation operation of the pattern chance eye announcement. [Figure 11-41] A figure showing an example of the effect display preview performance. [Figure 11-42] 11A to 11D are diagrams showing a pre-reading notice type determination table. [Figure 11-43] 11A to 11F are diagrams showing a pre-reading preview performance pattern determination table. [Figure 11-44] 13 is a flowchart showing an example of a variable display start setting process. [Figure 11-45] 13 is a flowchart showing an example of a variable display performance process. [Figure 11-46] 13A is a diagram showing a reach notice execution determination table, and (B) to (E) are diagrams showing button notice performance pattern determination tables. [Figure 11-47] 11A to 11D are diagrams showing a character preview pattern determination table. [Figure 11-48] 6(A) to 6(D) are diagrams showing movable body motion pattern decision tables. [Figure 11-49] 11A to 11D are diagrams showing a movable object preview pattern determination table. [Figure 11-50] 13(A) to 13(C) 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 special state and the miss-shortening non-reach fluctuation pattern of the time-saving state A, and (B) is a timing chart showing the variable display mode of the pattern in the miss-shortening non-reach fluctuation pattern of the time-saving state B. [Figure 11-52] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the special state and time-saving state A. [Figure 11-53] This is an example of the presentation operation of a shortened non-reach missed fluctuation 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 missed fluctuation pattern in the time-saving state B. [Figure 11-55] This is an example of the SP Reach E and SP Reach D performance. [Figure 11-56] This is a diagram comparing examples of the presentation operation of non-reach out-of-range fluctuation patterns. [Figure 11-57] This is a diagram comparing examples of the presentation operation of non-reach out-of-range fluctuation patterns. [Figure 11-58] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 11-59] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 11-60] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 11-61] 13A to 13C are timing charts showing examples of control operations when the SP reaches E, C, and D. [Figure 11-62] This is a diagram comparing a super reach and a non-reach miss. [Figure 11-63] 13A to 13C are diagrams showing examples of entry introduction effects, and FIG. 13D is a diagram showing an example of the time-saving entry effect A. [Figure 11-64]13A to 13C are diagrams showing examples of the operation of the probability bonus entry performance, and FIG. 13B to FIG. 13C are diagrams showing examples of the operation of the time-saving entry performance 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] A figure showing a part of the variable display start setting process as embodiment 2 in characteristic part 069SG. [Figure 11-67] FIG. 13 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. 13 is a diagram for explaining characteristics according to game status. [Figure 12-1] In the characteristic part 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing a 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 second start winning port opening time when a normal pattern is won. [Figure 12-3] 13 is an explanatory diagram of a change pattern according to a variable display result. FIG. [Figure 12-4] FIG. 2 is an explanatory diagram of a data retention area for game control. [Figure 12-5] FIG. 13 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 probability state. [Figure 12-7] This is an explanatory diagram of a fluctuation pattern determination table in a special probability 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. 13 is an explanatory diagram of period values α, β, and γ. [Figure 12-14] FIG. 11 is an explanatory diagram of period values α', β', and γ'. [Figure 12-15] FIG. 13 is an explanatory diagram of period values δ, ε, and ζ. [Figure 12-16] FIG. 11 is an explanatory diagram of period values δ', ε', and ζ'. [Figure 12-17] FIG. 13 is an explanatory diagram of period values η, θ, and ι. [Figure 12-18] FIG. 2 is an explanatory diagram of period values η′, θ′, and ι′. [Figure 12-19] FIG. 13 is an explanatory diagram of period values κ, λ, and μ. [Figure 12-20] FIG. 13 is an explanatory diagram of period values κ', λ', and μ'. [Figure 12-21] FIG. 2 is an explanatory diagram of period values v, ξ, and π. [Figure 12-22] FIG. 2 is an explanatory diagram of period values v', ξ', and π'. [Figure 12-23] FIG. 4 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. 11 is an explanatory diagram of calculation of an average fluctuation time in a normal state. [Figure 12-26] FIG. 13 is an explanatory diagram of calculation of an average fluctuation time in a time-saving state A. [Figure 12-27] FIG. 13 is an explanatory diagram of calculation of an average fluctuation time in a time-saving state B. [Figure 12-28] FIG. 13 is an explanatory diagram for calculating the average fluctuation time in a 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, the time-saving state B, and the special state. [Figure 12-31] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed when the number of reserved memories of the second special chart is three in the time-saving state A, the time-saving state B, and the special probability state, and (B) is an explanatory diagram of the average fluctuation time when 1,100 fluctuation displays are executed when the number of reserved memories of the second special chart is three in the time-saving state A, the time-saving state B, and the special probability state. [Figure 12-32] (A) is an explanatory diagram of the average change time when 110 change displays are executed when the number of reserved memories of the second special chart is 2 in the time-saving state A, the time-saving state B, and the special probability state, and (B) is an explanatory diagram of the average change time when 1,100 change displays are executed when the number of reserved memories of the second special chart is 2 in the time-saving state A, the time-saving state B, and the special probability state. [Figure 12-33] (A) is an explanatory diagram of the average change time when 110 change 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 one, and (B) is an explanatory diagram of the average change time when 1,100 change 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 one. [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, the time-saving state B, and the special probability state when the number of reserved memories of the second special chart is 0, 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 of the second special chart is 0. [Figure 12-35] FIG. 4 is an explanatory diagram of each period value. [Figure 12-36] FIG. 4 is an explanatory diagram of each period value. [Figure 13-1] 13 is an explanatory diagram showing a specific example of a variation pattern in the characteristic part 018SG. FIG. [Figure 13-2] 1A is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a low base state, and FIG. 1B is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a high base state. [Figure 13-3]It is a diagram showing the execution periods of various effects in the jackpot variation patterns of Super Reach α, β, and γ. [Figure 13-4] It is a diagram showing the execution periods of various effects in the deviation 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 modes of characters in SP Reach effects A to E, (B) is a diagram showing the LED lighting patterns in SP Reach effects A to E, and (C) is a diagram showing the output patterns of BGM and sound effects in SP Reach effects A to E. [Figure 13-7] (A) is a diagram showing an example of each light emission pattern, and (B) is a diagram showing an example of each sound pattern. [Figure 13-8] It is a tree diagram showing the flow of SP Reach effects A to E. [Figure 13-9] It is a diagram showing an example of the effect operation from the start of the variable display of SP Reach α, β, and γ until it develops into the SP Reach effect. [Figure 13-10] It is a diagram showing an example of the effect operation of SP Reach effect A. [Figure 13-11] It is a diagram showing an example of the effect operation of SP Reach effects B and C. [Figure 13-12] It is a diagram showing an example of the effect operation of SP Reach effects D and E. [Figure 13-13] It is a diagram showing an example of the effect operation of the right / wrong button effect. [Figure 13-14] It is a diagram showing an example of the effect operation of the movable body effect. [Figure 13-15] It is a diagram showing an example of the effect operation of the jackpot notification of SP Reach effects A to E. [Figure 13-16] It is a diagram showing an example of the effect operation of the deviation notification of SP Reach effects A to E. [Figure 13-17] It is a diagram showing an example of the effect operation of post-game effect A. [Figure 13-18] It is a diagram showing an example of the effect operation of post-game effect B. [Figure 13-19] It is a diagram showing an example of the effect operation of post-game effect B. [Figure 13-20] (A) shows SP reach effect type determination table A, (B) shows SP reach effect type determination table B, and (C) shows SP reach effect type determination table C. [Figure 13-21] It is a diagram for explaining a data table for lighting a frame LED with a smooth rainbow lighting pattern. [Figure 13-22] It is a diagram for explaining a data table for lighting a frame LED with a flash rainbow lighting pattern. [Figure 14] It is a front view of the pachinko gaming machine according to the present embodiment. [Figure 15] It is a rear perspective view of the pachinko gaming machine according to the present embodiment. [Figure 16] It is a diagram for explaining a frame lamp. [Figure 17] It is a diagram for explaining a special figure LED board, a fourth symbol unit, and the relationship between the fourth symbol unit and a game effect lamp. [Figure 18] It is a diagram for explaining a display mode of a screen in an image display device. [Figure 19] It is a diagram for explaining various boards and the like mounted on the pachinko gaming machine. [Figure 20] It is a diagram for explaining a winning type. [Figure 21] It is a diagram for explaining each random number. [Figure 22] It is a diagram for explaining a big win determination table and a big win type determination table. [Figure 23] It is a diagram for explaining an example of an effect control command. [Figure 24] It is a diagram for explaining an example of a pre-variation pattern on the main side. [Diagram 25] It is a diagram for explaining an example of a post-variation pattern on the main side. [Figure 26] It is a diagram for explaining a post-variation pattern determination table at the time of a loss. [Figure 27]This is a diagram to explain the subsequent fluctuation pattern determination table at the time of a jackpot. [Figure 28] 13 is a diagram for explaining the previous fluctuation pattern determination table. FIG. [Figure 29] A diagram to explain an example of a total fluctuation pattern on the main side. [Diagram 30] 13 is a diagram for explaining an example of a lottery for a presentation pattern on the sub side. FIG. [Diagram 31] 13 is a flowchart showing an example of a game control main process. [Diagram 32] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 33] 13 is a flowchart showing an example of a special symbol process. [Diagram 34] 13 is a flowchart showing the start winning determination process. [Diagram 35] 13 is a flowchart showing an example of normal special symbol processing. [Diagram 36] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 37] 13 is a flowchart showing an example of a special pattern change process. [Figure 38] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 39] A flowchart showing an example of processing before a jackpot is released. [Diagram 40] A flowchart showing an example of processing during opening of a jackpot. [Diagram 41] A flowchart showing an example of processing after a jackpot is released. [Diagram 42] A flowchart showing an example of a jackpot end process. [Diagram 43] 13 is a flowchart showing an example of a performance control main process. [Diagram 44] 13 is a flowchart showing an example of a performance control process. [Diagram 45] 13 is a flowchart showing an example of a variable display start setting process. [Figure 46]FIG. 13 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 to win, the SP first half reach A jackpot, and the SP final reach jackpot. [Figure 48] FIG. 13 is a diagram for explaining the scenario of the starting part. [Figure 49] This is a diagram to explain the scenario of the provocation part (SP first half reach A). [Figure 50] This is a diagram to explain the scenario 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 provocation 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). [Diagram 53] This is a diagram to explain the scenario of the reel action part (late stage development of SP). [Figure 54] This is a diagram to explain the scenario of the provocation 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 teasing part (SP final reach). [Figure 59] This is a diagram to explain the scenario of the teasing part (SP final reach). [Figure 60] This is a diagram to explain the scenario of the winning epilogue part (SP final reach) and the losing epilogue part (SP final reach). [Figure 61] FIG. 13 is a diagram for explaining a scenario of a relief part. [Figure 62] A diagram to explain the scenario of the re-selection part (deriving odd or even symbols after button operation). [Figure 63] This is a diagram to explain the scenario of the re-selection part (deriving odd symbols 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. 13 is a diagram for explaining the mechanism of output to an LED driver. [Figure 66] 13 is a diagram for explaining the lighting mode of a game effect lamp. FIG. [Figure 67] 13 is a diagram for explaining the lighting mode of a game effect lamp. FIG. [Figure 68] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 69] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 70] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 71] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 72] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 73] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 74] 13 is a diagram for explaining the presentation mode in the start part. FIG. [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 pattern in the winning epilogue part (SP first half reach A). [Figure 82] This is a diagram to explain the presentation pattern 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 pattern in the winning epilogue part (SP first half reach B). [Figure 92] This is a diagram to explain the presentation pattern in the winning epilogue part (SP first half reach B). [Figure 93]This is a diagram to explain the presentation pattern 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 to explain the presentation mode in the reel action 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). [Fig. 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). [Fig. 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). [Fig. 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). [Fig. 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). [Fig. 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). [Fig. 125] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Fig. 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). [Fig. 130] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 131] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 132] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 133] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 134] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 135] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 136] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 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). [Fig. 140]It is a diagram for explaining the production mode in the excitement part (SP final reach). [Fig. 141] It is a diagram for explaining the production mode in the excitement part (SP final reach). [Fig. 142] It is a diagram for explaining the production mode in the excitement part (SP final reach). [Fig. 143] It is a diagram for explaining the production mode in the excitement part (SP final reach). [Fig. 144] It is a diagram for explaining the production mode in the excitement part (SP final reach). [Fig. 145] It is a diagram for explaining the production mode in the excitement part (SP final reach). [Fig. 146] It is a diagram for explaining the production mode in the winning epilogue part (SP final reach). [Fig. 147] It is a diagram for explaining the production mode in the winning epilogue part (SP final reach). [Fig. 148] It is a diagram for explaining the production mode in the winning epilogue part (SP final reach). [Figure 149] It is a diagram for explaining the production mode in the winning epilogue part (SP final reach). [Fig. 150] It is a diagram for explaining the production mode in the losing epilogue part (SP final reach). [Fig. 151] It is a diagram for explaining the production mode in the losing epilogue part (SP final reach). [Fig. 152] It is a diagram for explaining the production mode in the winning relief part. [Fig. 153] It is a diagram for explaining the production mode in the winning relief part. [Fig. 154] It is a diagram for explaining the production mode in the re-drawing part (deriving odd or even symbols after button operation). [Fig. 155] It is a diagram for explaining the production mode in the re-drawing part (deriving odd or even symbols after button operation). [Fig. 156] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 157] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 158] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 159] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 160] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 161] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 162] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 163] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 164] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 165] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 166] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 167] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 168] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 169]13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 170] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an odd number pattern after a button operation). FIG. [Fig. 171] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an odd number pattern after a button operation). FIG. [Fig. 172] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an odd number pattern after a button operation). FIG. [Fig. 173] FIG. 13 is a diagram for explaining the presentation mode in the fanfare part. [Fig. 174] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an even number pattern after a button operation). FIG. [Fig. 175] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an even number pattern after a button operation). FIG. [Fig. 176] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an even number pattern after a button operation). FIG. [Fig. 177] FIG. 13 is a diagram for explaining the presentation mode in the fanfare part. [Fig. 178] FIG. 11 is a detailed explanatory diagram of portions (b11) to (b13). [Fig. 179] FIG. 13 is a diagram for explaining a volume level. [Fig. 180] FIG. 13 is a diagram for explaining a volume level. [Fig. 181] A detailed explanatory diagram of parts (r24) to (r27). [Fig. 182] A detailed explanatory diagram of parts (r28) to (r31). [Fig. 183] FIG. 13 is a detailed explanatory diagram of parts (r32) to (r35). [Fig. 184] A detailed explanatory diagram of the role movements in (b18) to (i1). [Fig. 185] A detailed explanatory diagram of the role movements in (b18) to (i1). [Fig. 186]A detailed explanatory diagram of the reel action in (r54) to (s4). [Fig. 187] A detailed explanatory diagram of the reel action in (r54) to (s4). [Fig. 188] FIG. 13 is a diagram for explaining the relationship between the number of subtitles and the number of lines. [Fig. 189] FIG. 2 is a detailed explanatory diagram of parts (A1) to (A23). [Fig. 190] FIG. 2 is a detailed explanatory diagram of parts (A24) to (A46). [Fig. 191] A detailed explanatory diagram of parts (b4) to (b6) and a comparison diagram during the jackpot round. [Fig. 192] FIG. 11 is an explanatory diagram showing the relationship between the transparency of subtitles for dialogue and sound output. [Fig. 193] FIG. 13 is a detailed explanatory diagram of portions (b4) to (b6) and a detailed explanatory diagram of portions (o3) to (o5). [Fig. 194] FIG. 13 is a diagram for explaining a comparative example of subtitles. [Fig. 195] FIG. 11 is a detailed explanatory diagram of parts (B4) to (B11). [Fig. 196] FIG. 13 is a diagram for explaining a modified example of the pattern display. [Figure 197] FIG. 13 is a diagram for explaining a modified example of re-drawing. [Figure 198] FIG. 13 is a diagram for explaining a modified example of re-drawing. [Figure 199] FIG. 13 is a diagram for explaining a modified example of re-drawing. [Figure 200] FIG. 13 is a diagram for explaining a modified example of re-drawing. [Figure 201] FIG. [Fig. 202] FIG. 2 is a detailed explanatory diagram of a blackout. [Fig. 203] 13A to 13C are detailed explanatory diagrams of the game effect lamp when a miss occurs and diagrams for explaining modified examples when a miss occurs. [Fig. 204] A detailed explanatory diagram of part (r48). [Fig. 205]13 is a diagram for explaining an example of a parent table in a luminance data table used for a start part. FIG. [Fig. 206] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the start part. FIG. [Fig. 207] 13 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. FIG. [Fig. 208] 13 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. FIG. [Fig. 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 the SP first half reach A. [Fig. 210] This is a diagram to explain 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. 211] 13 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. FIG. [Fig. 212] 13 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. FIG. [Fig. 213] 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 B. [Fig. 214] 13 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. 215] 13 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. FIG. [Fig. 216]13 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP second half reach A. FIG. [Fig. 217] 13 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 a second half of an SP, reach A. FIG. [Fig. 218] 13 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 a second half of an SP, reach A. FIG. [Fig. 219] This is a diagram to explain 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. [Fig. 220] This is a diagram to explain 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. [Fig. 221] 13 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP second half reach B. FIG. [Fig. 222] 13 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. FIG. [Fig. 223] 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 B. [Fig. 224] FIG. 13 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. 225] 13 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. FIG. [Fig. 226] 13 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. [Fig. 227]13 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. [Fig. 228] FIG. 13 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 the SP final reach. [Fig. 229] 13 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 missed epilogue part of the SP final reach. FIG. [Fig. 230] 13 is a diagram for explaining an example of a child table for a frame lamp in a luminance data table used for a part per relief. FIG. [Fig. 231] 13 is a diagram for explaining an example of a parent table in a brightness data table used in a re-lottery part. FIG. [Fig. 232] 13 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 (before operation promotion). FIG. [Fig. 233] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-drawing part (pattern promotion after operation promotion). FIG. [Fig. 234] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-drawing part (maintaining the pattern after operation is promoted). FIG. [Fig. 235] FIG. 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the fanfare part. [Fig. 236] 13 is a diagram for explaining an example of a parent table in a smooth rainbow luminance data table; FIG. [Fig. 237] 13 is a diagram for explaining an example of a child table in a smooth rainbow luminance data table; FIG. [Fig. 238] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the smooth rainbow luminance data table. FIG. [Fig. 239]A figure to explain an example of a grandchild table for a reel lamp and a grandchild table for a left panel lamp in a smooth rainbow brightness data table. [Fig. 240] 13 is a diagram illustrating an example of a grandchild table for an Attacka lamp in the smooth rainbow brightness data table. FIG. [Fig. 241] A figure to explain an example of a grandchild table for a frame lamp in the reel operation red flashing brightness data table. [Fig. 242] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a yellow haze luminance data table; FIG. [Fig. 243] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a white blinking (white flash) luminance data table; FIG. [Fig. 244] 13 is a diagram for explaining an example of a parent table in a common red cut-in luminance data table; FIG. [Fig. 245] 13 is a diagram for explaining an example of a child table in a common red cut-in luminance data table; FIG. [Fig. 246] 13 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. [Fig. 247] 13 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. [Fig. 248] 13 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. [Fig. 249] 13 is a diagram for explaining an example of a grandchild table for a feature lamp in a common red cut-in brightness data table. FIG. [Fig. 250] 13 is a diagram for explaining an example of a grandchild table for a left panel lamp in a common red cut-in luminance data table. FIG. [Fig. 251] 13 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. [Fig. 252]13 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. [Fig. 253] 13 is a diagram for explaining an example of a parent table in a common green cut-in luminance data table; FIG. [Fig. 254] 13 is a diagram for explaining an example of a child table in a common green cut-in luminance data table; FIG. [Figure 255] 13 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. [Fig. 256] 13 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. [Fig. 257] 13 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. [Fig. 258] 13 is a diagram for explaining an example of a grandchild table for a feature lamp in a common green cut-in brightness data table. FIG. [Fig. 259] 13 is a diagram for explaining an example of a grandchild table for the left panel lamp in the common green cut-in luminance data table. FIG. [Fig. 260] 13 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common green cut-in luminance data table. FIG. [Fig. 261] 13 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common green cut-in luminance data table. FIG. [Fig. 262] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a non-operation prompting brightness data table. FIG. [Fig. 263] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the trigger display brightness data table and the operation promotion brightness data table. FIG. [Fig. 264] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the shutter luminance data table; FIG. [Fig. 265]13 is a diagram for explaining an example of a grandchild table for a frame lamp in the miss luminance data table; FIG. [Fig. 266] FIG. 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the luminance data table per repair; [Fig. 267] FIG. 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the luminance data table per repair; [Fig. 268] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a hit-determined brightness data table. FIG. [Fig. 269] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a hit-determined brightness data table. FIG. [Fig. 270] A figure to explain an example of a grandchild table for a frame lamp in the re-drawing performance brightness data table. [Fig. 271] A figure to explain an example of a grandchild table for a frame lamp in the re-drawing performance brightness data table. [Fig. 272] 13 is a diagram for explaining an example of a child table in a background luminance data table; FIG. [Fig. 273] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the background luminance data table; FIG. [Fig. 274] 13 is a diagram for explaining a comparison of lamp control when a win occurs and when a miss occurs. FIG. [Fig. 275] 13 is a diagram for explaining a comparison of lamp control when a win occurs and when a miss occurs. FIG. [Fig. 276] 13 is a diagram for explaining a comparison of lamp control when a win occurs and when a miss occurs. FIG. [Fig. 277] FIG. 13 is a diagram for explaining the swinging pattern of the pattern. [Fig. 278] FIG. 13 is a diagram for explaining a modified example of the re-selection presentation. [Fig. 279] FIG. 13 is a diagram for explaining a modified example of the re-selection presentation. [Fig. 280] FIG. 13 is a diagram for explaining a modified example of the re-selection presentation. [Fig. 281]FIG. 13 is a diagram for explaining reference to a luminance data table. [Fig. 282] FIG. 13 is a diagram for explaining reference to a luminance data table. [Fig. 283] FIG. 13 is a diagram for explaining reference to a luminance data table. [Fig. 284] FIG. 13 is a diagram for explaining reference to a luminance data table. [Fig. 285] FIG. 11 is a diagram for explaining an example of lamp control using a brightness data table. [Fig. 286] 13 is a diagram for explaining an example of lamp control using a grandchild table based on timer management of a child table; FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[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 drawings.
[0010] (Feature 069SG form) (SG2020-069) The gaming machine of type 1-1 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 a special state in which the 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 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 capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); Equipped with The special state includes 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, and 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, In the case where the variable display 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 (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 (e.g., about 2.2 seconds) of the variable display period 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 period of the miss variable pattern determined in the "time-shortened state A", and is shorter than the average time (e.g., about 4.83 seconds) of the variable display period of the miss variable pattern determined in the "probable state". See FIG. 11-50). It is characterized by the following. According to this feature, in the second special state controlled through variable displays a predetermined number of times, considering that the period during which it is not controlled to the advantageous state continues for a long time, variable displays where it is not determined to control to the advantageous state have fewer types of variable display patterns and shorter average periods of the variable display period, so the digestion speed of the variable display is higher than in other states, and thus a suitable second special state can be provided.
[0011] The gaming machine of Form 1-2 is the gaming machine described in Form 1-1, and is capable of performing variable displays of 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 displays of the decorative identification information for each column is the same in the case where 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 in the variable display where it is not determined by the determination means to control to the advantageous state in the first special state, and in the case where 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 in the variable display where it is not determined by the determination means to control to the advantageous state in the second special state. 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 in the case where 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 in the variable display where it is not determined by the determination means to control to the advantageous state in the first special state, and in the case where 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 in the variable display where it is not determined by the determination means to control to the advantageous state in the second special state (for example, the start order of the variable display of the decorative patterns in the decorative pattern display areas 5L, 5R, and 5C is the same in the case of a non-reach deviation variation pattern in the probability-variable state and the time-shortened state A, and in the case of a non-reach deviation variation pattern in the time-shortened state B. 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 time-shortened state B than in the probability-variable state and the time-shortened state A (tb1~tb2 < ta1~ta3). See Fig. 11-51), It is characterized by the following. According to this feature, while the order in which the decorative identification information of each column begins to be variable is the same for the first special state and the second special state, the time it takes to reach maximum speed is different for each state, thereby giving a different impression and increasing interest.
[0012] The gaming machine of form 1-3 is the gaming machine according to form 1-1 or form 1-2, It is possible to perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); The stop order of the variable display of the decorative identification information of each column is different between the case where the state of the variable display of the decorative identification information is not a specific state in the variable display in which the control to the advantageous state is not determined 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 a specific state in the variable display in which the control to the advantageous state is not determined by the determination means in the second special state and a non-specific display result is displayed (for example, the stop order of the variable display of the decorative pattern in the decorative pattern display areas 5L, 5R, and 5C is the left → right → middle order in the case of a non-reach miss variable pattern in the probability change state and time-saving state A, and the left, middle, and right are stopped and displayed simultaneously in the case of a non-reach miss variable pattern in the time-saving state B. See FIG. 11-51). It is characterized by the following. According to this feature, the variable display stopping order of the decoration identification information in each column differs between the first special state and the second special state, so that different impressions are given for each state, thereby enhancing 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 perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); The order in which the variable display of the decoration identification information of each column is stopped is the same for a case in which, in the first special state, in the variable display in which it is not determined by the determination means to control to the advantageous state, the state of the variable display of the decoration identification information is not a specific state and a non-specific display result is displayed, and a case in which, in the second special state, in the variable display in which it is not determined by the determination means to control to the advantageous state, the state of the variable display of the decoration identification information is not a specific state and a non-specific display result is displayed, The time from when one of the decoration identification information in the multiple columns is statically displayed to when the next decoration identification information is statically displayed differs between a case where in the first special state, in the variable display where it is not determined by the determining means to control the decoration identification information to the advantageous state, the state of the variable display of the decoration identification information is not a specific state and a non-specific display result is displayed, and a case where in the second special state, in the variable display where it is not determined by the determining means to control the decoration identification information to the advantageous state, the state of the variable display of the decoration identification information is not a specific state and a non-specific display result is displayed (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 common to the case of a non-reach miss variable pattern in the probability variable state and time-saving state A, and the case of a non-reach miss variable pattern in the time-saving state B. However, the time from when a decorative symbol is stopped and displayed in one of the decorative symbol display areas 5L, 5R, and 5C until the next decorative symbol is stopped and displayed may be different between the case of a non-reach miss variable pattern in the probability variable state and time-saving state A, and 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 to when the next decorative identification information is statically displayed differs between the first special state and the second special state, thereby giving a different impression 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 perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); an output means for outputting a stop sound when the decoration identification information of each row is stopped and displayed; The number of times the stop sound is output in the variable display of 1 is different between the case where the state of the variable display of the decorative identification information is not a specific state in the variable display in which the control to the advantageous state is not determined 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 a specific state in the variable display in which the control to the advantageous state is not determined by the determination means in the second special state and a non-specific display result is displayed (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 change state and time-saving state A because the left, middle, and right are stopped and displayed at different timings, and in the case of a non-reach miss variable pattern in the time-saving state B, the left, middle, and right are stopped and displayed at the same timing, so that it is one time. See FIG. 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 differently between the first special state and the second special state, different impressions can be given for each state, thereby enhancing 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 perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); an output means for outputting a stop sound when the decoration identification information of each row is stopped and displayed; The number of times the stop sound is output in the variable display of 1 is common between a case where the state of the variable display of the decorative identification information is not a specific state in the variable display in which it is not determined by the determination means to control 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 in the variable display in which it is not determined by the determination means to control 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 the variable display of 1 may be common between a case where a non-reach miss variable pattern is displayed in the probability variable state and the time-saving state A, and a case where a non-reach miss variable pattern is displayed in the time-saving state B). It is characterized by the following. According to this feature, the stop sound can draw attention to the stopping of the decoration 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 perform variable display of decorative identification information (e.g., decorative patterns), a display means capable of executing a specific operation display for causing the decoration identification information to perform a specific operation when the decoration identification information is statically displayed in a state in which the state of the variable display of the decoration identification information is a variable display that displays a non-specific display result rather than a specific state when the determination means does not determine that the decoration identification information is to be controlled to the advantageous state; When the decoration identification information is stopped and displayed in the first special state, the specific operation display is executed, and when the decoration identification information is stopped and displayed in the second special state, the specific operation display is not executed (for example, when the pattern is a non-reach miss fluctuation pattern in the probability change state or the time-saving state A, the specific operation display (pattern stop action) is executed, whereas when the pattern is a non-reach miss fluctuation pattern 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, in the first special state, the production effect can be enhanced by a specific operation display, while in the second special state, a smooth variable display can be realized by not executing the specific operation display.
[0017] The gaming machine of Form 1-8 is a gaming machine described in any one of Forms 1-1 to 1-7, and is capable of performing variable display of decoration identification information (for example, decorative patterns), and when the variable display of the decoration identification information results in a non-specific display result without becoming a specific mode when it is not determined by the determination means to be controlled to the advantageous state, it is provided with a display means capable of executing a specific operation display for causing the decoration identification information to perform a specific operation when stopping the display of the decoration identification information. The display mode of the specific operation display is common when the decoration identification information is stopped in the first special state and when the decoration identification information is stopped in the second special state (for example, the specific operation display (pattern stop action) is common when the non-reach deviation variation pattern in the probability variation state and the short-time state A and when the non-reach deviation variation pattern in the short-time state B, so as to enhance the production effect with the specific operation display, while making the mode of the specific operation display common between the probability variation state, the short-time state A and the short-time state B. Refer to FIGS. 11-51 to 11-54), and is characterized by this. According to this feature, while enhancing the production effect with the specific operation display, the development cost can be reduced by making the mode of the specific operation display common between the first special state and the second special state.
[0018] The gaming machine of Form 1-9 is a gaming machine described in any one of Forms 1-1 to 1-8, and is capable of performing synchronous variable display of 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-saving state B than in the case of a non-reach miss variable pattern in the probability variable state and the time-saving state A {t1 (ta6 to ta7)>t2 (tb3 to tb4)} part. See FIG. 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 perform variable display of decorative identification information (e.g., decorative patterns), The minimum period from when the decoration identification information is stopped and displayed in the variable display of 1 in the first special state until the variable display of the decoration identification information is started in the next variable display, and the minimum period from when the decoration identification information is stopped and displayed in the variable display of 1 in the second special state until the variable display of the decoration identification information is started in the next variable display are common (for example, the pattern determination period (ta7 to ta8), which is the minimum period from when the decoration pattern is stopped and displayed in the variable display of 1 in the probability change state and the time-saving state A until the variable display of the decoration pattern is started in the next variable display, and the pattern determination period (tb4 to tb5), which is the minimum period from when the decoration pattern is stopped and displayed in the variable display of 1 in the time-saving state B until the variable display of the decoration pattern is started in the next variable display, are common parts. See FIG. 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 rendering process until the decoration identification information is completely frozen and displayed.
[0020] The gaming machine of form 1-11 is a gaming machine according to any one of forms 1-1 to 1-10, The variable display pattern that the variable display pattern determination means can determine 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 the variable display pattern determination means can determine in the first special state when the variable display is not determined to be controlled to the advantageous state by the determination means are common (for example, when the variable display result is "miss", the miss variable pattern (e.g., "non-reach A") that the CPU 103 can determine 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) The gaming machine of type 2-1 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 a special state in which the 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 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 capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display 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., a probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, In the case of a variable display in which the determination means does not determine that the variable display is to be controlled to the advantageous state, 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, in the case of a variable display result being a "miss," the number of miss variable patterns (e.g., 2) that the CPU 103 can determine in the "time-shortened state B" in the case of 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 of a variable display in which the control to the advantageous state is not determined 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 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 "miss", the average time (e.g., about 2.2 seconds) of the variable display period of the miss variable pattern determined by the CPU 103 in the "time-shortening state B" is shorter than the average time (e.g., about 5.58 seconds) of the variable display period of the miss variable pattern determined in the "time-shortening state A" and is shorter than the average time (e.g., about 4.83 seconds) of the variable display period of the miss variable pattern determined in the "probable state". 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 consideration the fact that a long period of time has continued during which the variable display is not controlled to an advantageous state, the variable display for which it is not determined to be controlled to an advantageous state has a smaller variety of variable display patterns and a shorter average duration of the variable display period, thereby making it possible to provide a suitable second special state, since the variable display is consumed at a faster rate than in other states.
[0022] The gaming machine of aspect 2-2 is the gaming machine according to aspect 2-1, The variable display pattern that the variable display pattern determination means can determine 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 the variable display pattern determination means can determine in at least one of 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 loss variable pattern (e.g., non-reach, SP reach D) that the CPU 103 can determine in the time-saving state B and a loss variable display pattern (e.g., non-reach, SP reach D) that can be determined in at least one of the time-saving 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 aspect 2-3 is the gaming machine according to aspect 2-1 or aspect 2-2, The variable display pattern that the variable display pattern determination means can determine 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 the variable display pattern determination means can determine 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 loss variable pattern (e.g., non-reach, SP reach D) that the CPU 103 can determine in the time-saving state B and a loss variable display pattern (e.g., non-reach, SP reach D) that can be determined in both the time-saving 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.
[0024] The gaming machine of form 2-4 is a 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-saving 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-saving state A). It is characterized by the following. According to this feature, in the second special state, the average control period is shorter than in the third special state, thereby increasing the speed at which the variable display is consumed, thereby providing a preferable second special state, while in the first special state, the average control period 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 deviation variation patterns that the CPU 103 can determine in the time-shortening state B (e.g., 2) is smaller than the number of deviation variation patterns that can be determined in the time-shortening state A (e.g., 3), and the number of deviation variation patterns that can be determined in the time-shortening state A (e.g., 3) is smaller than the number of deviation variation patterns that can be determined in the probability variation state (e.g., 4)). It is characterized by the following. According to this feature, in the second special state, the number of determinable variable display patterns is reduced to prioritize consumption of the variable display, while in the third special state, the number of determinable variable display patterns is increased, thereby making the game more interesting.
[0026] (SG2020-071) A gaming machine according to aspect 1-12 is a gaming machine according to any one of aspects 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 a special state in which the 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 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 capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); Equipped with The special state includes 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, and 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, When the variable display determined by the determining means to control to the advantageous state is a variable display, the number of variable display patterns that the variable display pattern determining 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 fluctuation 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 fluctuation 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 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 through a predetermined number of variable displays, in consideration of the long period during which the variable display has not been controlled to an advantageous state, it is decided to control the variable display to an advantageous state, and since there are a small number of 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 ideal second special state can be provided.
[0027] The gaming machine of form 1-13 is a 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 for performing a variable display of identification information, and a post-performance part for notifying game value information capable of identifying the amount of game value to be awarded in the advantageous state after the end of the variable display part, The execution period of the variable display part in the first special state is different from the execution period of the variable display part in the second special state, The execution period of the post-performance part in the first special state and the execution period of the post-performance 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 change 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-performance part in the time-saving state A and the probability change state is common to the pattern determination time (15 seconds) of the post-performance part in the time-saving state B. See FIG. 11-61). It is characterized by the following. According to this feature, development costs can be reduced by standardizing the execution period of the post-effect in the variable display in which it has been decided to control the display to an advantageous state 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 perform variable display of identification information, The variable display determined by the determining means to be controlled to the advantageous state includes a variable display part for performing a variable display of identification information, and a post-performance part for notifying game value information capable of identifying the amount of game value to be awarded in the advantageous state after the end of the variable display part, a display means for executing a specific action display for causing the indicator to perform a specific action when the indicator is displayed in a stopped state 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; The execution period of the variable display part in the first special state is different from the 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-saving state A and the probability change state is different from the variable display time (25 seconds) of the variable display part of the time-saving state B, while the display time (ta3 to ta4) of the jackpot specific action display in the time-saving state A and the probability change state is common to the display time (ta3 to ta4) of the jackpot specific action display in the time-saving state B. See FIG. 11-61). It is characterized by the following. According to this feature, development costs can be reduced by standardizing the execution period of the specific action display in the variable display that has been determined to be controlled to an advantageous state 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 the variable display pattern determination means can determine 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 the variable display pattern determination means can determine 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", a miss variable pattern (e.g., "SP reach D") that the CPU 103 can determine in the "time-shortened state B" and a miss variable pattern (e.g., "SP reach D") that can be determined in 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.
[0030] (SG2020-072) The 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 a special state in which the 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 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 capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display 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., a probability-changing 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 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 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 through a predetermined number of variable displays, in consideration of the long period during which the variable display has not been controlled to an advantageous state, it is decided to control the variable display to an advantageous state, and since there are a small number of 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 ideal second special state can be provided.
[0031] The gaming machine of aspect 2-7 is a gaming machine according to any one of aspects 2-1 to 2-6, The variable display pattern that the variable display pattern determination means can determine 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 the variable display pattern determination means can determine in at least one of the first special state and the third special state when the variable display is determined to be controlled to the advantageous state by the determination means are common (for example, a jackpot variable pattern (e.g., SP reach D) that the CPU 103 can determine in the time-shortening state B is common to a jackpot variable display pattern (e.g., SP reach D) that the CPU 103 can determine in at least one of the time-shortening state A and the probability variable state (e.g., 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 aspect 2-8 is a gaming machine according to any one of aspects 2-1 to 2-7, At least a part of the variable display pattern that the variable display pattern determination means can determine 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 the variable display pattern determination means can determine in both the first special state and the third special state when the variable display is determined to be controlled to the advantageous state by the determination means are common (for example, a jackpot variable display pattern that the CPU 103 can determine in the time-shortening state B (e.g., not via SP) and a jackpot variable display pattern that can be determined in both the time-shortening state A and the probability variable state (e.g., 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 aspect 2-9 is a gaming machine according to any one of aspects 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-saving 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-saving state A); It is characterized by the following. According to this feature, in the second special state, the average control period is shorter than in the third special state, thereby increasing the speed at which the variable display is consumed, thereby providing a preferable second special state, while in the first special state, the average control period is longer, thereby increasing the interest in the game.
[0034] The gaming machine of aspect 2-10 is a gaming machine according to any one of aspects 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-saving state B (e.g., 1) is less than the number of jackpot fluctuation patterns that can be determined in the time-saving state A (e.g., 2), and the number of jackpot fluctuation patterns that can be determined in the time-saving state A (e.g., 2) is less than the number of jackpot fluctuation patterns that can be determined in the probability variable state (e.g., 3)). It is characterized by the following. According to this feature, in the second special state, the number of determinable variable display patterns is reduced to prioritize consumption of the variable display, while in the third special state, the number of determinable variable display patterns is increased, thereby making it possible to enhance the interest of 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., the entry of a gaming ball into a start winning hole), A state control means capable of controlling the non-special state and a special state in which the 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 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 of 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 a plurality of types of variable display patterns based on the variable display result in the variable display 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-saving 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-saving state B) that is controlled on the condition that a predetermined number of times (e.g., 900 times) of variable display of special identification information has been executed, 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 where the variable display of the special identification information is not determined to be controlled to the advantageous state by the determination means in the second special state is higher than the rate at which the second non-specific variable display pattern is determined in the case where the variable display of the special identification information is not determined to be controlled to the advantageous state by the determination means in the first special state (for example, the rate at which the "non-reach miss variable pattern" is determined by the CPU 103 when the variable display result is "miss" in the "time-shortened state B" (for example, 97%) is higher than the rate at which the "non-reach miss variable pattern" is determined by the CPU 103 when the variable display result is "miss" in the "time-shortened state A" (for example, 95%), and is higher than the rate at which the "non-reach miss variable pattern" is determined by the CPU 103 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 through a predetermined number of variable displays, taking into consideration the long period during which the state is not controlled to an advantageous state, in the variable display for which it is not decided to control the state to an advantageous state, the manner of the variable display is set to a specific manner, thereby making it possible to provide a suitable second special state, since the state is less likely to be unnecessarily stirred up.
[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 perform variable display of decorative identification information (e.g., decorative patterns), The period from when the variable display of the decoration identifying information starts to when it is stopped in the second non-specific variable display pattern is shorter than the period from when the variable display of the decoration identifying information starts to when the variable display mode 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 pattern starts to when the variable display mode becomes the reach mode in the super reach miss variable pattern. See FIG. 11-62). It is characterized by the following. According to this feature, since the variable display ends in a period shorter than the period until the variable display mode becomes the specific mode, 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 perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); 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 multiple columns is started to when it is stopped is shorter than the period from when the variable display of the decorative identification information of the predetermined column is started 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 is started 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 is started to when it is stopped in the super reach miss variable pattern. See FIG. 11-62). It is characterized by the following. According to this feature, the variable display of the decoration identification information of 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 the variable display pattern determination means can determine in the second special state is common to the second non-specific variable display pattern that the variable display pattern determination means can determine in the first special state (for example, a non-reach miss variable pattern (e.g., non-reach) that the CPU 103 can determine in the time-saving state B and a non-reach miss variable pattern (e.g., non-reach) that the CPU 103 can determine in at least one of the time-saving state A and the probability variable state are common). 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., the entry of a gaming ball into a start winning hole), A state control means capable of controlling the non-special state and a special state in which the 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 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 of 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 a plurality of types of variable display patterns based on the variable display result in the variable display 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., a probability-changing 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 to be controlled to the advantageous state by the determination means 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 to be controlled to the advantageous state by the determination means 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 to be controlled to the advantageous state by the determination means in the third special state (for example, the rate at which the "non-reach miss variable pattern" is determined by the CPU 103 when the variable display result is "miss" in the "time-shortening state B" (for example, 97%) is higher than the rate at which the "non-reach miss variable pattern" is determined by the CPU 103 when the variable display result is "miss" in the "time-shortening state A" (for example, 95%), and is higher than the rate at which the "non-reach miss variable pattern" is determined by the CPU 103 when the variable display result is "miss" in the "probable change state" (for example, 95%). 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 consideration the long period during which the state is not controlled to an advantageous state, in the variable display for which it is not decided to control the state to an advantageous state, the manner of the variable display is set to a specific manner, thereby making it possible to provide a suitable second special state, since the state is less likely to be unnecessarily stirred up.
[0040] The gaming machine of form 2-12 is a 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, the non-reach deviation variation pattern (for example, non-reach) that can be determined by the CPU 103 in the short-time state B and the non-reach deviation variation pattern (for example, non-reach) that can be determined in at least one of the short-time state A and the probability variation state are common parts). It is characterized by this. According to this feature, by not setting the second non-specific variable display pattern that can be determined only in the second special state, the development cost can be reduced and the program capacity can be reduced.
[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, the non-reach deviation variation pattern (for example, non-reach) that can be determined by the CPU 103 in the short-time state B and the non-reach deviation variation pattern (for example, non-reach) that can be determined in both the short-time state A and the probability variation state are common parts). It is characterized by this. According to this feature, by not setting the second non-specific variable display pattern that can be determined only in the second special state, the development cost can be reduced and the program capacity can be reduced.
[0042] (SG2020-075) The gaming machine of Form 1-20 is a gaming machine according to any one of Forms 1-1 to 1-19, It is a gaming machine (for example, pachinko gaming machine 1) that can perform variable display of special identification information based on the establishment of a start condition (for example, winning of a game ball into the start winning opening) and can be controlled to an advantageous state (for example, jackpot gaming state, etc.) advantageous to the player. A state control means capable of controlling the non-special state and a special state in which the 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 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 of 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 a plurality of types of variable display patterns based on the variable display result in the variable display 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-saving 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-saving state B) that is controlled on the condition that a predetermined number of times (e.g., 900 times) of variable display of special identification information has been executed, 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 state of the variable display of the decorative identification information becomes a specific state, 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 state of the variable display of the decorative identification information becoming a specific state, The rate at which the second specific variable display pattern is determined in the second special state when the special identification information determined by the determination means to be controlled to the advantageous state is a variable display is higher than the rate at which the second specific variable display pattern is determined in the first special state when the special identification information determined by the determination means to be controlled to the advantageous state is a variable display (for example, the rate at which the "SP reach D jackpot fluctuation pattern (instant hit performance or full rotation performance)" that does not go through the reach state in the time-saving state B is determined (for example, 90%) is higher than the rate at which the "SP non-via A jackpot fluctuation pattern" that does not go through the reach state in the time-saving state A is determined (for example, 5%), and is higher than the rate at which the "SP non-via A jackpot fluctuation pattern" that does not go through the 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 through a predetermined number of variable displays, in consideration of the fact that a long period has continued during which the variable display has not been controlled to an advantageous state, in the variable display for which it has been decided to control the variable display to an advantageous state, the variable display mode is set to a specific mode, so that the variable display is controlled to an advantageous state without being unnecessarily provoked, thereby providing an advantageous 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 perform variable display of decorative identification information (e.g., decorative patterns), a display means capable of executing a first specific action display for causing the decoration identifying information to perform a specific action when the variable display mode becomes a specific mode, and a second specific action display (e.g., a pattern stop action display) for causing the decoration identifying information to perform a specific action when the decoration identifying information is stopped and displayed; In the first specific variable display pattern, the first specific action display and the second specific action display are executed by the display means, but in the second specific variable display pattern, the first specific action display is not executed by the display means, but the second specific action display is executed (for example, in the variation pattern of SP reach E which goes through a 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 a reach, the reach specific action display is not executed and the jackpot specific action display is executed. See FIG. 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 provoked, 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 the variable display pattern determination means can determine in the second special state is common to the second specific variable display pattern that the variable display pattern determination means can determine in the first special state (for example, a non-reach miss variable pattern (e.g., non-reach) that the CPU 103 can determine in the time-saving state B and a non-reach miss variable pattern (e.g., non-reach) that the CPU 103 can determine in at least one of the time-saving state A and the probability variable state are common). It is characterized by the following. According to this feature, by not setting the 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., the entry of a gaming ball into a start winning hole), A state control means capable of controlling the non-special state and a special state in which the 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 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 of 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 a plurality of types of variable display patterns based on the variable display result in the variable display 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 times (e.g., 900 times) of variable display of special identification information has been executed, and a third special state (e.g., a guaranteed bonus state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, When the variable display pattern determining means determines that it is a variable display of special identification information determined to be controlled to the advantageous state by the determining means, a first specific variable display pattern (for example, "SP reach A to C, E jackpot", etc.) that displays the display result of the variable display of the special identification information after the mode of the variable display of the decoration identification information becomes a specific mode, and a second specific variable display pattern (for example, "SP reach D (instant win or full rotation)", "SP non-pass A", etc.) that displays the display result of the variable display of the special identification information without the mode of the variable display of the decoration identification information becoming a specific mode can be determined. When it is a variable display of special identification information determined to be controlled to the advantageous state by the determining means in the second special state, the ratio at which the second specific variable display pattern is determined is higher than the ratio at which the second specific variable display pattern is determined when it is a variable display of special identification information determined to be controlled to the advantageous state by the determining means in the first special state, and is also higher than the ratio at which the second specific variable display pattern is determined when it is a variable display determined to be controlled to the advantageous state by the determining means in the third special state (for example, the ratio (for example, 90%) at which "SP reach D jackpot variation pattern (instant win effect or full rotation effect) without passing through the reach mode" is determined in the short-time state B is higher than the ratio (for example, 5%) at which "SP non-pass A jackpot variation pattern" without passing through the reach mode is determined in the short-time state A, and is also higher than the ratio (for example, 5%) at which "SP non-pass A jackpot variation pattern" without passing through the reach mode is determined in the certain-variation state. Refer to FIG. 11-69). It is characterized by this. According to this feature, in the second special state controlled through a predetermined number of variable displays, considering that the period in which it is not controlled to the advantageous state continues for a long time, in the variable display determined to be controlled to the advantageous state, by making the mode of the variable display a specific mode, it can be controlled to the advantageous state without being unnecessarily incited, so a suitable second special state can be provided.
[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 the variable display pattern determination means can determine in the second special state is common to the second specific variable display pattern that the variable display pattern determination means can determine in at least one of the first special state and the third special state (for example, a non-reach jackpot fluctuation pattern (e.g., not via SP) that the CPU 103 can determine in the time-saving state B is common to a non-reach jackpot fluctuation pattern (e.g., not via SP) that the CPU 103 can determine in at least one of the time-saving state A and the probability variable state), It is characterized by the following. According to this feature, by not setting the 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 is common to the second specific variable display pattern that can be determined in both the first special state and the third special state (for example, a non-reach big win variable pattern (e.g., not via SP) that the CPU 103 can determine in the time-saving state B and a non-reach miss variable pattern (e.g., not via SP) that can be determined in both the time-saving state A and the probability variable state are common). It is characterized by the following. According to this feature, by not setting the 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., 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 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 hole) 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 hole), 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 pattern (particularly the second special pattern), the probability variable state, and the time-saving state B); A first reserved storage means capable of storing information related to the variable display of the first 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 second reserved storage means capable of storing information related to the variable display of the second 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); A variable display pattern determination means capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display 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-saving 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-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, the variable display pattern determination means is capable of determining a predetermined variable display pattern (e.g., "non-reach") for a predetermined variable display period capable of storing a reserved memory in the second reserved storage means when a reserved memory is not stored in the second reserved storage means in the first special state and the second special state and when a variable display is not determined by the determination means to be controlled to the advantageous state, The performance execution means is capable of executing the suggestive performance 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 performance 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 reserved memory number is 0 in the "time-saving state A", and when the variable display is executed in a miss variable pattern determined when the reserved memory number is 0 in the "probable change state", a suggestive performance such as "movable object notice" or "character notice" is executed in the variable display, while when the variable display is executed in a miss variable pattern determined when the reserved memory number is 0 in the "time-saving state B", a part that does not execute a suggestive performance such as "movable object notice" or "character notice" in the variable display. 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 consideration the fact that a long period of time has continued during which the state is not controlled to be advantageous, the variable display of the predetermined variable display pattern does not unnecessarily induce excitement through suggestive effects, and therefore a favorable second special state can be provided.
[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 in which it is not determined by the determination means that it should be controlled to the advantageous state, the suggestive performance is not executed by the performance execution means, and if the variable display is one in which it is determined by the determination means that it should be controlled to the advantageous state, the suggestive performance is executed by the performance execution means (for example, in the time-saving state B, if it is a miss fluctuation pattern, the "movable object forecast" or "character forecast" may not be executed, and if it is a jackpot fluctuation pattern, the "movable object forecast" or "character forecast" may be executed). It is characterized by the following. According to this feature, interest can be heightened 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 perform variable display of decorative identification information (e.g., decorative patterns), the variable display pattern determination means includes a variable display pattern that displays a display result of the variable display after a state of the variable display of the decoration identification information becomes a specific state, The suggestive performance includes a provocative performance that suggests whether or not the state of the variable display will be a specific state (for example, the suggestive performance 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 performance that suggests whether or not the state of the variable display will be a reach state (whether or not a reach will be established)), It is characterized by the following. According to this feature, interest can be heightened 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 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, based on the determination result of the determination means (for example, a portion capable of executing a plurality of types of suggestive effects including a first suggestive effect (for example, a line A or a vibration (small)) and a second suggestive effect (for example, a line B or a vibration (large)) which has a higher probability of being controlled to the jackpot game state than when the first suggestive effect is executed, based on the variable display result); It is characterized by the following. According to this feature, interest can be heightened 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., 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 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 hole) 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 hole), 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 pattern (particularly the second special pattern), the probability variable state, and the time-saving state B); A first reserved storage means capable of storing information related to the variable display of the first 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 second reserved storage means capable of storing information related to the variable display of the second 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); A variable display pattern determination means capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display 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., a probability-changing 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 (e.g., "non-reach") for a predetermined variable display period capable of storing a reserved memory in the second reserved storage means when a reserved memory is not stored in the second reserved storage means in the first special state, the second special state, and the third special state, and when a variable display is not determined by the determination means to be controlled to the advantageous state, The performance execution means is capable of executing the suggestive performance 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 performance 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 reserved memory number is 0 in the "time-saving state A", and when the variable display is executed in a miss variable pattern determined when the reserved memory number is 0 in the "probable change state", a suggestive performance such as "movable object notice" or "character notice" is executed in the variable display, while when the variable display is executed in a miss variable pattern determined when the reserved memory number is 0 in the "time-saving state B", a part that does not execute a suggestive performance such as "movable object notice" or "character notice" in the variable display. 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 consideration the fact that a long period of time has continued during which the state is not controlled to be advantageous, the variable display of the predetermined variable display pattern does not unnecessarily induce excitement through suggestive effects, and therefore a favorable second special state can be provided.
[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., a decorative pattern) 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 a special state in which the 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 reserved memory means capable of storing information related to the variable display of the identification information as reserved memory (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., a CPU 103) capable of transmitting information related to a game (e.g., a performance control command); 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-saving 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-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) 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", "symbol chance notice", "effect display notice"); The number of pre-reading notice performance patterns that the performance execution means can determine in the second special state when the variable display is not determined to be controlled to the advantageous state by the determination means is less 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 the "time-saving 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 the "time-saving 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 the "probable change 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-saving 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-saving 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 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 consideration the long period during which the state was not controlled to an advantageous state, in the variable displays for which it is not decided to control the state to an advantageous state, the number of pre-reading preview performance patterns is small, thereby reducing development costs, and since there is less chance of being unnecessarily swayed by the pre-reading preview performance, 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 look-ahead 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 look-ahead notice performance pattern and a second look-ahead notice performance pattern that has a higher probability of being controlled to the advantageous state than when the first look-ahead 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 is a first pre-reading notice performance pattern (for example, the "blue" pattern of "hold change notice", "pattern chance eye notice", and "effect display notice"), and a second pre-reading notice performance pattern (for example, the "red" pattern of "hold change notice", "pattern chance eye notice", and "effect display notice") that has a higher rate of being controlled to the advantageous state 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, since the second special state is less likely to be unnecessarily stirred up by the first pre-reading preview performance, it is possible to provide a preferable second special state.
[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 look-ahead 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 look-ahead notice performance pattern and a second look-ahead notice performance pattern that has a higher probability of being controlled to the advantageous state than when the first look-ahead 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-saving state A, the time-saving state B, and the probability variable state, there is a first pre-reading notice performance pattern (for example, the "blue" pattern of "hold change notice", "pattern chance eye notice", and "effect display notice"), and a second pre-reading notice performance pattern (for example, the "red" pattern of "hold change notice", "pattern chance eye notice", and "effect display notice") that has a higher rate of being 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-saving 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-saving 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, since the second pre-reading preview performance is likely to be executed in the second special state, it is possible to provide a preferable second special state.
[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-saving state A and the probability change state and the pre-reading notice performance pattern that can be executed by the performance control CPU 120 in the time-saving 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., a decorative pattern) 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 a special state in which the 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 reserved memory means capable of storing information related to the variable display of the identification information as reserved memory (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., a CPU 103) capable of transmitting information related to a game (e.g., a performance control command); 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., a probability-changing 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", "symbol chance notice", "effect display notice"); In the case of a variable display in which the determination means has not determined that the 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 the "time-saving 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 the "time-saving 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 the "probable change state" (for example, 4)). The rate at which the pre-reading notice performance is executed in the case of a variable display in which the determination means does not determine that the control to the advantageous state is performed in the second special state is lower than the rate at which the pre-reading notice performance is executed in the case of a variable display in which the determination means does not determine that the control to the advantageous state is performed in the first special state, and is also lower than the rate at which the pre-reading notice performance is executed in the case of a variable display in which the determination means does not determine that the control to the advantageous state is performed in the third special state (for example, the execution rate of the pre-reading notice when the variable display result is a miss in the "time-saving 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-saving state A" (for example, 30%), and is 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 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 consideration the long period during which the state was not controlled to an advantageous state, in the variable displays for which it is not decided to control the state to an advantageous state, the number of pre-reading preview performance patterns is small, thereby reducing development costs, and since there is less chance of being unnecessarily swayed by the pre-reading preview performance, a suitable second special state can be provided.
[0058] The gaming machine of aspect 2-19 is a gaming machine according to any one of aspects 2-1 to 2-18, The look-ahead notice performance pattern that the performance execution means can determine in the second special state is common to the look-ahead notice performance pattern that the performance execution means can determine in at least one of the first special state and the third special state (for example, the look-ahead notice performance pattern that the performance control CPU 120 can determine in the time-saving state B is common to the look-ahead notice performance pattern that the performance control CPU 120 can determine in at least one of the time-saving state A and the probability change state (for example, the "pattern chance eye notice") 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 aspect 2-20 is a gaming machine according to any one of aspects 2-1 to 2-19, The look-ahead notice performance pattern that the performance execution means can determine in the second special state is common to the look-ahead notice performance pattern that the performance execution means can determine in both the first special state and the third special state (for example, the look-ahead notice performance pattern that the performance control CPU 120 can determine in the time-saving state B is common to the look-ahead notice performance pattern that the performance control CPU 120 can determine in both the time-saving state A and the probability change state (for example, the "pattern chance eye notice") part), It is characterized by the following. According to this feature, by not setting the 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 aspect 2-21 is a gaming machine according to any one of aspects 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-saving 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-saving state A" (for example, 3), and 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 "probable change state" (for example, 4)). It is characterized by the following. According to this feature, in the second special state, the number of possible pre-reading preview performance patterns that can be determined is reduced, prioritizing the consumption of the variable display, while in the third special state, the number of possible pre-reading preview performance patterns that can be determined is increased, thereby increasing 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 a special state in which the 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 motion detection means (e.g., a performance control CPU 120, a push sensor 35B) capable of detecting a motion of a player; A performance execution means capable of executing a performance including an action promotion performance for encouraging a player to take an action (for example, a part in which the performance control CPU 120 can execute a "button notice"); Equipped with The special state includes 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, and 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, 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 (for example, the execution rate of the button notice per one variable display in the "time-saving state B" (for example, 10% for a jackpot and 5% for a miss) is lower than the execution rate of the button notice per one variable display in the "time-saving state A" (for example, 80% for a jackpot and 20% for a miss), and is lower than the execution rate of the button notice per one variable display in the "probability change state" (for example, 80% for a jackpot and 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, taking into consideration the long period during which the player was not controlled to an advantageous state, the number of times that the player is prompted to take an action in one variable display is reduced, thereby providing an optimal second special state.
[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 percentage of the action promotion effect being 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 percentage of the action promotion effect being 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-saving state B, the percentage of the effect control CPU 120 executing a "button notice" when the variable display result is a jackpot (for example, 10%) is higher than the percentage of the effect control CPU 120 executing 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 performance 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 pattern executable by the performance execution means includes a first action promotion performance pattern and a second action promotion performance pattern in which the rate of being controlled to the advantageous state is higher 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 the presentation pattern of the "button notice", there are a "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 "hit" pattern is executed, and the rate at which the "hit" pattern is executed in the time-saving state B (for example, 10%) is lower than the rate at which the "hit" or "long press" pattern is executed in the time-saving state A or the probability variable state (for example, 40%), but the rate at which the "hit" pattern is executed in the time-saving state B may be higher than the rate at which the "hit" or "long press" pattern is executed in the time-saving state A or the probability variable state). It is characterized by the following. According to this feature, when the action-promoting performance is executed in the second special state, the second action-promoting performance pattern is often adopted, 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 change 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 can be made 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 performance execution means is capable of executing a motion promotion preparation performance before executing the motion promotion performance, The period during which the action promotion preparation effect is executed in the first special state and the period during which the action promotion 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 promotion preparation effect (for example, although not shown in particular, an effect in which the push button 31B to be operated is faded in or an effect display is displayed before the operation effective period starts) before executing the “button notice”, it is preferable that the period during which the action promotion preparation effect is executed in the time-saving state A or the probability variable state and the period during which the action promotion preparation effect is executed in the time-saving state B are common). It is characterized by the following. According to this feature, by making the execution period of the action promotion preparation performance common to the first special state and the second special state, development costs can be reduced and the execution of the action promotion performance can be appropriately notified.
[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 a special state in which the 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 motion detection means (e.g., a performance control CPU 120, a push sensor 35B) capable of detecting a motion of a player; A performance execution means capable of executing a performance including an action promotion performance for encouraging a player to take an action (for example, a part in which 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., a probability-changing 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-saving state B" (for example, 10% for a jackpot and 5% for a miss) is lower than the execution rate of the button notice per one variable display in the "time-saving state A" (for example, 80% for a jackpot and 20% for a miss), and is also lower than the execution rate of the button notice per one variable display in the "probability change state" (for example, 80% for a jackpot and 30% for a miss. 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 consideration the long period during which the player was not controlled to an advantageous state, the number of times that the player is prompted to take an action in one variable display is reduced, thereby providing an optimal second special state.
[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 a special state in which the 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 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 motion detection means (e.g., a performance control CPU 120, a push sensor 35B) capable of detecting a motion of a player; A performance execution means capable of executing a performance including a performance to encourage a player to perform a motion and a specific performance to notify the player that the game is controlled to the advantageous state (for example, a portion 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-saving 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-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, As the performance execution patterns of the action promotion performance and the specific performance that can be executed by the performance execution means in one variable display, there are a first performance execution pattern (e.g., "patterns A-2 and A-3") in which the specific performance is executed after the action promotion performance is executed, and a second performance execution pattern (e.g., "pattern A-1") in which the specific performance is executed without executing the action promotion performance, The rate at which the second performance 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 performance 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 performance" in which a "movable body performance" is executed without executing a "hit or miss button performance" in the SP reach D jackpot fluctuation pattern in the time-saving state B (for example, 90%) is higher than the rate at which an "instant hit performance" in which a "movable body performance" is executed without executing a "hit or miss button performance" in the SP reach D jackpot fluctuation pattern in the time-saving state A (for example, 0%), and is higher than the rate at which an "instant hit performance" or "full rotation performance" in which a "movable body performance" is executed without executing a "hit or miss button performance" in the SP reach D jackpot fluctuation pattern in the probability change state (for example, 0%). 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, taking into consideration the long period during which control has not been made to the advantageous state, the player is less urged to take action when notified that a decision has been made to control to the advantageous state, thereby providing an optimal second special state.
[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 a special state in which the 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 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 motion detection means (e.g., a performance control CPU 120, a push sensor 35B) capable of detecting a motion of a player; A performance execution means capable of executing a performance including a performance for encouraging a player to perform a performance and a specific performance for informing the player that the player 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., a probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, As the performance execution patterns of the action promotion performance and the specific performance that can be executed by the performance execution means in one variable display, there are a first performance execution pattern (e.g., "patterns A-2 and A-3") in which the specific performance is executed after the action promotion performance is executed, and a second performance execution pattern (e.g., "pattern A-1") in which the specific performance is executed without executing the action promotion performance, The rate at which the second performance 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 performance 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 performance 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 "immediate hit performance" in which the "movable body performance" is executed without executing the "hit or miss button performance" in the SP reach D jackpot fluctuation pattern in the time-saving state B is higher than the rate (e.g., 0%) of the "movable body performance" in the SP reach D jackpot fluctuation pattern in the time-saving state A, and is higher than the rate (e.g., 0%) of the "movable body performance" in the SP reach D jackpot fluctuation pattern in the probability change state without executing the "hit or miss button performance". 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, taking into consideration the long period during which control has not been made to the advantageous state, the player is less urged to take action when notified that a decision has been made to control to the advantageous state, thereby providing an optimal second special state.
[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 a special state in which the 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 motion detection means (e.g., a performance control CPU 120, a push sensor 35B) capable of detecting a motion of a player; A performance execution means capable of executing a performance including an action promotion performance for encouraging a player to take an action (for example, a part in which the performance control CPU 120 can execute a "button notice"); Equipped with The special state includes 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, and 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, The types of the action promotion effect that can be executed by the effect execution means include a first action promotion effect that prompts the player to perform a single action (e.g., an action promotion display for a “one-hit” action), and a second action promotion effect that prompts the player to perform an action over a predetermined action period (e.g., an action promotion display for a “continuous hit” or “long press” action), The effect execution means is capable of executing both the first action promotion effect and the second action promotion effect in the first special state, and is capable of executing the first action promotion effect in the second special state, but does not execute the second action promotion effect (for example, the effect control CPU 120 is capable of determining the execution of both the "one-hit pattern" and the "continuous hitting pattern, long press pattern" in the "probable change state" and the "time-saving state A", and is capable of determining the "one-hit pattern" in the "time-saving state B", but does not determine the execution of the "continuous hitting 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 player was not controlled to an advantageous state, the player is less prompted to perform troublesome actions such as operating over a predetermined operating period, thereby providing an optimal 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 a special state in which the 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 motion detection means (e.g., a performance control CPU 120, a push sensor 35B) capable of detecting a motion of a player; A performance execution means capable of executing a performance including an action promotion performance for encouraging a player to take an action (for example, a part in which 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., a probability-changing 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 promotion effect that can be executed by the effect execution means include a first action promotion effect that prompts the player to perform a single action (e.g., an action promotion display for a “one-hit” action), and a second action promotion effect that prompts the player to perform an action over a predetermined action period (e.g., an action promotion display for a “continuous hit” or “long press” action), The effect execution means is capable of executing both the first action promotion effect and the second action promotion effect in the first special state and the third special state, and is capable of executing the first action promotion effect in the second special state but does not execute the second action promotion effect (for example, the effect control CPU 120 is capable of determining the execution of both the "one-hit pattern" and the "continuous hitting pattern, long press pattern" in the "probable change state" and the "time-saving state A", and is capable of determining the "one-hit pattern" in the "time-saving state B", but does not determine the execution of the "continuous hitting 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 player was not controlled to an advantageous state, the player is less prompted to perform troublesome actions such as operating over a predetermined operating period, thereby providing an optimal 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 a special state in which the 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 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 portion 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-saving 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-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) 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 is more likely to be 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 performance per one variable display in the second special state is lower than the execution rate of the suggestive performance per one variable display in the first special state (for example, the execution rate of the "movable object notice" per one variable display in the "time-saving state B" (for example, 0% jackpot, 0% miss) is lower than the execution rate of the "movable object notice" per one variable display in the "time-saving state A" (for example, 90% jackpot, 30% miss), and is lower than the execution rate of the "movable object notice" per one variable display in the "probable 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 the advantageous state is suggested is reduced, taking into account the long period during which control to the advantageous state has not continued, thereby providing an optimal 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 performance is executed in the second special state when the variable display is determined to be controlled to the advantageous state by the determination means is higher than the rate at which the suggestive performance is executed in the first special state when the variable display is determined to be controlled to the advantageous state by the determination means (for example, the rate at which a "movable object notice" is executed in the time-saving state B when the variable display result is a jackpot (e.g., 0%) is lower than the rate at which a "movable object notice" is executed in the time-saving state A or the probability variable state when the variable display result is a jackpot (e.g., 90%), but the rate at which a "movable object notice" 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 "movable object notice" 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 to the suggestive performance 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 performance is executed in the second special state when the variable display is determined to be controlled to the advantageous state by the determination means is higher than the rate at which the first suggestive performance is executed in the first special state when the variable display is determined to be controlled to the advantageous state by the determination means (for example, the rate at which the “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 the “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 the “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 the “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 to the suggestive performance 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 a special state in which the 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 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 portion 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., a probability-changing 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 is more likely to be 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 performance per one variable display in the second special state is lower than the execution rate of the suggestive performance per one variable display in the first special state and is also lower than the execution rate of the suggestive performance per one variable display in the third special state (for example, the execution rate of the "movable object notice" per one variable display in the "time-saving state B" (e.g., 0% jackpot, 0% miss) is lower than the execution rate of the "movable object notice" per one variable display in the "time-saving state A" (e.g., 90% jackpot, 30% miss), and is lower than the execution rate of the "movable object notice" per one variable display in the "probable change state" (e.g., 90% jackpot, 40% miss). 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, the number of times that control to the advantageous state is suggested is reduced, taking into account the long period during which control to the advantageous state has not continued, thereby providing an optimal 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., the entry of a gaming ball into a start winning hole), A state control means capable of controlling the non-special state and a special state in which the 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 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 for provoking whether or not the variable display mode of the decoration identification information is to be a specific mode (for example, a portion in which the performance control CPU 120 can execute a "character announcement" or a "reach announcement"); Equipped with The special state includes 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, and 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, The execution rate of the teasing performance per one variable display in the second special state is lower than the execution rate of the teasing performance per one variable display in the first special state (for example, the execution rate of the "character notice" per one variable display in the "time-saving state B" (for example, 10% for big wins, 5% for misses) is lower than the execution rate of the "character notice" per one variable display in the "time-saving state A" (for example, 80% for big wins, 20% for misses), and is lower than the execution rate of the "character notice" per one variable display in the "probability change state" (for example, 80% for big wins, 30% for misses). Also, the execution rate of the "reach notice" per one variable display in the "time-saving state B" (for example, 20%) is lower than the execution rate of the "reach notice" per one variable display in the "time-saving state A" (for example, 40%), and is lower than the execution rate of the "reach notice" per one variable display in the "probability change state" (for example, 50%). 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 be advantageous, the number of times that the question of whether or not to display a specific display is prompted is reduced, making it possible to provide an optimal 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., the entry of a gaming ball into a start winning hole), A state control means capable of controlling the non-special state and a special state in which the 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 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 for provoking whether or not the variable display mode of the decoration identification information is to be a specific mode (for example, a portion in which the performance control CPU 120 can execute a "character announcement" or a "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., a probability-changing 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 teasing performance per one variable display in the second special state is lower than the execution rate of the teasing performance per one variable display in the first special state and is also lower than the execution rate of the teasing performance per one variable display in the third special state (for example, the execution rate of the "character announcement" per one variable display in the "time-saving 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-saving 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 variable display in the "probable change state" (e.g., 80% for big wins, 30% for misses). Also, the execution rate of the "reach announcement" per variable display in the "time-saving state B" (e.g., 20%) is lower than the execution rate of the "reach announcement" per variable display in the "time-saving state A" (e.g., 40%), and is also lower than the execution rate of the "reach announcement" per variable display in the "probable change state" (e.g., 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, taking into account the long period during which the state was not controlled to be advantageous, the number of times that the question of whether or not to display a specific display is prompted is reduced, making it possible to provide an optimal 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 a special state in which the 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 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 the user that the movable body is controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute a "movable body notice" and a "movable body performance"); Equipped with The special state includes 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, and 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, As 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, there are 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 performance 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 performance 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 the “Time-saving state B” is higher than the execution rate (e.g., 10%) of “Pattern A-1” when the variable display result is a miss in the “Time-saving state A”, and is higher than the execution rate (e.g., 20%) of “Pattern A-1” when the variable display result is a miss 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 through variable display for a predetermined number of times, when it is determined to control to the advantageous state considering that the period not controlled to the advantageous state continued for a long time, since the movable body is rarely operated mischievously even before the specific effect, a suitable second special state can be provided.
[0078] The gaming machine of Form 1-43 is a gaming machine described in any of Forms 1-1 to 1-42, the control data used for controlling the movable body in the movable body effect when it is determined by the determination means to control to the advantageous state in the first special state, and the control data used for controlling the movable body in the movable body effect 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 for controlling the operation of the movable body 32 or the push button 31B in the "movable body effect" in the case of a big win in the time shortening state A or the probability variation state (for example, control data corresponding to extended commands such as D100, S200, etc.) and the control data used for controlling the operation of the movable body 32 or the push button 31B in the "movable body effect" in the case of a big win in the time shortening state B (for example, control data corresponding to extended commands such as D100, S200, etc.) are common), which is characterized by this. According to this feature, by making the control data used for controlling the movable body common between the first special state and the second special state, the development cost can be reduced.
[0079] The gaming machine of Form 1-44 is a gaming machine described in any of Forms 1-1 to 1-43, and includes light-emitting means capable of emitting light, The control data used to control the light emitting means for emitting 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 the movable body to the advantageous state in the first special state, and the control data used to control the light emitting means for emitting 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 the movable body 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 the 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 change 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 capable of 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 change state (see the movable body performance image 069SG456 in FIG. 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 the movable body performance image 069SG456 in FIG. 11-59 (D1)) are common parts), It is characterized by the following. According to this feature, by standardizing the effect images displayed in conjunction with the movable object performance in the first special state and the second special state, development costs can be reduced.
[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 is provided, 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 making the vibration modes executed in conjunction with the movable body presentation in the first special state and the second special state common, the development cost can be reduced.
[0082] The gaming machine of Form 1-47 is a gaming machine described in any one of Forms 1-1 to 1-46, When it is determined by the determination means to control to the advantageous state in the first special state, the ratio at which the first presentation execution pattern is executed is higher than the ratio at which the first presentation 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, when the variable display result is a big win in the time shortening state A or the probability variable state, the ratio (for example, 80 to 90%) at which "Pattern A-2, A-3 (first presentation execution pattern)" is executed is higher than the ratio (for example, 10%) at which "Pattern A-2, A-3 (first presentation execution pattern)" is executed when the variable display result is a big win in the time shortening state B), It is characterized by this. According to this feature, in the first special state, it is possible to improve the interest by attracting attention to whether or not the movable body operates.
[0083] The gaming machine of Form 1-48 is a gaming machine described in any one of Forms 1-1 to 1-47, The execution frequency of the movable body presentation in the second special state is lower than the execution frequency of the movable body presentation in the first special state (for example, the execution frequency (for example, about 10%) of the "movable body presentation" in the time shortening state B is lower than the execution frequency (for example, 80 to 90%) of the "movable body presentation" in the time shortening state A or the probability variable state), It is characterized by this. According to this feature, in the second special state, the movable body is rarely operated mischievously, so a suitable second special state can be provided.
[0084] (SG2020-092) The gaming machine of Form 2-27 is a gaming machine described in 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 a special state in which the 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 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 the user that the movable body is controlled to the advantageous state (for example, a part in which the performance control CPU 120 can execute a "movable body notice" and a "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., a probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, As 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, there are 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 performance 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 performance 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 performance 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 the “Time-saving state B” is higher than the execution rate (e.g., 10%) of “Pattern A-1” when the variable display result is a miss in the “Time-saving state A”, and is higher than the execution rate (e.g., 20%) of “Pattern A-1” when the variable display result is a miss in the “Probable state”. 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, if it is decided to control to an advantageous state taking into consideration a long period during 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 unlikely to be unnecessarily operated even before a 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 a special state in which the 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 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 capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); A presentation execution means (e.g., a portion in which the presentation control CPU 120 can execute a "movable body presentation" and a "post-presentation") capable of executing presentations including a specific presentation that notifies the player that the display is controlled to the advantageous state when the display is a variable display that has been determined by the determination means to be controlled to the advantageous state, and a post-presentation that is executed after the specific presentation and notifies the player of game value information (e.g., the number of balls expected to be dispensed) that can specify the amount of game value to be awarded in the advantageous state; Equipped with The special state includes 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, and 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, When the variable display determined by the determining means to control to the advantageous state is a variable display, the number of variable display patterns that the variable display pattern determining 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 fluctuation 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 fluctuation 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 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). 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” which notifies the number of balls to be awarded in the jackpot game state in which the SP reach effect has notified the player that the game state will be controlled to the jackpot game state 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 through a predetermined number of variable displays, taking into consideration the fact that a long period of time had continued during which the variable display was not controlled to an advantageous state, the variable display that has been decided upon to be controlled to an advantageous state has a smaller variety 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 presentation that is common to 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 performance executed when it is determined by the determination means to control to the advantageous state in the first special state and the specific performance 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 performance" executed when the variable display result is a jackpot in the time-saving state A or the probability change state, and the "movable body performance" executed when the variable display result is a jackpot in the time-saving state B are common parts. See FIG. 11-59 (D1)). It is characterized by the following. According to this feature, by sharing specific effects 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 is provided, The control data used to control the light-emitting means to emit light in conjunction with the post-event performance in the first special state and the control data used to control the light-emitting means to emit light in conjunction with the post-event performance in the second special state are common (for example, the control data used to control the movable body LED 208 to emit light in conjunction with the “post-event performance” in the time-saving state A or the probability variation state and the control data used to control the movable body LED 208 to emit light in conjunction with the “post-event performance” in the time-saving 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, 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, development costs can be reduced.
[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 is provided, 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-saving 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-saving 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 a special state in which the 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 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 capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); A presentation execution means (e.g., a portion in which the presentation control CPU 120 can execute a "movable body presentation" and a "post-presentation") capable of executing presentations including a specific presentation that notifies the player that the display is controlled to the advantageous state when the display is a variable display that has been determined by the determination means to be controlled to the advantageous state, and a post-presentation that is executed after the specific presentation and notifies the player of game value information (e.g., the number of balls expected to be dispensed) that can specify the amount of game value to 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., a probability-changing 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 fluctuation 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 fluctuation 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 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 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). The presentation mode of the post-event performance is common to the case where the post-event performance is executed in the first special state, the case where the post-event performance is executed in the second special state, and the case where the post-event performance is executed in the third special state (for example, the presentation mode of the “post-event performance” which notifies the number of balls to be awarded in the jackpot game state in which the SP reach performance notifies the player that the game state will be controlled to the jackpot game state is the part which 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 through a predetermined number of variable displays, taking into consideration the fact that a long period of time had continued during which the variable display was not controlled to an advantageous state, the variable display that has been decided upon to be controlled to an advantageous state has a reduced number 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, a common presentation can be used to liven things up in the first special state and the third special state, thereby providing an advantageous second 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., 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 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 hole) 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 hole), 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 pattern (particularly the second special pattern), the probability variable state, and the time-saving state B); A first reserved storage means capable of storing information related to the variable display of the first 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 second reserved storage means capable of storing information related to the variable display of the second 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); A variable display pattern determination means capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); Equipped with The special state includes 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, and 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, The variable display pattern determination means When the second reserved memory means has no reserved memory stored in the first special state and the determination means has not determined that the variable display should be controlled to the advantageous state, a predetermined variable display pattern (e.g., "non-reach") for a predetermined variable display period that can store the reserved memory in the second reserved memory means can be determined; In the case where the reserved memory is not stored in the second reserved memory means in the second special state and the determination means does not determine that the control to the advantageous state is performed, the CPU 103 can determine a special variable display pattern having a special variable display time shorter than the predetermined variable display period (for example, when the reserved memory number is 0 in the probability variable state or the time-saving state A, the CPU 103 can determine a miss variable pattern (for example, a non-reach A with a variable time of 7 seconds or an SP reach variable pattern with a variable time of 25 seconds or 40 seconds) having a long variable display time to save time for storing the reserved memory in the second reserved memory, while when the reserved memory number is 0 in the time-saving state B, the CPU 103 can determine a shortened non-reach variable pattern (for example, an ultra-shortened non-reach with a variable time of 1.5 seconds or a shortened non-reach A with a variable time of 3 seconds) having a shorter variable display time than a miss variable pattern (for example, a non-reach A with a variable time of 7 seconds or an SP reach variable pattern with a variable time of 25 seconds or 40 seconds). 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, taking into consideration the long period during which the state was not controlled to be advantageous, even if the reserved memory is not stored, a predetermined variable display pattern having a long variable display period is determined, so that the consumption speed of the variable display is not reduced, and 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., 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 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 hole) 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 hole), 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 pattern (particularly the second special pattern), the probability variable state, and the time-saving state B); A first reserved storage means capable of storing information related to the variable display of the first 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 second reserved storage means capable of storing information related to the variable display of the second 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); A variable display pattern determination means capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display 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., a probability-changing 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 has no reserved memory stored in the first special state or the third special state and the determination means has not determined that the variable display should be controlled to the advantageous state, a predetermined variable display pattern (e.g., "non-reach") for a predetermined variable display period that can store the reserved memory in the second reserved memory means can be determined; In the case where the reserved memory is not stored in the second reserved memory means in the second special state and the determination means does not determine that the control to the advantageous state is performed, the CPU 103 can determine a special variable display pattern having a special variable display time shorter than the predetermined variable display period (for example, when the reserved memory number is 0 in the probability variable state or the time-saving state A, the CPU 103 can determine a miss variable pattern (for example, a non-reach A with a variable time of 7 seconds or an SP reach variable time of 25 seconds or 40 seconds) having a long variable display time to buy time to store the reserved memory in the second reserved memory, while when the reserved memory number is 0 in the time-saving state B, the CPU 103 can determine a shortened non-reach variable pattern (for example, an ultra-shortened non-reach with a variable time of 1.5 seconds or a shortened non-reach A with a variable time of 3 seconds) having a shorter variable display time than a miss variable pattern (for example, a non-reach A with a variable time of 7 seconds or an SP reach variable time of 25 seconds or 40 seconds). 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, taking into consideration the long period during which the state was not controlled to be advantageous, even if the reserved memory is not stored, a predetermined variable display pattern having a long variable display period is determined, so that the consumption speed of the variable display is not reduced, and 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 a special state in which the 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); 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 "entry 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-saving 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-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, The performance execution means includes: 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, an entry image 069SG470 is displayed in the time-saving entry performance A, and when the control of the probability variable state is started, an entry image 069SG472 consisting of an entry image 069SG470 and a probability variable image 069SG471 is displayed in the probability variable entry performance, while when the control of the time-saving state B is started, an entry image 069SG470 common to the entry image 069SG470 displayed when entering the time-saving state A and the probability variable state is displayed in the time-saving entry performance B, and images 069SG473A and 069SG473B for play time are displayed as special displays that are not displayed when the control of the probability variable state or the time-saving state A is started. See Figs. 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 through a predetermined number of variable displays, taking into consideration the fact that a long period of time has passed since it was 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 capable of 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 the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); Equipped with The variable display pattern determination means is capable of determining a special variable display pattern of a variable display period in which the special state start performance can be executed in the variable display in which the control of the second special state has been started (for example, the performance control CPU 120 may be capable of determining a special variable display pattern having a variable display time in which the “entry performance” can be executed in the rescue time reduction reaching variation). It is characterized by the following. According to this feature, the special state start presentation 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 a special state in which the 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); 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 "entry 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., a probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, The performance execution means includes: When the control of the third special state is started, the special state start display is displayed in the special state start effect, When the control of the second special state is started, the special state start display is displayed in the special state start effect, 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, the entry image 069SG470 is displayed in the time-saving entry effect A, and when the control of the probability variation state is started, the entry image 069SG472 composed of the entry image 069SG470 and the probability variation image 069SG471 is displayed in the probability variation entry effect. On the other hand, when the control of the time-saving state B is started, in the time-saving entry effect B, the common entry image 069SG470 that is displayed when entering the time-saving state A and the probability variation state is displayed, and the play time images 069SG473A and 069SG473B as special displays that are not displayed when the control of the probability variation state or the time-saving state A is started are displayed. Refer to FIGS. 11-50, 11-63, and 11-64), It is characterized by this. According to this feature, in the second special state controlled through a variable display a predetermined number of times, considering that the period during which it is not controlled to the advantageous state continues for a long time, in the special state start effect, not only the special state start display common to when the control of the third special state is started but also a special display that is not displayed when the control of the third special state is started is displayed, so the start of the second special state can be livened up.
[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 (for example, pachinko gaming machine 1) that can perform variable display of special identification information based on the establishment of a start condition (for example, winning of a game ball in the start winning opening) and can be controlled to an advantageous state (for example, jackpot gaming state, etc.) advantageous to the player, A state control means capable of controlling the non-special state and a special state in which the 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 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 of 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 a plurality of types of variable display patterns based on the variable display result in the variable display 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-saving 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-saving state B) that is controlled on the condition that a predetermined number of times (e.g., 900 times) of variable display of special identification information has been executed, The advantageous state includes a first advantageous state (e.g., jackpot A (6R), jackpot B (6R)) and a second advantageous state (e.g., 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 (e.g., SP reach D (full rotation)) which 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, 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 spin performance” when “jackpot C (10R)” is determined as the jackpot type in the time-saving state B (for example, 100%) is higher than the rate at which the performance control CPU 120 executes the “SP reach D (full spin)” when “jackpot C (10R)” is determined as the jackpot type in the time-saving state A (for example, 0% (not executed)), and is higher than the rate at which the performance control CPU 120 executes the “SP reach D (full spin)” 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 through a predetermined number of variable displays, if it is decided to control to a more advantageous second advantageous state in consideration of a long period during 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., the entry of a gaming ball into a start winning hole), A state control means capable of controlling the non-special state and a special state in which the 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 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 of 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 a plurality of types of variable display patterns based on the variable display result in the variable display 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 times (e.g., 900 times) of variable display of special identification information has been executed, and a third special state (e.g., a guaranteed bonus 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 (e.g., jackpot A (6R), jackpot B (6R)) and a second advantageous state (e.g., 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 (e.g., SP reach D (full rotation)) which 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, when "jackpot C (10R)" is selected as the jackpot type in the time-saving state B, The percentage (e.g., 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-saving state A is higher than the percentage (e.g., 0% (not executed)) 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, and is higher than the percentage (e.g., 0% (not executed)) 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. 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, if it is decided to control to a more advantageous second advantageous state in consideration of a long period during 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 099SG form) (SG2020-099) The gaming machine of the form 1 of the characteristic 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) capable of controlling 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-changing state) in which the starting condition is more likely to be established than in the non-special state, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and 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, 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 second special state termination condition includes that a second number of variable displays (e.g., 1100 times) greater than the first number of times has been executed in the second special state; 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 (for example, as shown in FIG. 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 interest in playing in the second special state.
[0098] (SG2020-100) Type 2 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) capable of controlling 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-changing state) in which the starting 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-changing 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 second special state termination condition includes that a second number of variable displays (e.g., 1100 times) greater than the first number of times has been executed in the second special state; The termination condition of the third special state includes that the variable display is executed a third number of times (e.g., 110 times) less than the second number of times in the third special state, The period value obtained by multiplying the average variable display period of 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 of 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 smaller than the period value obtained by multiplying the average variable display period of 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 FIG. 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-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 1 fluctuation in the time-saving 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 interest in playing in the second special state.
[0099] (SG2020-101) Type 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) capable of controlling 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-changing state) in which the starting condition is more likely to be established than in the non-special state, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and 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, 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 second special state termination condition includes that a second number of variable displays (e.g., 1100 times) greater than the first number of times has been executed in the second special state; 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 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 executed in the first special state by the second number of times (for example, as shown in FIG. 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 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 the time-saving state A, by 1100). It is chara...
Claims
[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A state control means capable of controlling a non-special state and a special state which is more advantageous to a player than the non-special state; A determination means capable of determining to control to the advantageous state; a variable display pattern determining means for determining one variable display pattern from a plurality of types of variable display patterns having different variable display periods based on a determination result of the determining means; A movable body, A sound output means; A display means; A plurality of light emitting means; A light emission control means for controlling the light emission means; Equipped with 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 to be controlled, The notification performance executed when it is determined that the game will be controlled to the advantageous state includes an introduction part until the game is notified of whether or not the game will be controlled to the advantageous state, a notification part in which the game is notified of whether or not the game will be controlled to the advantageous state, and a first epilogue part in which the game is notified of whether or not 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 the game is notified of whether or not the game will be controlled to the advantageous state, and a second epilogue part in which the game is not controlled to the advantageous state, The introduction part in the notification performance executed when it is determined that the control is to be made to the advantageous state is common to the introduction part in the notification performance executed when it is determined that the control is not made to the advantageous state, In the winning / losing notification part, the movable body advances from the first position to the second position on the front side of the display means, thereby notifying the change of the scene, the display means displays an effect for moving the movable body when the movable body advances to the second position, and ends the effect display while the movable body is retreating from the second position to the first position, and displays a display corresponding to a scene after the switching; the light emission control means controls the light emitting means using a movable body movement luminance data table when the movable body advances to the second position, switches from the movable body movement luminance data table to a luminance data table corresponding to a post-switching scene while the movable body is retreating from the second position to the first position, and controls the light emitting means using the luminance data table corresponding to the post-switching scene; the sound output means outputs a sound for moving the movable body when the movable body advances to the second position, and outputs a sound corresponding to a scene after switching while the movable body is retreating from the second position to the first position; The control of the light emitting means by the movable body moving luminance data table is performed by sequentially using the luminance data constituting the movable body moving luminance data table and then sequentially using the luminance data constituting the movable body moving luminance data table again; The control of the light emitting means by the luminance data table corresponding to the scene after the switching is ended after sequentially using the luminance data constituting the luminance data table corresponding to the scene after the switching, without sequentially using the luminance data constituting the luminance data table corresponding to the scene after the switching again; the last luminance data in the luminance data table corresponding to the scene after the switching is set not to control the light-emitting means using the first luminance data in the luminance data table corresponding to the scene after the switching again; the sound output means is capable of outputting dialogue sounds uttered by a plurality of different characters in the introduction part and the first epilogue part; an interval from when the output of a dialogue sound uttered by one character starts in the first epilogue part to when the output of a dialogue sound uttered by a character different from the one character starts is longer than an interval from when the output of a dialogue sound uttered by one character starts in the introduction part to when the output of a dialogue sound uttered by a character different from the one character starts; The light emission control means In the introduction part, the light emitting means is controlled using a brightness data table corresponding to the introduction part; in the second epilogue part, controlling the light emitting means using a luminance data table corresponding to the second epilogue part; The luminance data used first in the luminance data table corresponding to the second epilogue part is set to a lower luminance than the luminance data used last in the luminance data table corresponding to the introduction part; The light-emitting means is controlled using the luminance data last used in the luminance data table corresponding to the introduction part, so that the light-emitting means emits light at a first luminance; the light-emitting means is controlled using the luminance data that is used first in the luminance data table corresponding to the second epilogue part, so that the light-emitting means emits light at a second luminance that is lower than the first luminance; The special state includes a first special state and a second special state. A gaming machine characterized by:
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