Gaming machine

The gaming machine uses dynamic displays and light effects to enhance player engagement and commerciality by transitioning states and providing clear notifications of advantageous conditions, addressing the lack of engagement in existing gaming machines.

JP7844146B2Active Publication Date: 2026-04-13SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANKYO CO LTD
Filing Date
2021-12-13
Publication Date
2026-04-13

AI Technical Summary

Technical Problem

Existing gaming machines lack improved commerciality and player engagement strategies, particularly in transitioning states and displaying variable information to enhance player experience.

Method used

A gaming machine equipped with display and light-emitting mechanisms that provide variable special identification information, specific effects, and state control to notify players of advantageous states, using different display and light-emission patterns to increase player engagement and commerciality.

Benefits of technology

Enhances player engagement through dynamic displays and effects, increasing the probability of favorable game states and improving overall commerciality by providing clear notifications of advantageous game conditions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest regarding a game machine capable of controlling a game state to a special state on the basis of the number of times of execution of a variable display.SOLUTION: The number of losing variation patterns (for example, two) determinable in "a time-shortening state B" when a variable display result is "losing" is smaller than the number of variable display patterns (for example, three) determinable in "a time-shortening state A", and is smaller than the number of losing variation patterns (for example, four) determinable in "a probability variable state", an average time (for example, about 2.2 seconds) of a variable display time of the losing variation pattern determinable in "the time-shortening state B" when the variable display result is "losing" is smaller than an average time (for example, about 5.58 seconds) of the variable display time of the losing variation pattern determinable in "the time-shortening state A", and is smaller than an average time (for example, about 4.83 seconds) of the variable display time of the losing variation pattern determinable in "the probability variable state".SELECTED DRAWING: Figure 11-50
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of performing variable display and controllable to an advantageous state advantageous to a player.

Background Art

[0002] In a pachinko gaming machine or the like as a gaming machine, for example, after a normal jackpot occurs, it is controlled to a normal gaming state, and the probability of determining a jackpot is set to about 1 / 300. When no jackpot occurs even when the number of executed special figure games reaches 1000 times, the gaming state is controlled to a ceiling probability variation state, and the probability of determining a jackpot is increased to about 1 / 100. There are also those in which, when no 1000-game jackpot occurs in the normal gaming state, a time-saving state may be generated instead of the ceiling probability variation state (see, for example, Patent Document 1). Further, there is one that executes control to display a normal background display during a first customer waiting period after the variable display of the symbols ends, and to display a demonstration display during a second customer waiting period after the first customer waiting period ends (see, for example, Patent Document 2).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there is room for improving the commerciality of gaming machines having the functions and configurations of Patent Documents 1 and 2.

[0005] This invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine with improved commerciality. [Means for solving the problem]

[0006] The gaming machine described in claim 1 is A gaming machine that displays variable special identification information based on the fulfillment of the starting conditions, and can be controlled to a favorable state for the player, Display means and Movable body and, Light-emitting means and Light emission control means, An effect execution means capable of performing a specific effect that notifies whether or not the system is controlled to the advantageous state, and a special effect that operates the movable body and illuminates the light-emitting means, Equipped with, The aforementioned performance execution means is As the aforementioned specific performance, it is possible to perform a first specific performance that displays a specific character and notifies whether or not the system is controlled to the advantageous state using the specific character, and a second specific performance that does not display the specific character and notifies whether or not the system is controlled to the advantageous state. When it is announced that the system will be controlled to the advantageous state in the aforementioned specific performance, the special performance can be executed during the execution period of the aforementioned specific performance. During the execution period of the special performance in the first specific performance, the specific character is displayed along with an effect image related to the movement of the movable body. During the execution period of the special effect in the second specific effect, the effect image in the same manner as the first specific effect is displayed, while the specific character is not displayed. The mode of illumination of the light-emitting means in the special effect is the same whether the special effect is performed in the first specific effect or in the second specific effect. The aforementioned effect image is an image that is displayed in conjunction with the movement of the movable body and is not displayed at a time prior to the movement of the movable body. The probability of being controlled to the advantageous state is higher when the first specific performance is performed than when the second specific performance is performed. The aforementioned display means is During the first period after the game ends, a background display is shown. In the second period following the end of the first period, a demonstration display is shown. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. When the aforementioned starting condition is met, the variable display of the performance identification information is displayed such that the transparency of the performance identification information changes from a first value to a second value which is higher than the first value. When the aforementioned demonstration display is displayed and the activation condition is met, the display is switched from the demonstration display to the variable display of the performance identification information before the transparency of the performance identification information reaches the second value. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display brightness data table corresponding to the background display. During the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. When the start condition is met while the demonstration display is displayed by the display means, the light-emitting means is controlled by switching from the demonstration display brightness data table to the brightness data table corresponding to the variable display of the performance identification information, before the display means switches from the demonstration display to the display corresponding to the variable display of the performance identification information. If a specific error occurs, the light-emitting means can be controlled using the specific error brightness data table. When the aforementioned specific error occurs, it is possible to start controlling the light-emitting means using the specific error brightness data table before the display means displays a display corresponding to the specific error. The total number of luminance data points constituting the demonstration display luminance data table is greater than the total number of luminance data points constituting the background display luminance data table used in game state 1. The luminance data constituting the demonstration display luminance data table and the luminance data constituting the specific error luminance data table have different proportions of colors. It is characterized by the following.

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

[0008] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a rear perspective view of the pachinko game machine in this embodiment. [Figure 3] This is a configuration diagram showing various control boards and the like mounted on the pachinko game machine. [Figure 4] This is a flowchart showing an example of the main game control process. [Figure 5] This is a flowchart showing an example of the timer interrupt process for game control. [Figure 6] This is a flowchart showing an example of the special symbol process. [Figure 7] This is an explanatory diagram showing the display result determination table. [Figure 8] This is a diagram showing the jackpot numerical range and the numerical range of the timed-out loss in the variable display of the first special figure in the normal state or the time-saving state. [Figure 9] This is a flowchart showing an example of the main effect control process. [Figure 10] This is a flowchart showing an example of the effect control process. [Figure 11-1] This is a front view showing the pachinko game machine in the feature part 069SG. [Figure 11-2] This is a configuration diagram showing various control boards and the like mounted on the pachinko game machine in the feature 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] This is an explanatory diagram showing the time-saving number determination table for each transition trigger. [Figure 11-5] This is an explanatory diagram showing a specific example of the variation pattern determination table. [Figure 11-6] This is an explanatory diagram showing a specific example of the variation pattern determination table. [Figure 11-7]This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 11-8] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 11-9] This diagram illustrates the effects control commands. [Figure 11-10] This flowchart shows an example of the main game control process. [Figure 11-11] This flowchart shows an example of the normal processing of special symbols. [Figure 11-12] This flowchart shows an example of the normal processing of special symbols. [Figure 11-13] This is a flowchart showing an example of the special symbol stopping process. [Figure 11-14] This is a flowchart showing an example of the special symbol stopping process. [Figure 11-15] This is a state transition diagram used to explain state transitions. [Figure 11-16] This is an explanatory diagram for explaining the "Playtime" (relief time reduction) feature. [Figure 11-17] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 11-18] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 11-19] (A) is an explanatory diagram showing specific examples of presentation methods related to Battle Rush, and (B) is an explanatory diagram showing specific examples of presentation methods related to Playtime. [Figure 11-20] This is an explanatory diagram showing specific examples of presentation methods related to Extreme Battle Rush. [Figure 11-21] This is an explanatory diagram illustrating specific examples of presentation methods related to variable display count and special display count. [Figure 11-22] This is a time chart showing the timing of the animations that occur when the relief time reduction is reached after the RAM is cleared. [Figure 11-23] This is an explanatory diagram illustrating specific examples of the presentation patterns when a relief time reduction is reached after a RAM clear. [Figure 11-24](A) is a time chart showing the timing of the execution of the special effects when the relief time-saving mode is reached after 900 variable displays following a big win, and (B) is a time chart showing a modified version of the time-saving mode entry effect B. [Figure 11-25] This is an explanatory diagram illustrating a specific example of the presentation patterns when a relief time-saving feature is reached after a big win, with a variable display of 900 spins. [Figure 11-26] This is an explanatory diagram showing an example of the animation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 11-27] This is an explanatory diagram showing an example of the animation sequence when the number of reserved memories is 1 or more when the relief time reduction is reached. [Figure 11-28] This is an explanatory diagram illustrating specific examples of presentation methods for the customer waiting screen. [Figure 11-29] This figure shows an example of a performance operation related to the transition to the customer waiting screen, as a modified example of feature section 069SG. [Figure 11-30] This figure shows a modified example of a performance operation example related to the transition to the customer waiting screen, as a modified example of feature section 069SG 1. [Figure 11-31] This flowchart shows a modified example of feature section 069SG, specifically the timer interrupt processing for game control. [Figure 11-32] This flowchart shows the special symbol stopping process as a modified example of feature section 069SG 2. [Figure 11-33] This flowchart shows the special symbol stopping process as a modified example of feature section 069SG 2. [Figure 11-34] This flowchart shows the display process as a modified example of feature section 069SG. [Figure 11-35] This figure shows a modified example 3 of feature section 069SG. [Figure 11-36] This is a diagram to explain the content of various performances. [Figure 11-37] This diagram shows an example of the visual effects used in countdown announcements. [Figure 11-38] Similarly, this is a diagram showing an example of the animation and actions used in the countdown announcement. [Figure 11-39] This diagram shows an example of the animation and action for the pending change notification. [Figure 11-40] It is a diagram showing an example of a production operation for a symbol chance result preview. [Figure 11-41] It is a diagram showing an example of a production operation for an effect display preview. [Figure 11-42] (A) to (D) are diagrams showing a preview type determination table. [Figure 11-43] (A) to (F) are diagrams showing a preview production pattern determination table. [Figure 11-44] It is a flowchart showing an example of a variable display start setting process. [Figure 11-45] It is a flowchart showing an example of a production process during variable display. [Figure 11-46] (A) is a reach preview execution determination table, and (B) to (E) are diagrams showing a button preview production pattern determination table. [Figure 11-47] (A) to (D) are diagrams showing a character preview pattern determination table. [Figure 11-48] (A) to (D) are diagrams showing a movable body motion pattern determination table. [Figure 11-49] (A) to (D) are diagrams showing a movable body preview pattern determination table. [Figure 11-50] (A) to (C) are diagrams for explaining various operation examples according to game states. [Figure 11-51] (A) is a timing chart showing the variable display state of symbols in a sure win state, a deviation shortening non-reach variation pattern in short time state A, and (B) is a deviation shortening non-reach variation pattern in short time state B. [Figure 11-52] It is an example of a production operation for a deviation variation pattern of a sure win state and a shortening non-reach in short time state A. [Figure 11-53] It is an example of a production operation for a deviation variation pattern of a sure win state and a shortening non-reach in short time state A. [Figure 11-54] It is an example of a production operation for a deviation variation pattern of a shortening non-reach in short time state B. [Figure 11-55] It is an example of a production operation for SP reach E and SP reach D. [Figure 11-56]This diagram compares examples of animation patterns for non-reach misses. [Figure 11-57] This diagram compares examples of animation patterns for non-reach misses. [Figure 11-58] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-59] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-60] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-61] (A) to (C) are timing charts showing examples of control operations in SP Reach E, C, and D. [Figure 11-62] This diagram compares a super reach with a non-reach miss. [Figure 11-63] (A) to (C) are diagrams showing examples of the introductory sequence for entering the bonus round, and (D) is a diagram showing examples of the sequence for entering the bonus round A. [Figure 11-64] (A1) to (A4) are diagrams showing examples of the animations for entering a bonus round, and (B1) to (B4) are diagrams showing examples of the animations for entering a time-saving mode B. [Figure 11-65] This is an explanatory diagram showing a specific example of the variation pattern determination table as Embodiment 2 in feature section 069SG. [Figure 11-66] This figure shows a part of the variable display start setting process as Embodiment 2 in feature section 069SG. [Figure 11-67] This figure shows the variable display effect pattern determination table. [Figure 11-68] This is an example of the animation and actions for SP Reach D. [Figure 11-69] This diagram illustrates the characteristics of different game states. [Figure 12-1] In feature section 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing the jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 12-2](A) and (B) are explanatory diagrams showing the normal symbol win determination table, (C) is an explanatory diagram of the variable display time of the normal symbols, and (D) is an explanatory diagram of the opening time of the second starting prize slot when a normal symbol win occurs. [Figure 12-3] This is an explanatory diagram of the variation patterns corresponding to the variable display results. [Figure 12-4] This is an explanatory diagram of the data storage area for game control. [Figure 12-5] This is an explanatory diagram of the fluctuation pattern determination table under normal conditions. [Figure 12-6] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 12-7] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 12-8] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 12-9] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 12-10] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 12-11] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 12-12] This is a diagram illustrating the probability of winning a prize at the starting prize slot and the interval between winning prizes. [Figure 12-13] This is an explanatory diagram of the period values ​​α, β, and γ. [Figure 12-14] This is an explanatory diagram of the period values ​​α', β', and γ'. [Figure 12-15] This is an explanatory diagram of the period values ​​δ, ε, and ζ. [Figure 12-16] This is an explanatory diagram of the period values ​​δ', ε', and ζ'. [Figure 12-17] This is an explanatory diagram of the period values ​​η, θ, and ι. [Figure 12-18] This is an explanatory diagram of the period values ​​η', θ', and ι'. [Figure 12-19] This is an explanatory diagram of the period values ​​κ, λ, and μ. [Figure 12-20] This is an explanatory diagram of the period values ​​κ', λ', and μ'. [Figure 12-21]This is an explanatory diagram of the period values ​​ν, ξ, and π. [Figure 12-22] This is an explanatory diagram of the period values ​​ν', ξ', and π'. [Figure 12-23] This is a diagram explaining the values ​​for each period. [Figure 12-24] (A) is an explanatory diagram of the actual shooting values ​​for 10 hours of pachinko gaming machines, and (B) is an explanatory diagram of the design values ​​for pachinko gaming machines. [Figure 12-25] This is an explanatory diagram for calculating the average change time under normal conditions. [Figure 12-26] This is an explanatory diagram for calculating the average fluctuation time in time-saving state A. [Figure 12-27] This is an explanatory diagram for calculating the average fluctuation time in time-saving state B. [Figure 12-28] This is an explanatory diagram for calculating the average fluctuation time during a bonus round. [Figure 12-29] This diagram illustrates the average variation time when the second special symbol is affected by the time-saving state A, time-saving state B, and probability variation state. [Figure 12-30] This diagram illustrates the average variation time when the second special symbol displays variations 110 times in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-31] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-32] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-33](A) is an explanatory diagram of the average fluctuation time when 110 fluctuations are executed in the time-saving state A, time-saving state B, and probability change state with the number of stored memories in the second special figure being 1, and (B) is an explanatory diagram of the average fluctuation time when 1100 fluctuations are executed in the time-saving state A, time-saving state B, and probability change state with the number of stored memories in the second special figure being 1. [Figure 12-34] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuations are executed in the time-saving state A, time-saving state B, and probability change state with the number of stored memories in the second special figure being 0, and (B) is an explanatory diagram of the average fluctuation time when 1100 fluctuations are executed in the time-saving state A, time-saving state B, and probability change state with the number of stored memories in the second special figure being 0. [Figure 12-35] It is an explanatory diagram of each period value. [Figure 12-36] It is an explanatory diagram of each period value. [Figure 13-1] It is an explanatory diagram showing specific examples of the fluctuation patterns in the feature part 018SG. [Figure 13-2] (A) is an explanatory diagram showing a specific example of the fluctuation pattern determination table in the low base state, and (B) is an explanatory diagram showing a specific example of the fluctuation pattern determination table in the high base state. [Figure 13-3] It is a diagram showing the execution periods of various effects in the big win fluctuation patterns of the super reaches α, β, and γ. [Figure 13-4] It is a diagram showing the execution periods of various effects in the off fluctuation patterns of the super reaches 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 type. [Figure 13-6] (A) is a diagram showing the display modes of the characters in the SP reach effects A to E, (B) is a diagram showing the lighting patterns of the LEDs in the SP reach effects A to E, and (C) is a diagram showing the output patterns of the BGM and sound effects in the 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, 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 or wrong button effect. [Figure 13-14] It is a diagram showing an example of the effect operation of the moving body effect. [Figure 13-15] It is a diagram showing an example of the effect operation of the big win notification of SP reach effects A to E. [Figure 13-16] It is a diagram showing an example of the effect operation of the losing notification of SP reach effects A to E. [Figure 13-17] It is a diagram showing an example of the effect operation of post - effect A. [Figure 13-18] It is a diagram showing an example of the effect operation of post - effect B. [Figure 13-19] It is a diagram showing an example of the effect operation of post - effect B. [Figure 13-20] (A) shows the SP reach effect type determination table A, (B) shows the SP reach effect type determination table B, and (C) shows the SP reach effect type determination table C. [Figure 13-21] It is a diagram for explaining the data table for lighting the frame LED in a smooth rainbow lighting pattern. [Figure 13-22] It is a diagram for explaining the data table for lighting the frame LED in a flash rainbow lighting pattern. [[ID=,44]] [Figure 14] It is a front view showing the gaming machine in the embodiment. [Figure 15] It is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine. " [Figure 16] It is a diagram exemplifying the effect control command. [Figure 17] This is an explanatory diagram showing each random number. [Figure 18] This is an explanatory diagram showing the display result determination table. [Figure 19] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 20] This is an explanatory diagram of the fluctuation pattern. [Figure 21] This is an explanatory diagram of the variation pattern determination table. [Figure 22] This is an explanatory diagram showing the data storage area for game control. [Figure 23] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 24] This flowchart shows an example of the main game control process. [Figure 25] This flowchart shows an example of timer interrupt processing for game control. [Figure 26] This is a flowchart showing an example of the special pattern processing. [Figure 27] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 28] This flowchart shows an example of the normal processing of special symbols. [Figure 29] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 30] This flowchart shows an example of the performance control process. [Figure 31] This flowchart shows an example of a demo performance control process. [Figure 32] This flowchart shows an example of a demo performance control process. [Figure 33] This flowchart shows an example of a demo performance control process. [Figure 34] (A1) and (A2) are diagrams showing the first performance mode, (B1) and (B2) are diagrams showing the second performance mode, and (C1) and (C2) are diagrams showing the third performance mode. [Figure 35]This diagram shows the variable display flow of decorative symbols in the first performance mode. [Figure 36] This figure shows the flow of variable display of decorative patterns, following Figure 35. [Figure 37] This diagram shows the variable display flow of decorative symbols in the third performance mode. [Figure 38] (A) is a timing chart showing the state of each part at the start of variable display in the first performance mode, and (B) is a timing chart showing the state of each part at the start of variable display in the second and third performance modes. [Figure 39] This diagram shows the flow of the SP reach animation in a low base state. [Figure 40] This diagram shows the flow of the SP reach animation in a high base state. [Figure 41] (A) is a diagram showing the start and end conditions for displaying the demo movie, and (B) is a diagram showing the configuration of the demo movie display. [Figure 42] This diagram shows examples of how each part operates during the demo video. [Figure 43] This is a diagram illustrating the transitions in the demo performance while waiting for customers. [Figure 44] This figure shows an example of how the demo movie display works. [Figure 45] This figure shows an example of how the demo movie display works. [Figure 46] (A) is a diagram showing examples of the display in the first scene (company name), (B) is an example of the display in the fourth scene (warning 1), and (C) is an example of the display in the fourth scene (warning 2). [Figure 47] This diagram compares the display patterns of the first scene (company name), the fourth scene (warning signs 1 and 2), the number of reserved symbols, and the small symbols. [Figure 48] This diagram shows the illumination patterns of the lamps corresponding to the game state. [Figure 49] (A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A). [Figure 50] Figures (A1) to (A8) show examples of operation when the customer waiting demo is performed after the variable display of the first special symbol in the low base state has finished. [Figure 51](A4) to (A5) are diagrams showing the main parts of Figure 50. [Figure 52] This is a timing chart showing the flow of the demo performance while waiting for customers in a low base state. [Figure 53] This is a timing chart showing the flow of the demo performance while waiting for customers in a low base state. [Figure 54] Figures (B1) to (B8) show examples of how the customer waiting demo performance works in a high base state. [Figure 55] This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state. [Figure 56] This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state. [Figure 57] This diagram shows an example of how a pachinko machine operates when it starts up in a cold start state and then a customer waiting demo sequence begins. [Figure 58] This is a timing chart showing the sequence of events from when a pachinko machine starts up in a cold start state until the customer waiting demo begins. [Figure 59] This diagram shows an example of how a pachinko machine operates when it starts up with a hot start in a low base state, and then a customer waiting demo sequence begins. [Figure 60] This timing chart shows the sequence of events from when a pachinko machine starts up with a hot start in a low base state, to when the customer waiting demo performance begins. [Figure 61] This diagram shows an example of how a pachinko machine operates when it starts up with a hot start in a high base state, and then the customer waiting demo sequence begins. [Figure 62] This timing chart shows the sequence of events from when a pachinko machine starts up with a hot start in a high base state, to when the customer waiting demo performance begins. [Figure 63] Figures (A) to (E) show examples of how the demo movie display ends after a certain amount of time has elapsed in a low base state. [Figure 64] This timing chart shows the sequence of events that occur when the demo movie display ends over time in a low base state. [Figure 65] This timing chart shows the sequence of events that occur when the demo movie display ends after a certain amount of time has elapsed, under high base conditions. [Figure 66] Figures (A) to (E) show examples of operation when the demo movie display starts and ends upon winning a prize in a low base state. [Figure 67] Figures (A) to (G) show the details of the high base state of the display mode in Figure 66. [Figure 68] This timing chart shows the sequence in which the demo movie display ends with the first win in a low base state. [Figure 69] This timing chart shows the sequence in which the demo movie display ends when the second start is awarded in a low base state. [Figure 70] This timing chart shows the sequence in which the demo movie display ends with the second start and winning when the base state is high. [Figure 71] This timing chart shows the sequence in which the demo movie display ends with the first win in a high base state. [Figure 72] Figures (A) to (C) show examples of operation when the demo movie display is terminated by steering wheel operation in a low base state. [Figure 73] This timing chart shows the sequence of events when the demo movie display ends due to steering input in a low base state. [Figure 74] Figures (A) to (C) show examples of how the demo movie display can be terminated by menu operation in a low base state. [Figure 75] This timing chart shows the sequence of events when a demo movie display ends due to menu operation in a low base state. [Figure 76] This timing chart shows the sequence of events when the demo movie display ends via menu operation in a high base state. [Figure 77] (A) is a timing chart showing an example of normal operation of the payout device in response to a prize win, and (B) is a timing chart showing an example of erroneous operation of the payout device in response to a prize win. [Figure 78]This figure shows an example of how the system works when a bulb failure error occurs during a customer-waiting demo. [Figure 79] This is a diagram to explain priority layers. [Figure 80] This diagram shows the process when an error occurs during a customer waiting demo performance that starts in a low base state. [Figure 81] This diagram shows the process when an error occurs during a customer waiting demo performance that starts in a high base state. [Figure 82] This diagram explains the mechanism of output to the LED driver. [Figure 83] This diagram illustrates an example of lamp control using a lamp data table. [Figure 84] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 85] This figure shows an example of a parent table that makes up a lamp data table. [Figure 86] This figure shows an example of a child table that makes up a lamp data table. [Figure 87] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 88] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 89] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 90] This diagram shows the lamp data table used when not playing (only the white flashing button and red flashing button are used during gameplay). [Figure 91] Lamp Data Table: Background This diagram shows the settings of the normal parent table. [Figure 92] Lamp Data Table: Background This diagram shows the settings of a normal child table. [Figure 93] Lamp Data Table: Background This diagram shows the settings of a normal grandchild table. [Figure 94]Lamp Data Table: Background This diagram shows the settings of a normal grandchild table. [Figure 95] Lamp Data Table: This diagram shows the settings of the parent table for background time reduction. [Figure 96] Lamp Data Table: This diagram shows the settings of the subtable for background time reduction. [Figure 97] Lamp Data Table: This diagram shows the settings of the sub-table for background time reduction. [Figure 98] Lamp Data Table: This diagram shows the settings of the sub-table for background time reduction. [Figure 99] Lamp Data Table: This diagram shows the settings of the parent table for background probability changes. [Figure 100] Lamp Data Table: This diagram shows the settings of the subtable for background probability variation. [Figure 101] Lamp Data Table: This diagram shows the settings for the sub-table of background probability changes. [Figure 102] Lamp Data Table: This diagram shows the settings for the sub-table of background probability changes. [Figure 103] Lamp Data Table: This diagram shows the settings of the parent table for the customer waiting demo. [Figure 104] Lamp Data Table: This diagram shows the settings of the child table in the customer waiting demo. [Figure 105] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 106] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 107] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 108] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 109] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 110]Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 111] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 112] Lamp Data Table: This diagram shows the settings of the parent table for the button that lights up white. [Figure 113] Lamp Data Table: This diagram shows the settings of the subtable for the button that lights up white. [Figure 114] Lamp Data Table: This diagram shows the settings for the sub-table of the button that lights up white. [Figure 115] Lamp Data Table: This diagram shows the settings in the parent table for the button that blinks white. [Figure 116] Lamp Data Table: This diagram shows the settings of the subtable for the button that blinks white. [Figure 117] Lamp Data Table: This diagram shows the settings for the sub-table of the button that blinks white. [Figure 118] Lamp Data Table: This diagram shows the settings in the parent table for the red blinking button. [Figure 119] Lamp Data Table: This diagram shows the settings of the subtable for the button that blinks red. [Figure 120] Lamp Data Table: This diagram shows the settings of the sub-table for the button that blinks red. [Figure 121] Lamp Data Table: This diagram shows the settings of the parent table for initialization notifications. [Figure 122] Lamp Data Table: This diagram shows the settings of the child table for initialization notification. [Figure 123] Lamp Data Table: This diagram shows the settings of the grandchild table for initialization notification. [Figure 124] Lamp Data Table: This diagram shows the settings of the parent table for errors. [Figure 125] Lamp Data Table: This diagram shows the settings of the error child table. [Figure 126]Lamp Data Table: This diagram shows the settings of the grandchild table for errors. [Figure 127] This diagram shows the settings for the common table. [Figure 128] This diagram shows the settings for the common table. [Figure 129] This diagram shows the settings for the common table. [Figure 130] This diagram shows the settings for the common table. [Figure 131] This diagram shows the settings for the common table. [Figure 132] Figures (A1) to (A4) show examples of how text is displayed and how light is emitted in each scene. [Figure 133] (A) is a diagram showing examples of actions in the first scene, (B) is in the third scene, and (C) is in the fourth scene. [Figure 134] This is a comparison table showing text animation displays. [Figure 135] (A) and (B) are diagrams used to explain analogous colors. [Figure 136] This diagram illustrates the timing of the demo movie display. [Figure 137] Figures (A) to (G) show the details of the high base state of the display mode in Figure 66. [Modes for carrying out the invention]

[0009] An embodiment for implementing the gaming machine according to the present invention will be described below with reference to the drawings.

[0010] (Feature section 069SG form) (SG2020-069) Gaming machine of type 1-1, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-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 performed. When the variable display is not determined by the determination means to control 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 (for example, when the variable display result is a "miss", the number of losing variation patterns that the CPU 103 can determine in "Shortened Time State B" (e.g., 2) is less than the number of variable display patterns that can be determined in "Shortened Time State A" (e.g., 3), and less than the number of losing variation patterns that can be determined in "Probability Change State" (e.g., 4)). When the variable display is not controlled to the advantageous state by the determination means, the average duration 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 duration 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 "miss", the average duration of the variable display time of the losing variation pattern determined by the CPU 103 in "Time-Saving State B" (e.g., about 2.2 seconds) is less than the average duration of the variable display time of the losing variation pattern determined in "Time-Saving State A" (e.g., about 5.58 seconds), and less than the average duration of the variable display time of the losing variation pattern determined in "Probability Change State" (e.g., about 4.83 seconds). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to a favorable state, the variable displays for which it is not decided to control to a favorable state have fewer types of variable display patterns and a shorter average period of variable display time. As a result, the rate at which the variable displays are consumed is higher than in other states, thus providing a suitable second special state.

[0011] The gaming machine of form 1-2 is the gaming machine described in form 1-1, It is possible to display variable amounts of decorative identification information in multiple rows (for example, decorative patterns displayed in decorative pattern display areas 5L, 5R, and 5C). The starting order of the variable display of decorative identification information in each column is common to both cases: when, in the first special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed; and when, in the second special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed. The time until the variable display speed of the decoration identification information for each column that has started variable display reaches the maximum speed is different between the case where the mode of the variable display of the decoration identification information does not become a specific mode and a non-specific display result is displayed in a variable display where it is not determined by the determination means to control to the advantageous state in the first special state, and the case where the mode of the variable display of the decoration identification information does not become a specific mode and a non-specific display result is displayed in a 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 when the non-reach deviation variation pattern is present in the probability variation state and the time shortening state A, and when the non-reach deviation variation pattern is present in the time shortening state B, but 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 shortening state B than in the probability variation state and the time shortening state A (tb1~tb2 < ta1~ta3). Refer to FIG. 11-51), It is characterized by this. According to this feature, in the first special state and the second special state, while the start order of the variable display of the decoration identification information for each column is common, the time until reaching the maximum speed is different, so different impressions can be given for each state to enhance the interest.

[0012] The gaming machine of Form 1-3 is the gaming machine described in Form 1-1 or Form 1-2, and it is possible to perform variable display of decoration identification information (for example, decorative patterns) in multiple columns, The stopping order of the variable display of decorative identification information in each row differs depending on whether, in the first special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed, or in the second special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed (for example, in the decorative symbol display areas 5L, 5R, and 5C, the stopping order of the variable display of decorative symbols is left → right → middle in the case of a non-reach failure variation pattern in the probability variation state and time reduction state A, and in the case of a non-reach failure variation pattern in time reduction state B, left, middle, and right are stopped and displayed simultaneously. See Figure 11-51). It is characterized by the following. This feature allows for different display stop sequences for decorative identification information in each column between the first special state and the second special state, thereby creating different impressions for each state and enhancing the overall appeal.

[0013] A gaming machine of form 1-4 is a gaming machine described in any of forms 1-1 to 1-3, It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). The stopping order of the variable display of decorative identification information in each column is common to both cases: when, in the first special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed without the variable display being controlled to the specific state; and when, in the second special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed without the variable display being controlled to the specific state. The time from when one decorative identification information in multiple rows is stopped to when the next decorative identification information is stopped differs depending on whether, in the first special state, the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in a variable display that is not determined to be controlled to the advantageous state by the determination means, or in the second special state, the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in a variable display that is not determined to be controlled to the advantageous state by the determination means (for example, decorative pattern display). The stopping order of the variable display of decorative symbols in areas 5L, 5R, and 5C is the same whether it is a non-reach failure variation pattern in the probability variation state, time reduction state A, or time reduction state B. However, the time from when a decorative symbol stops to when the next decorative symbol stops in one of the decorative symbol display areas 5L, 5R, or 5C may differ depending on whether it is a non-reach failure variation pattern in the probability variation state, time reduction state A, or time reduction state B. It is characterized by the following. This feature allows for different impressions and enhances interest by having different time intervals between the display of one decorative identification piece and the display of the next decorative identification piece in the first and second special states.

[0014] A gaming machine of form 1-5 is a gaming machine described in any of forms 1-1 to 1-4, It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). The system includes an output means capable of outputting a stop sound when the decorative identification information for each column is displayed in a stopped state. The number of times the stop sound is output in the variable display of 1 differs depending on whether the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the first special state where the determination means does not decide to control the variable display to the advantageous state, or whether the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the second special state where the determination means does not decide to control the variable display to the advantageous state (for example, the number of times the symbol stop sound is output in the variable display of 1 is 3 times in the non-reach miss variation pattern in the probability variation state and time reduction state A because the left, middle, and right symbols stop at different timings, and 1 time in the non-reach miss variation pattern in time reduction state B because the left, middle, and right symbols stop at the same timing. See Figure 11-51). It is characterized by the following. This feature allows the stopping sound to draw attention to the stopping of decorative identification information, and by having different numbers of stopping sounds output for the first special state and the second special state, it is possible to create different impressions for each state and enhance interest.

[0015] A gaming machine of form 1-6 is a gaming machine described in any of forms 1-1 to 1-5, It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). The system includes an output means capable of outputting a stop sound when the decorative identification information for each column is displayed in a stopped state. The number of times the stop sound is output in the variable display of 1 is common to both cases: when the variable display of decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display where the determination means does not determine to control the advantageous state in the first special state; and when the variable display of decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display where the determination means does not determine to control the advantageous state in the second special state (for example, the number of times the symbol stop sound is output in the variable display of 1 may be common to both cases where it is a non-reach miss variation pattern in the probability variation state and time-saving state A; and cases where it is a non-reach miss variation pattern in time-saving state B). It is characterized by the following. This feature allows the stopping sound to draw attention to the stopping of decorative identification information, and by standardizing the number of times the stopping sound is output between the first and second special states, development costs can be reduced.

[0016] A gaming machine of form 1-7 is a gaming machine described in any of forms 1-1 to 1-6, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. When the determination means does not determine that the system should be controlled to the advantageous state, and the variable display mode of the decorative identification information is a variable display that displays a non-specific display result without becoming a specific mode, the system is equipped with a display means capable of executing a specific operation display that causes the decorative identification information to perform a specific operation when the decorative identification information is stopped from being displayed. In the first special state, if the decorative identification information is displayed as stopped, the specific action display is executed; in the second special state, if the decorative identification information is displayed as stopped, the specific action display is not executed (for example, in the probability variation state and time reduction state A, if the variation pattern is one of non-reach failure, the specific action display (symbol stop action) is performed, whereas in time reduction state B, if the variation pattern is one of non-reach failure, the specific action display (symbol stop action) is not performed. See Figures 11-51 to 11-54). It is characterized by the following. This feature allows for enhanced visual effects through specific action displays in the first special state, while smooth variable displays can be achieved by not performing specific action displays in the second special state.

[0017] A gaming machine of form 1-8 is a gaming machine described in any of forms 1-1 to 1-7, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. When the determination means does not determine that the system should be controlled to the advantageous state, and the variable display mode of the decorative identification information is a variable display that displays a non-specific display result without becoming a specific mode, the system is equipped with a display means capable of executing a specific operation display that causes the decorative identification information to perform a specific operation when the decorative identification information is stopped from being displayed. The display mode of the specified action display is common to both the case where the decorative identification information is displayed in a stopped state in the first special state and the case where the decorative identification information is displayed in a stopped state in the second special state (for example, the specified action display (symbol stop action) is common to both the case where the non-reach failure variation pattern occurs in the probability variation state and time-saving state A and the case where the non-reach failure variation pattern occurs in time-saving state B, thereby enhancing the effect of the performance with the specified action display while making the mode of the specified action display common to the case of the probability variation state and time-saving state A and time-saving state B. See Figures 11-51 to 11-54). It is characterized by the following. This feature allows for enhanced visual effects through specific action displays, while simultaneously reducing development costs by standardizing the specific action display patterns between the first and second special states.

[0018] A gaming machine of form 1-9 is a gaming machine described in any of forms 1-1 to 1-8, It is possible to synchronize and variably display decorative identification information (e.g., decorative patterns) and predetermined identification information different from said decorative identification information (e.g., small patterns), The period from when the identification information is stopped to when the predetermined identification information is stopped is shorter in the case where the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed when the determination means does not decide to control the advantageous state in the second special state, compared with the case where the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed when the determination means does not decide to control the advantageous state in the first special state (for example, the period from when the decorative symbol is stopped to when the small symbol is stopped is shorter in the case of a non-reach miss variation pattern in time-saving state B than in the case of a non-reach miss variation pattern in probability change state and time-saving state A {t1(ta6~ta7)>t2(tb3~tb4)} portion. See Figure 11-51). It is characterized by the following. This feature enables smooth variable display in the second special state.

[0019] A gaming machine of form 1-10 is a gaming machine described in any of forms 1-1 to 1-9, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. In the first special state, the minimum period from when the decorative identification information is stopped displaying in variable display 1 until the variable display of the decorative identification information begins in the next variable display is common to both the first special state and the second special state. (For example, the symbol confirmation period (ta7~ta8), which is the minimum period from when the decorative symbol is stopped displaying in variable display 1 until the variable display of the decorative symbol begins in the next variable display in the probability variation state and time reduction state A, and the symbol confirmation period (tb4~tb5), which is the minimum period from when the decorative symbol is stopped displaying in variable display 1 until the variable display of the decorative symbol begins in the next variable display in time reduction state B, are common parts. See Figure 11-51.) It is characterized by the following. This feature allows for a reduction in development costs by standardizing control processes that take into account drawing processes and other factors until the decorative identification information is completely displayed.

[0020] A gaming machine of form 1-11 is a gaming machine described in any of forms 1-1 to 1-10, When the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the second special state, and when the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the first special state, and these are common (for example, when the variable display result is a "miss", the loss variation pattern that the CPU 103 can determine in "Time-Saving State B" (e.g., "Non-Reach A") and the loss variation pattern that can determine in "Time-Saving State A" and "Probability Variation State" (e.g., "Non-Reach A") are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0021] (SG2020-070) Gaming machine of type 2-1, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-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 performed, and a third special state (e.g., 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 is not determined by the determination means to control 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 less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is a "miss", the number of losing variation patterns that the CPU 103 can determine in "Shortened Time State B" (e.g., 2) is less than the number of variable display patterns that can be determined in "Shortened Time State A" (e.g., 3) and less than the number of losing variation patterns that can be determined in "Probability Change State" (e.g., 4)). When the variable display is not controlled to the advantageous state by the determination means, the average duration 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 duration of the variable display period of the variable display pattern determined in the first special state and shorter than the average duration of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is a "miss", the average duration of the variable display time of the losing variation pattern determined by the CPU 103 in "Time-Saving State B" (for example, about 2.2 seconds) is less than the average duration of the variable display time of the losing variation pattern determined in "Time-Saving State A" (for example, about 5.58 seconds) and less than the average duration of the variable display time of the losing variation pattern determined in "Probability Change State" (for example, about 4.83 seconds). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to a favorable state, the variable displays for which it is not decided to control to a favorable state have fewer types of variable display patterns and a shorter average period of variable display time. As a result, the rate at which the variable displays are consumed is higher than in other states, thus providing a suitable second special state.

[0022] The gaming machine of form 2-2 is the gaming machine described in form 2-1, When the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the second special state, and when the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in at least one of the first special state and the third special state, and these are common (for example, the losing variable pattern that the CPU 103 can determine in time-saving state B (e.g., no reach, SP reach D) and the losing variable display pattern that can determine in at least one of time-saving state A and probability change state (e.g., no reach, SP reach D) are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0023] The gaming machine of form 2-3 is the gaming machine described in form 2-1 or form 2-2, When the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the second special state, and when the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in both the first special state and the third special state, and these are common (for example, the losing variable pattern that the CPU 103 can determine in time-saving state B (e.g., non-reach, SP reach D) and the losing variable display pattern that can determine in both time-saving state A and probability-changing state (e.g., non-reach, SP reach D) are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0024] A gaming machine of form 2-4 is a gaming machine described in any 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 variation state, and the average duration of the control period controlled to the probability variation 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 duration of the control period is shorter than in the third special state, which increases the rate at which the variable display is consumed, thus providing a more favorable second special state. In the first special state, the average duration of the control period is longer, which enhances the enjoyment of the game.

[0025] A gaming machine of form 2-5 is a gaming machine described in any of forms 2-1 to 2-4, When 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 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 losing variation patterns that the CPU 103 can determine in time-saving state B (e.g., 2) is less than the number of losing variation patterns that can be determined in time-saving state A (e.g., 3), and the number of losing variation patterns that can be determined in time-saving state A (e.g., 3) is less than the number of losing variation patterns that can be determined in probability variation state (e.g., 4)). It is characterized by the following. According to this feature, in the second special state, the number of selectable variable display patterns is reduced to prioritize the consumption of the variable display, while in the third special state, the number of selectable variable display patterns is increased to enhance the enjoyment of the game.

[0026] (SG2020-071) A gaming machine of form 1-12 is a gaming machine described in any of forms 1-1 to 1-11, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-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 performed. When the variable display is determined by the determination means 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 (for example, when the variable display result is "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2), and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration 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 duration of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds), and less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the development costs can be reduced by having fewer types of variable display patterns in the variable display that is decided to control the system to an advantageous state. Furthermore, since the system is controlled to an advantageous state without being unnecessarily stimulated, a suitable second special state can be provided.

[0027] A gaming machine of form 1-13 is a gaming machine described in any of forms 1-1 to 1-12, The variable display that is determined to be controlled to the advantageous state by the determination means includes a variable display part that performs a variable display of identification information, and a post-performance part that notifies game value information that can identify the amount of game value granted in the advantageous state after the completion of the variable display part, The execution period of the variable display part in the first special state and the execution period of the variable display part in the second special state are different. The execution period of the post-event performance part in the first special state and the execution period of the post-event performance part in the second special state are the same (for example, the variable display time (50 seconds, 40 seconds) of the variable display part in the time-saving state A and the probability variation state is different from the variable display time (25 seconds) of the variable display part in the time-saving state B, while the symbol confirmation time (15 seconds) of the post-event performance part in the time-saving state A and the probability variation state is the same from the symbol confirmation time (15 seconds) of the post-event performance part in the time-saving state B. See Figure 11-61). It is characterized by the following. This feature allows for a reduction in development costs by unifying the execution period of post-event effects in variable displays that are controlled to be advantageous in both the first and second special states.

[0028] A gaming machine of form 1-14 is a gaming machine described in any of forms 1-1 to 1-13, It is possible to display identification information in a variable manner. The variable display that is determined to be controlled to the advantageous state by the determination means includes a variable display part that performs a variable display of identification information, and a post-performance part that notifies game value information that can identify the amount of game value granted in the advantageous state after the completion of the variable display part, The variable display includes a display means capable of performing a specific operation display to specify the identification information when the identification information is stopped displaying during the execution period of the variable display part in the variable display which has been determined to be controlled to the advantageous state by the determination means, The execution period of the variable display part in the first special state and the execution period of the variable display part in the second special state are different. The execution period of the specific operation display in the first special state and the execution period of the specific operation 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 variation state are different from the variable display time (25 seconds) of the variable display part of the time-saving state B, while the display time (ta3~ta4) of the jackpot specific operation display in the time-saving state A and the probability variation state and the display time (ta3~ta4) of the jackpot specific operation display in the time-saving state B are common. See Figure 11-61). It is characterized by the following. This feature allows for a reduction in development costs by unifying the execution period of specific action displays in variable displays that are determined to be controlled to an advantageous state in the first special state and the second special state.

[0029] A gaming machine of form 1-15 is a gaming machine described in any of forms 1-1 to 1-14, When the variable display is determined by the determination means to be controlled to the advantageous state, the variable display pattern determination means can determine the variable display pattern in the second special state, and when the variable display is determined by the determination means to be controlled to the advantageous state, the variable display pattern determination means can determine the variable display pattern in the first special state, and these are common (for example, when the variable display result is "Big Win", the losing variation pattern that the CPU 103 can determine in "Shortened Time State B" (e.g., "SP Reach D") and the losing variation pattern that can determine in "Probability Variation State" (e.g., "SP Reach D") are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0030] (SG2020-072) The gaming machine of form 2-6 is a gaming machine described in any of forms 2-1 to 2-5, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-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 performed, and a third special state (e.g., 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 is determined by the determination means 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 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 "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2) and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration 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 duration of the variable display period of the variable display pattern determined in the first special state and shorter than the average duration of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds) and less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the development costs can be reduced by having fewer types of variable display patterns in the variable display that is decided to control the system to an advantageous state. Furthermore, since the system is controlled to an advantageous state without being unnecessarily stimulated, a suitable second special state can be provided.

[0031] A gaming machine of form 2-7 is a gaming machine described in any of forms 2-1 to 2-6, When the variable display is determined by the determination means to be controlled to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the second special state, and when the variable display is determined by the determination means to be controlled to the advantageous state, the variable display pattern determination means can determine a variable display pattern in at least one of the first special state and the third special state, and these are common (for example, the jackpot variation pattern that the CPU 103 can determine in time-saving state B (e.g., SP reach D) and the jackpot variable display pattern that can determine in at least one of time-saving state A and probability variation state (e.g., probability variation state) (e.g., SP reach D) are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0032] A gaming machine of form 2-8 is a gaming machine described in any of forms 2-1 to 2-7, When the variable display is determined by the determination means to be controlled to the advantageous state, at least a portion of the variable display pattern that the variable display pattern determination means can determine in the second special state 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 are common (for example, the portion that the CPU 103 can determine in the time-saving state B (e.g., without SP) and the portion that the CPU 103 can determine in both the time-saving state A and the probability variation state (e.g., without SP) are common). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0033] A gaming machine of form 2-9 is a gaming machine described in any of forms 2-1 to 2-8, The average duration of the control period controlled in the second special state is shorter than the average duration of the control period controlled in the third special state, and the average duration of the control period controlled in the third special state is shorter than the average duration of the control period controlled in the first special state (for example, the portion in which the average duration of the control period controlled in the time-saving state B is shorter than the average duration of the control period controlled in the probability variation state, and the average duration of the control period controlled in the probability variation state is shorter than the average duration of the control period controlled in the time-saving state A). It is characterized by the following. According to this feature, in the second special state, the average duration of the control period is shorter than in the third special state, which increases the rate at which the variable display is consumed, thus providing a more favorable second special state. In the first special state, the average duration of the control period is longer, which enhances the enjoyment of the game.

[0034] A gaming machine of form 2-10 is a gaming machine described in any of forms 2-1 to 2-9, When the variable display is determined by the determination means 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 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 variation patterns that the CPU 103 can determine in time-saving state B (e.g., 1) is less than the number of jackpot variation patterns that can be determined in time-saving state A (e.g., 2), and the number of jackpot variation patterns that can be determined in time-saving state A (e.g., 2) is less than the number of jackpot variation patterns that can be determined in probability variation state (e.g., 3)). It is characterized by the following. According to this feature, in the second special state, the number of selectable variable display patterns is reduced to prioritize the consumption of the variable display, while in the third special state, the number of selectable variable display patterns is increased to enhance the enjoyment of the game.

[0035] (SG2020-073) The gaming machine of form 1-16 is a gaming machine described in any of forms 1-1 to 1-15, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods for special identification information (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069 SGS 111), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), 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 of special identification information (e.g., 900 times) have been performed. The variable display pattern determination means can determine, in the case of a variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state, a first non-specific variable display pattern (e.g., "SP Reach A~E Miss") which displays the display result of the variable display of special identification information (e.g., a miss display result) after the mode of the variable display of decorative identification information becomes a specific mode (e.g., a reach mode), and a second non-specific variable display pattern (e.g., "Non-reach Miss") which displays the display result of the variable display of special identification information without the mode of the variable display of decorative identification information becoming a specific mode. In the second special state, the proportion of times the second non-specific variable display pattern is determined when the variable display of special identification information is not determined by the determination means to control it to the advantageous state is higher than the proportion of times the second non-specific variable display pattern is determined when the variable display of special identification information is not determined by the determination means to control it to the advantageous state in the first special state (for example, the proportion of times the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "time-saving state B" (for example, 97%) is higher than the proportion of times the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "time-saving state A" (for example, 95%), and also higher than the proportion of times the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "probability change state" (for example, 95%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to an advantageous state, by setting the mode of the variable display to a specific mode in the variable display where it has not been decided to control the system to an advantageous state, the system is less likely to be unnecessarily stimulated, thus providing a suitable second special state.

[0036] A gaming machine of form 1-17 is a gaming machine described in any of forms 1-1 to 1-16, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. In the second non-specific variable display pattern, the period from when the variable display of the decorative identification information starts until it stops is shorter than the period in the first non-specific variable display pattern from when the variable display of the decorative identification information starts until the mode of variable display becomes the specific mode (for example, the variable display period (tb0~tb1) of the non-reach-miss variation pattern is shorter than the period (tb0~tb3) of the super reach-miss variation pattern from when the variable display of the decorative symbols starts until the mode of variable display becomes the reach mode. See Figure 11-62). It is characterized by the following. This feature allows the variable display to end in a shorter period than the period it takes for the variable display to become a specific state, thus providing a suitable second special state.

[0037] A gaming machine of form 1-18 is a gaming machine described in any of forms 1-1 to 1-17, It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). In the second non-specific variable display pattern, the period from the start to the stop of the variable display of the decorative identification information of a predetermined column among the multiple columns is shorter than the period from the start to the stop of the variable display of the decorative identification information of the predetermined column in the first non-specific variable display pattern (for example, in the non-reach miss variation pattern, the period from the start to the stop of the variable display of the decorative symbol in the left decorative symbol display area 5L (tb0~tb1) is shorter than the period from the start to the stop of the variable display of the decorative symbol in the left decorative symbol display area 5L (tb0~tb2) in the super reach miss variation pattern. See Figure 11-62). It is characterized by the following. This feature allows for the variable display of decorative identification information in a predetermined column to end in a short period of time, thus providing a suitable second special state.

[0038] A gaming machine of form 1-19 is a gaming machine described in any of forms 1-1 to 1-18, The variable display pattern determination means has common features with the second non-specific variable display pattern that can be determined in the second special state and the second non-specific variable display pattern that can be determined in the first special state (for example, the non-reach miss variation pattern (e.g., non-reach) that the CPU 103 can determine in time-saving state B and the non-reach miss variation pattern (e.g., non-reach) that can be determined in at least one of time-saving state A and probability variation state are common features). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set a second non-specific variable display pattern that can only be determined by the second special state.

[0039] (SG2020-074) The gaming machine of form 2-11 is a gaming machine described in any of forms 2-1 to 1-10, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods for special identification information (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069 SGS 111), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), 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, 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 performed, and a third special state (e.g., 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 can determine, in the case of a variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state, a first non-specific variable display pattern (e.g., "SP Reach A~E Miss") which displays the display result of the variable display of special identification information (e.g., a miss display result) after the mode of the variable display of decorative identification information becomes a specific mode (e.g., a reach mode), and a second non-specific variable display pattern (e.g., "Non-reach Miss") which displays the display result of the variable display of special identification information without the mode of the variable display of decorative identification information becoming a specific mode. In the second special state, the proportion in which the second non-specific variable display pattern is determined when the variable display of special identification information is not determined by the determination means to control it to the advantageous state is higher than the proportion in which the second non-specific variable display pattern is determined when the variable display of special identification information is not determined by the determination means to control it to the advantageous state in the first special state, and is also higher than the proportion in which the second non-specific variable display pattern is determined when the variable display of special identification information is not determined by the determination means to control it to the advantageous state in the third special state (for example, the proportion in which the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "Shortened Time State B" (for example, 97%) is higher than the proportion in which the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "Shortened Time State A" (for example, 95%), and is also higher than the proportion in which the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "Probability Change State" (for example, 95%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to an advantageous state, by setting the mode of the variable display to a specific mode in the variable display where it has not been decided to control the system to an advantageous state, the system is less likely to be unnecessarily stimulated, thus providing a suitable second special state.

[0040] A gaming machine of form 2-12 is a gaming machine described in any of forms 2-1 to 2-11, The variable display pattern determination means has common features with the second non-specific variable display pattern that can be determined 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 (for example, the non-reach miss variation pattern (e.g., non-reach) that the CPU 103 can determine in time-saving state B and the non-reach miss variation pattern (e.g., non-reach) that can be determined in at least one of time-saving state A and probability variation state are common features). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set a second non-specific variable display pattern that can only be determined by the second special state.

[0041] The gaming machine of form 2-13 is a gaming machine described in any of forms 2-1 to 2-12, The variable display pattern determination means has common characteristics with the second non-specific variable display pattern that can be determined in the second special state and the second non-specific variable display pattern that can be determined in both the first and third special states (for example, the non-reach miss variation pattern that the CPU 103 can determine in time-saving state B (e.g., no reach) and the non-reach miss variation pattern that can be determined in both time-saving state A and probability variation state (e.g., no reach) are common to each other). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set a second non-specific variable display pattern that can only be determined by the second special state.

[0042] (SG2020-075) The gaming machine of form 1-20 is a gaming machine described in any of forms 1-1 to 1-19, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods for special identification information (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069 SGS 111), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), 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 of special identification information (e.g., 900 times) have been performed. The variable display pattern determination means can determine, when the variable display of special identification information is 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 Big Win") which displays the display result of the variable display of special identification information after the mode of the variable display of decorative identification information becomes a specific mode, and a second specific variable display pattern (e.g., "SP Reach D (Instant Win or Full Rotation)", "SP Not Via") which displays the display result of the variable display of special identification information without the mode of the variable display of decorative identification information becoming a specific mode. In the second special state, the proportion in which the second specific variable display pattern is determined when the variable display of special identification information that has been determined by the determination means to be controlled to the advantageous state is higher than the proportion in which the second specific variable display pattern is determined when the variable display of special identification information that has been determined by the determination means to be controlled to the advantageous state in the first special state (for example, in the time-saving state B, the proportion in which the "SP Reach D jackpot variation pattern (instant hit effect or full rotation effect)" that does not go through the reach mode is determined (for example, 90%) is higher than the proportion in the time-saving state A in which the "SP non-via A jackpot variation pattern" that does not go through the reach mode is determined (for example, 5%), and also higher than the proportion in the probability variation state in which the "SP non-via A jackpot variation pattern" that does not go through the reach mode is determined (for example, 5%). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the variable display in which it is decided to control the system to an advantageous state is set to a specific mode, thereby ensuring that the system is controlled to an advantageous state without being unnecessarily hyped up, and thus a suitable second special state can be provided.

[0043] The gaming machine of form 1-21 is a gaming machine described in any of forms 1-1 to 1-20, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. The system includes a display means capable of performing a first specific action display that performs a specific action on decorative identification information when the variable display mode becomes a specific mode, and a second specific action display (for example, a pattern stop action display) that performs a specific action on the decorative identification information when the decorative identification information is stopped. In the first specific variable display pattern, the display means executes the first specific operation display and the second specific operation display, but in the second specific variable display pattern, the display means does not execute the first specific operation display but executes the second specific operation display (for example, in the variation pattern of SP Reach E which goes through Reach, the Reach specific operation display and the Jackpot specific operation display are executed, but in the variation pattern of SP Reach D which does not go through Reach, the Reach specific operation display is not executed but the Jackpot specific operation display is executed. See Figure 11-55). It is characterized by the following. According to this feature, since the first specific operation display is performed in the second special state, there is less chance of being unnecessarily provoked, thus providing a suitable second special state.

[0044] The gaming machine of form 1-22 is a gaming machine described in any of forms 1-1 to 1-21, The variable display pattern determination means has common characteristics with the second specific variable display pattern that can be determined in the second special state and the second specific variable display pattern that can be determined in the first special state (for example, the non-reach miss variation pattern (e.g., non-reach) that the CPU 103 can determine in time-saving state B and the non-reach miss variation pattern (e.g., non-reach) that can be determined in at least one of time-saving state A and probability variation state are common characteristics). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set a second specific variable display pattern that can only be determined by the second special state.

[0045] (SG2020-076) The gaming machine of form 2-14 is a gaming machine described in any of forms 2-1 to 2-13, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means that can be controlled between a non-special state and a special state in which the start condition is more likely to be satisfied than in the non-special state (for example, the part where CPU103 can be controlled between a normal state, a short-time state A in which short-time control for improving the variation efficiency of a special symbol (especially the second special symbol) is executed, a sure-win state, and a short-time state B), Determination means that can determine to control to the advantageous state (for example, the part where CPU103 executes a big win determination process in step 069SGS62 in the normal special symbol process), 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 of special identification information based on the determination result of the determination means (for example, the part where CPU103 determines any one from a plurality of types of variation patterns based on the variable display result in the variation pattern setting process of step 069SGS111), Decoration variable display means that performs variable display of decoration identification information corresponding to the variable display of special identification information (for example, the part where the effect control CPU120 executes variable display of decorative patterns as a plurality of types of decoration identification information in synchronization with the first special symbol and the second special symbol), and includes, The special state includes a first special state (for example, short-time state A) that is controlled when the advantageous state controlled from the non-special state (for example, normal state) ends, a second special state (for example, short-time state B) that is controlled on the condition that variable display of special identification information has been executed a predetermined number of times (for example, 900 times), and a third special state (for example, sure-win 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, Jackpot") 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 (immediate 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 (immediate win effect or full rotation effect) without passing through the reach mode" is determined in time-saving 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 time-saving 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 sure-win 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 not controlled to the advantageous state has continued 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 variable display pattern determination means has common characteristics with the second specific variable display pattern that can be determined in the second special state and the second specific variable display pattern that can be determined in at least one of the first special state and the third special state (for example, the non-reach jackpot variation pattern that the CPU 103 can determine in time-saving state B (e.g., without SP) and the non-reach jackpot variation pattern that can be determined in at least one of time-saving state A and probability variation state (e.g., without SP) are common to each other). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set a second specific variable display pattern that can only be determined by the second special state.

[0047] The gaming machine of form 2-16 is a gaming machine described in any of forms 2-1 to 2-15, The variable display pattern determination means has common characteristics with the second specific variable display pattern that can be determined in the second special state and the second specific variable display pattern that can be determined in both the first special state and the third special state (for example, the non-reach jackpot variation pattern that the CPU 103 can determine in time-saving state B (e.g., without SP) and the non-reach miss variation pattern that can be determined in both time-saving state A and probability variation state (e.g., without SP) are common to each other). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set a second specific variable display pattern that can only be determined by the second special state.

[0048] (SG2020-077) The gaming machine of form 1-23 is a gaming machine described in any of forms 1-1 to 1-22, A game machine (e.g., a pachinko game machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) by performing variable display of first identification information (e.g., first special symbol) based on the fulfillment of a first starting condition (e.g., a game ball entering the first starting prize slot), and by performing variable display of second identification information (e.g., second special symbol) based on the fulfillment of a second starting condition (e.g., a game ball entering the second starting prize slot), State control means capable of controlling between a non-special state and a special state in which the second starting condition is more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A first reserved storage means capable of storing information regarding the variable display of the first identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A second reserved storage means capable of storing information regarding the variable display of the second identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), An effect execution means capable of executing an effect that includes an effect that suggests the control to the aforementioned 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 performed. The variable display pattern determination means can determine a predetermined variable display pattern (e.g., "not reach") for a predetermined variable display period in which the second reserved storage means can store a reserved memory when no reserved memory is stored in the second reserved storage means in the first special state and the second special state, and the determination means does not determine that the variable display should be controlled to the advantageous state. The aforementioned 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 not executing 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 the losing variation pattern determined when the number of reserved memories is 0 in "Shortened Time State A", and when the variable display is executed in the losing variation pattern determined when the number of reserved memories is 0 in "Probability Change State", suggestive performances such as "Movable Body Announcement" and "Character Announcement" are executed in the variable display, while when the variable display is executed in the losing variation pattern determined when the number of reserved memories is 0 in "Shortened Time State B", suggestive performances such as "Movable Body Announcement" and "Character Announcement" are not executed in the variable display. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the variable display of the predetermined variable display pattern is not unnecessarily excited by suggestive effects, thus providing a suitable second special state.

[0049] A gaming machine of form 1-24 is a gaming machine described in any of forms 1-1 to 1-23, In the second special state, when the variable display is such that it is not determined by the determination means to be controlled to the advantageous state, the suggestion effect is not executed by the effect execution means, and when the variable display is such that it is determined by the determination means to be controlled to the advantageous state, the suggestion effect is executed by the effect execution means (for example, in the short-time state B, when it is a losing variation pattern, "moving body preview" or "character preview" may not be executed, and when it is a jackpot variation pattern, "moving body preview" or "character preview" may be executed), It is characterized by this. According to this feature, in the second special state, it is possible to increase the interest by attracting attention to whether the suggestion effect is executed or not.

[0050] The gaming machine of Form 1-25 is the gaming machine described in any one of Forms 1-1 to 1-24, It is possible to perform variable display of decoration identification information (for example, decorative patterns), The variable display pattern determination means includes a variable display pattern that displays the display result of the variable display after the mode of the variable display of the decoration identification information becomes a specific mode, The suggestion effect includes a provoking effect that provokes whether the mode of the variable display becomes a specific mode (for example, the suggestion effect indicating that it is controlled to the jackpot gaming state may include "reach preview" or "button preview" as a provoking effect that provokes whether the mode of the variable display is a reach mode (whether reach is established or not)), It is characterized by this. A According to this feature, in the second special state, it is possible to increase the interest by attracting attention to whether the suggestion effect is executed or not.

[0051] The gaming machine of Form 1-26 is the gaming machine described in any one of Forms 1-1 to 1-25, The performance execution means is capable of executing multiple types of suggestive performances, including a first suggestive performance and a second suggestive performance that has a higher probability of controlling to the advantageous state than when the first suggestive performance is executed, based on the decision result of the decision means (for example, a portion in which multiple types of suggestive performances are capable of executing a first suggestive performance (for example, a line of dialogue A or a small vibration) and a second suggestive performance (for example, a line of dialogue B or a large vibration) that has a higher probability of controlling to the jackpot game state than when the first suggestive performance is executed, based on the variable display result). It is characterized by the following. This feature allows for increased interest in the second special state by drawing attention to whether or not suggestive effects are executed.

[0052] (SG2020-078) The gaming machine of form 2-17 is a gaming machine described in any of forms 2-1 to 2-16, A game machine (e.g., a pachinko game machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) by performing variable display of first identification information (e.g., first special symbol) based on the fulfillment of a first starting condition (e.g., a game ball entering the first starting prize slot), and by performing variable display of second identification information (e.g., second special symbol) based on the fulfillment of a second starting condition (e.g., a game ball entering the second starting prize slot), State control means capable of controlling between a non-special state and a special state in which the second starting condition is more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A first reserved storage means capable of storing information regarding the variable display of the first identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A second reserved storage means capable of storing information regarding the variable display of the second identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), Determination means capable of determining to control to the advantageous state (for example, the part where the CPU 103 executes the big win determination process in step 069SGS62 in the special symbol normal process), and Variable display pattern determination means capable of determining 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 (for example, the part where the CPU 103 determines any one of a plurality of types of variation patterns based on the variable display result in the variation pattern setting process of step 069SGS111), and Effect execution means capable of executing an effect including a suggestive effect suggesting that it is controlled to the advantageous state (for example, the part where the effect control CPU 120 can execute "moving body notice" or "character notice"), and Comprising The special state includes a first special state (for example, time shortening state A) controlled when the advantageous state controlled from the non-special state (for example, normal state) ends, a second special state (for example, time shortening state B) controlled on the condition that variable display has been executed a predetermined number of times (for example, 900 times), and a third special state (for example, certain probability state) controlled when the advantageous state controlled from the first special state or the second special state ends. The variable display pattern determination means can determine a predetermined variable display pattern (for example, "non-reach") of a predetermined variable display period capable of storing the hold memory in the second hold memory means when it is a variable display in which the hold memory is not stored in the second hold memory means in the first special state, the second special state, and the third special state, and the determination means does not determine to control to the advantageous state. The effect execution means can execute the suggestive effect in the variable display when the variable display is executed in the predetermined variable display pattern in the first special state and when the variable display is executed in the predetermined variable display pattern in the third special state, and does not execute the suggestive effect in the variable display when the variable display is executed in the predetermined variable display pattern in the second special state (for example, when the variable display is executed in a deviation variation pattern determined when the number of stored memories is 0 in the "time reduction state A", and when the variable display is executed in a deviation variation pattern determined when the number of stored memories is 0 in the "probability variation state", the suggestive effects such as "moving body preview" and "character preview" are executed in the variable display, while when the variable display is executed in a deviation variation pattern determined when the number of stored memories is 0 in the "time reduction state B", the suggestive effects such as "moving body preview" and "character preview" are not executed in the variable display. Refer to FIG. 11-50), It is characterized by this. According to this feature, in the second special state controlled through variable displays a predetermined number of times, considering that the period not controlled to the advantageous state continues for a long time, in the variable display of the predetermined variable display pattern, it is not unduly incited by the suggestive effect, so a suitable 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, which performs variable display of identification information (for example, decorative symbols) based on the establishment of a start condition (for example, winning of a game ball in the start winning port), and is a gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, jackpot gaming state) advantageous to the player, and has state control means (for example, the part where the CPU 103 can be controlled to a normal state, a time reduction state A in which time reduction control for improving the variation efficiency of a special symbol (especially the second special symbol) is executed, a probability variation state, and a time reduction state B) that can be controlled to a non-special state and a special state in which the start condition is more likely to be established than the non-special state, A reserved storage means capable of storing information regarding the variable display of identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Information transmission means (e.g., CPU 103) capable of transmitting information related to the game (e.g., performance control commands), An effect execution means (for example, a part in which the effect control CPU 120 can execute a pre-announcement effect) that, based on the information received from the information transmission means, suggests that the reserved memory stored in the reserved memory means will be controlled to the advantageous state, and 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 performed. The aforementioned performance execution means can determine one pre-announcement performance pattern from among multiple types of pre-announcement performance patterns (for example, "countdown announcement," "hold change announcement," "symbol chance announcement," "effect display announcement"), When the variable display is not determined by the determination means to control it to the advantageous state, the number of pre-announcement performance patterns that the performance execution means can determine in the second special state is less than the number of pre-announcement performance patterns that can be determined in the first special state (for example, the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State B" (for example, 0) is less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State A" (for example, 3), and less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Probability Fluctuation State" (for example, 4)). In the second special state, the proportion of times the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state is lower than the proportion of times the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state in the first special state (for example, the proportion of pre-announcement executions when the variable display result is a miss in "Shortened Time State B" (e.g., 0%) is lower than the proportion of pre-announcement executions when the variable display result is a miss in "Shortened Time State A" (e.g., 30%), and also lower than the proportion of pre-announcement executions when the variable display result is a miss in "Probability Fluctuation State" (e.g., 40%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that there is a long period during which the system is not controlled to an advantageous state, development costs can be reduced by having fewer pre-announcement animation patterns in the variable displays where it is not decided to control the system to an advantageous state, and since the player is less likely to be unnecessarily excited by the pre-announcement animations, a suitable second special state can be provided.

[0054] The gaming machine of form 1-28 is a gaming machine described in any of forms 1-1 to 1-27, As pre-announcement performance patterns that can be commonly executed by the performance execution means in the first special state and the second special state, there is a first pre-announcement performance pattern and a second pre-announcement performance pattern in which the proportion of being controlled to the advantageous state is higher than when the first pre-announcement performance pattern is executed. The ratio at which the first pre-announcement performance pattern is executed in the second special state is lower than the ratio at which the first pre-announcement performance pattern is executed in the first special state (for example, as pre-announcement performance patterns that can be commonly executed by the effect control CPU 120 in the time-short state A, the time-short state B, and the probability-changing state, there are a first pre-announcement performance pattern (for example, the "pending change announcement", "pattern chance point announcement", "effect display announcement" "blue" pattern), and a second pre-announcement performance pattern (for example, the "pending change announcement", "pattern chance point announcement", "effect display announcement" "red" pattern) in which the ratio of being controlled to the advantageous state is higher than when the first pre-announcement performance pattern is executed, and the ratio at which the first pre-announcement performance pattern is executed in the time-short state B (for example, 0%, see FIG. 11-43(D)) is lower than the ratio at which the first pre-announcement performance pattern is executed in the time-short state A and the probability-changing state (for example, 10%, see FIG. 11-43(C))). It is characterized by this. According to this feature, in the second special state, being incited by the first pre-announcement performance is less likely, so a suitable second special state can be provided.

[0055] The gaming machine of Form 1-29 is the gaming machine according to any one of Forms 1-1 to 1-28, As pre-announcement performance patterns that can be commonly executed by the performance execution means in the first special state and the second special state, there are a first pre-announcement performance pattern and a second pre-announcement performance pattern in which the ratio of being controlled to the advantageous state is higher than when the first pre-announcement performance pattern is executed. The ratio at which the second advance notice effect pattern is executed in the second special state is higher than the ratio at which the second advance notice effect pattern is executed in the first special state (for example, as the advance notice effect patterns that can be commonly executed by the effect control CPU 120 in the time shortening state A, the time shortening state B, and the probability variation state, there are a first advance notice effect pattern (for example, a "pending change notice", a "symbol chance point notice", a "blue" pattern of an "effect display notice"), and a second advance notice effect pattern (for example, a "pending change notice", a "symbol chance point notice", a "red" pattern of an "effect display notice") in which the ratio of being controlled to the advantageous state is higher than when the first advance notice effect pattern is executed, and the ratio at which the second advance notice effect pattern is executed in the time shortening state B (for example, 90%, see FIG. 11-43(D)) is higher than the ratio at which the second advance notice effect pattern is executed in the time shortening state A and the probability variation state (for example, 50 to 70%, see FIG. 11-43(C))). It is characterized by this. According to this feature, since the second advance notice effect is likely to be executed in the second special state, a suitable second special state can be provided.

[0056] The gaming machine of Form 1-30 is the gaming machine according to any one of Forms 1-1 to 1-29, The advance notice effect pattern that can be executed by the effect execution means in the first special state and the advance notice effect pattern that can be executed by the effect execution means in the second special state are common (for example, the advance notice effect pattern that can be executed by the effect control CPU 120 in the time shortening state A and the probability variation state and the advance notice effect pattern that can be executed by the effect control CPU 120 in the time shortening state B are common (for example, "symbol chance point notice")). It is characterized by this. According to this feature, by not setting an advance notice effect pattern that can be determined only in the second special state, the development cost can be reduced and the program capacity can be reduced.

[0057] [[ID=(SG2020-080) The gaming machine of form 2-18 is a gaming machine described in any of forms 2-1 to 1-17, A gaming machine (e.g., a pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot state) by displaying variable identification information (e.g., decorative patterns) based on the fulfillment of starting conditions (e.g., when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A reserved storage means capable of storing information regarding the variable display of identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Information transmission means (e.g., CPU 103) capable of transmitting information related to the game (e.g., performance control commands), An effect execution means (for example, a part in which the effect control CPU 120 can execute a pre-announcement effect) that, based on the information received from the information transmission means, suggests that the reserved memory stored in the reserved memory means will be controlled to the advantageous state, and 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned performance execution means can determine one pre-announcement performance pattern from among multiple types of pre-announcement performance patterns (for example, "countdown announcement," "hold change announcement," "symbol chance announcement," "effect display announcement"), When the variable display is not determined to be controlled to the advantageous state by the determination means, the number of pre-announcement performance patterns that the performance execution means can determine in the second special state is less than the number of pre-announcement performance patterns that can be determined in the first special state and less than the number of pre-announcement performance patterns that can be determined in the third special state (for example, the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State B" (for example, 0) is less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State A" (for example, 3) and less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Probability Fluctuation State" (for example, 4)). In the second special state, the proportion in which the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state is lower than the proportion in which the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state in the first special state, and also lower than the proportion in which the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state in the third special state (for example, the proportion in which the pre-announcement effect is executed when the variable display result is a miss in "Shortened Time State B" (for example, 0%) is lower than the proportion in which the pre-announcement effect is executed when the variable display result is a miss in "Shortened Time State A" (for example, 30%), and also lower than the proportion in which the pre-announcement effect is executed when the variable display result is a miss in "Probability Fluctuation State" (for example, 40%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that there is a long period during which the system is not controlled to an advantageous state, development costs can be reduced by having fewer pre-announcement animation patterns in the variable displays where it is not decided to control the system to an advantageous state, and since the player is less likely to be unnecessarily excited by the pre-announcement animations, a suitable second special state can be provided.

[0058] The gaming machine of form 2-19 is a gaming machine described in any of forms 2-1 to 2-18, The pre-announcement performance pattern that the performance execution means can determine in the second special state and the pre-announcement performance pattern that the performance execution means can determine in at least one of the first special state and the third special state are common (for example, the pre-announcement performance pattern that the performance control CPU 120 can determine in the time-saving state B and the pre-announcement performance pattern that the performance control CPU 120 can determine in at least one of the time-saving state A and the probability variation state are common (for example, the "symbol chance symbol announcement" portion)), It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set pre-announcement animation patterns that can only be determined in the second special state.

[0059] The gaming machine of form 2-20 is a gaming machine described in any of forms 2-1 to 2-19, The pre-announcement performance pattern that the performance execution means can determine in the second special state and the pre-announcement performance pattern that the performance execution means can determine in both the first and third special states are common (for example, the pre-announcement performance pattern that the performance control CPU 120 can determine in the time-saving state B and the pre-announcement performance pattern that the performance control CPU 120 can determine in both the time-saving state A and the probability variation state are common (for example, the "symbol chance announcement" part)), It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set a second specific variable display pattern that can only be determined by the second special state.

[0060] The gaming machine of form 2-21 is a gaming machine described in any of forms 2-1 to 2-20, In the second special state, the number of pre-announcement performance patterns that the performance execution means can determine is less than the number of pre-announcement performance patterns that the performance execution means can determine in the first special state, and the number of pre-announcement performance patterns that the performance execution means can determine in the first special state is less than the number of pre-announcement performance patterns that the performance execution means can determine in the third special state (for example, the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State B" (for example, 0) is less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State A" (for example, 3), and less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Probability Fluctuation State" (for example, 4)). It is characterized by the following. According to this feature, in the second special state, the number of selectable pre-announcement animation patterns is reduced to prioritize the consumption of variable displays, while in the third special state, the number of selectable pre-announcement animation patterns is increased to enhance the enjoyment of the game.

[0061] (SG2020-081) The gaming machine of form 1-31 is a gaming machine described in any of forms 1-1 to 1-30, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing effects including action-promoting effects that encourage player actions (for example, the part in which the effect control CPU 120 can execute a "button notification"), 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 performed. The execution rate of the action-promoting effect per variable display in the second special state is lower than the execution rate of the action-promoting effect per variable display in the first special state (for example, the execution rate of the button notification per variable display in "Shortened Time State B" (for example, 10% for a big win, 5% for a miss) is lower than the execution rate of the button notification per variable display in "Shortened Time State A" (for example, 80% for a big win, 20% for a miss), and also lower than the execution rate of the button notification per variable display in "Probability Variation State" (for example, 80% for a big win, 30% for a miss). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the number of times the player is prompted to take action in the first variable display is small, thus providing a suitable second special state.

[0062] A gaming machine of form 1-32 is a gaming machine described in any of forms 1-1 to 1-31, In the second special state, the proportion in which the performance execution means executes the action-promoting performance when the variable display is determined by the determination means to be controlled to the advantageous state is higher than the proportion in which the performance execution means executes the action-promoting performance when the variable display is not determined by the determination means to be controlled to the advantageous state (for example, in time-saving state B, the proportion in which the performance control CPU 120 executes a "button notification" when the variable display result is a jackpot (for example, 10%) is higher than the proportion in which the performance control CPU 120 executes a "button notification" when the variable display result is a miss (for example, 5%)). It is characterized by the following. This feature allows for increased interest by drawing attention to the fact that action-enhancing effects are performed in the second special state.

[0063] A gaming machine of form 1-33 is a gaming machine described in any of forms 1-1 to 1-32, The action-promoting action patterns that the aforementioned action execution means can execute include a first action-promoting action pattern and a second action-promoting action pattern in which the proportion of control to the advantageous state is higher than when the first action-promoting action pattern is executed. The proportion in which the second action-promoting performance pattern is executed in the second special state is higher than the proportion in which the second action-promoting performance pattern is executed in the first special state (for example, as performance patterns for "button notification," there is a "one-shot" pattern and "rapid-fire" or "long-press" patterns which have a higher proportion of being controlled to a jackpot game state than when the "one-shot" pattern is executed, and the proportion in which the "one-shot" pattern is executed in time-saving state B (for example, 10%) is lower than the proportion in which the "rapid-fire" or "long-press" patterns are executed in time-saving state A or the probability variation state (for example, 40%), but the proportion in which the "one-shot" pattern is executed in time-saving state B may be higher than the proportion in which the "rapid-fire" or "long-press" patterns are executed in time-saving state A or the probability variation state). It is characterized by the following. According to this characteristic, when an action-enhancing effect is performed in the second special state, it often results in the second action-enhancing effect pattern, thus enhancing the overall enjoyment.

[0064] A gaming machine of form 1-34 is a gaming machine described in any of forms 1-1 to 1-33, The period during which the action-promoting effect is performed in the first special state and the period during which the action-promoting effect is performed in the second special state are the same (for example, the period during which the "button notification" is performed in time-saving state A or probability-changing state and the period during which the "button notification" is performed in time-saving state B are the same (for example, the period during which the "reach notification" is performed)), It is characterized by the following. This feature allows for a reduction in development costs by unifying the execution period of the action acceleration sequence between the first and second special states.

[0065] A gaming machine of form 1-35 is a gaming machine described in any of forms 1-1 to 1-34, The aforementioned performance execution means is capable of executing a performance preparation performance before executing the performance acceleration performance, The period during which the action acceleration preparation animation is performed in the first special state and the period during which the action acceleration preparation animation is performed in the second special state are common (for example, if the performance control CPU 120 makes it possible to perform an action acceleration preparation animation before executing a "button notification" (for example, although not particularly shown, an animation in which the push button 31B to be operated is displayed in a fade-in or an animation in which an effect is displayed before the operation validity period begins), it is preferable that the period during which the action acceleration preparation animation is performed in the time-saving state A or the probability variation state and the period during which the action acceleration preparation animation is performed in the time-saving state B are common). It is characterized by the following. This feature allows for a common execution period for the action acceleration preparation sequence between the first and second special states, thereby reducing development costs and enabling appropriate notification of the execution of the action acceleration sequence.

[0066] (SG2020-082) The gaming machine of form 2-22 is a gaming machine described in any of forms 2-1 to 2-21, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing effects including action-promoting effects that encourage player actions (for example, the part in which the effect control CPU 120 can execute a "button notification"), 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, 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 performed, and a third special state (e.g., 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-promoting effect per variable display in the second special state is lower than the execution rate of the action-promoting effect per variable display in the first special state, and also lower than the execution rate of the action-promoting effect per variable display in the third special state (for example, the execution rate of the button notification per variable display in "Shortened Time State B" (for example, 10% for a big win, 5% for a miss) is lower than the execution rate of the button notification per variable display in "Shortened Time State A" (for example, 80% for a big win, 20% for a miss), and also lower than the execution rate of the button notification per variable display in "Probability Fluctuation State" (for example, 80% for a big win, 30% for a miss). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the number of times the player is prompted to take action in the first variable display is small, thus providing a suitable second special state.

[0067] (SG2020-083) The gaming machine of form 1-36 is a gaming machine described in any of forms 1-1 to 1-35, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing an effect that includes an action-promoting effect that encourages the player to take action, and a specific effect that notifies the player that they are controlled to the advantageous state (for example, an effect control CPU 120 capable of executing a "win / fail button effect" and a "movable body effect"), 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 performed. The aforementioned performance execution means can perform the action-promoting performance and the specific performance as performance execution patterns for the variable display of 1, and there are a first performance execution pattern (for example, "Pattern A-2, A-3") which performs the action-promoting performance first and then the specific performance, and a second performance execution pattern (for example, "Pattern A-1") which performs the specific performance without performing the action-promoting performance. In the second special state, the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state is higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state (for example, the proportion in the shortened time state B in which the SP Reach D jackpot variation pattern executes the "instant win performance" by executing the "movable body performance" without executing the "win / loss button performance" (for example, 90%) is higher than the proportion in the shortened time state A in which the SP Reach D jackpot variation pattern executes the "instant win performance" by executing the "movable body performance" without executing the "win / loss button performance" (for example, 0%), and is also higher than the proportion in the probability variation state in which the SP Reach D jackpot variation pattern executes the "instant win performance" or "full rotation performance" by executing the "movable body performance" without executing the "win / loss button performance" (for example, 0%). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the system will be less likely to prompt the player to take action when it is announced that it has been decided to control the system to an advantageous state, thus providing a suitable second special state.

[0068] (SG2020-084) The gaming machine of form 2-23 is a gaming machine described in any of forms 2-1 to 2-22, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing an effect including an action-promoting effect that encourages the player to take action, and a specific effect that notifies the player that they are being controlled to the advantageous state (for example, an effect control CPU 120 capable of executing a "button notification" and a "win / fail button effect"), 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned performance execution means can perform the action-promoting performance and the specific performance as performance execution patterns for the variable display of 1, and there are a first performance execution pattern (for example, "Pattern A-2, A-3") which performs the action-promoting performance first and then the specific performance, and a second performance execution pattern (for example, "Pattern A-1") which performs the specific performance without performing the action-promoting performance. The proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the second special state is higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state, and also higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the third special state (for example, the proportion in which the "instant win performance" is executed in the SP Reach D jackpot variation pattern without executing the "win / fail button performance" in the time-saving state B (for example, 90%) is higher than the proportion in the time-saving state A where the "movable body performance" is executed without executing the "win / fail button performance" in the SP Reach D jackpot variation pattern (for example, 0%), and also higher than the proportion in the probability variation state where the "movable body performance" is executed without executing the "win / fail button performance" in the SP Reach D jackpot variation pattern (for example, 0%). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the system will be less likely to prompt the player to take action when it is announced that it has been decided to control the system to an advantageous state, thus providing a suitable second special state.

[0069] (SG2020-085) The gaming machine of form 1-37 is a gaming machine described in any of forms 1-1 to 1-36, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing effects including action-promoting effects that encourage player actions (for example, the part in which the effect control CPU 120 can execute a "button notification"), 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 performed. The types of action-promoting effects that the aforementioned effect execution means can perform include a first action-promoting effect that prompts the player to perform a single action (for example, an action-promoting display for a "single hit" operation) and a second action-promoting effect that prompts the player to perform an action over a predetermined period of time (for example, an action-promoting display for a "rapid press" or "long press" operation). The aforementioned performance execution means is capable of executing both the first action acceleration performance and the second action acceleration performance in the first special state, and is capable of executing the first action acceleration performance while not executing the second action acceleration performance in the second special state (for example, the performance control CPU 120 is capable of deciding to execute either the "single-shot pattern" or the "rapid-fire pattern, long-press pattern" in the "probability variation state" and "time-saving state A", and is capable of deciding the "single-shot pattern" while not deciding to execute the "rapid-fire pattern, long-press pattern" in "time-saving state B". See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, it is less likely that the player will be prompted to perform cumbersome actions such as operating for a predetermined period of time, taking into account that a long period of time has passed during which the system is not controlled to an advantageous state. Therefore, a suitable second special state can be provided.

[0070] (SG2020-086) The gaming machine of form 2-24 is a gaming machine described in any of forms 2-1 to 2-23, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing effects including action-promoting effects that encourage player actions (for example, the part in which the effect control CPU 120 can execute a "button notification"), 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, 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 performed, and a third special state (e.g., 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 action-promoting effects that the aforementioned effect execution means can perform include a first action-promoting effect that prompts the player to perform a single action (for example, an action-promoting display for a "single hit" operation) and a second action-promoting effect that prompts the player to perform an action over a predetermined period of time (for example, an action-promoting display for a "rapid press" or "long press" operation). The effect execution means can execute both the first effect for promoting operation and the second effect for promoting operation in the first special state and the third special state, and can execute the first effect for promoting operation in the second special state while not executing the second effect for promoting operation (for example, the effect control CPU 120 can determine whether to execute either the "one-shot pattern" or the "continuous hit pattern and long press pattern" in the "probability variable state" and the "time shortening state A", and in the "time shortening state B", can determine the "one-shot pattern" while not determining the execution of the "continuous hit pattern and long press pattern". Refer to FIG. 11-50). It is characterized by this. According to this feature, in the second special state controlled through variable display for a predetermined number of times, considering that the period not controlled to the advantageous state continues for a long time, it is possible to provide a suitable second special state because it is less likely to prompt the player to perform troublesome operations such as operating over a predetermined operation period.

[0071] (SG2020-087) The gaming machine of form 1-38 is a gaming machine described in any of forms 1-1 to 1-37, which performs variable display based on the establishment of a start condition (for example, winning of a game ball into the start winning opening), and is a gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, jackpot gaming state, etc.) favorable to the player, with state control means (for example, the part where the CPU 103 can be controlled to a normal state, a time shortening state A where time shortening control for improving the variation efficiency of a special symbol (especially the second special symbol) is executed, a probability variable state, and a time shortening state B) that can be controlled to a non-special state and a special state where the start condition is more likely to be established than the non-special state, decision means (for example, the part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the special symbol normal process) that can determine to control to the advantageous state, and effect execution means (for example, the part where the effect control CPU 120 can execute a "moving body预告") that can execute an effect including a suggestive effect indicating that it is controlled to the advantageous state. It is provided with The special state includes a first special state (e.g., short-time 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., short-time state B) that is controlled on the condition that variable displays have been executed a predetermined number of times (e.g., 900 times). Based on the determination result of the determination means, the effect execution means can execute a plurality of types of suggestion effects including a first suggestion effect (e.g., "vibration (small)") and a second suggestion effect (e.g., "vibration (large)") with a higher ratio of being controlled to the advantageous state than when the first suggestion effect is executed. The execution ratio of the suggestion effect per one variable display in the second special state is lower than the execution ratio of the suggestion effect per one variable display in the first special state (e.g., the execution ratio of "moving body预告" per one variable display in "short-time state B" (e.g., jackpot 0%, loss 0%) is lower than the execution ratio of "moving body预告" per one variable display in "short-time state A" (e.g., jackpot 90%, loss 30%), and is also lower than the execution ratio of "moving body预告" per one variable display in the "certain variable state" (e.g., jackpot 90%, loss 40%). Refer to FIG. 11-50). It is characterized by this. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that the period not being controlled to the advantageous state continues for a long time, the number of times suggesting being controlled to the advantageous state decreases, so a suitable second special state can be provided.

[0072] The gaming machine of Form 1-39 is the gaming machine according to any one of Forms 1-1 to 1-38, When it is a variable display determined to be controlled to the advantageous state by the determination means, the ratio at which the suggestion effect is executed in the second special state is higher than the ratio at which the suggestion effect is executed in the first special state when it is a variable display determined to be controlled to the advantageous state by the determination means (for example, when the variable display result is a big win, the ratio at which "moving body notice" is executed in the short-time state B (for example, 0%) is lower than the ratio at which "moving body notice" is executed in the short-time state A or the probability variable state when the variable display result is a big win (for example, 90%), but the ratio at which "moving body notice" is executed in the short-time state B when the variable display result is a big win may be made higher than the ratio at which "moving body notice" is executed in the short-time state A or the probability variable state when the variable display result is a big win). It is characterized by this. According to this feature, the interest can be improved by making the degree of attention to the suggestion effect different 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, When it is a variable display determined to be controlled to the advantageous state by the determination means, the ratio at which the first suggestion effect is executed in the second special state is higher than the ratio at which the first suggestion effect is executed in the first special state when it is a variable display determined to be controlled to the advantageous state by the determination means (for example, when the variable display result is a big win, the ratio at which the "vibration (small)" pattern is executed in the short-time state B (for example, 0%) is lower than the ratio at which the "vibration (small)" pattern is executed in the short-time state A or the probability variable state when the variable display result is a big win (for example, 30%), but the ratio at which the "vibration (small)" pattern is executed in the short-time state B when the variable display result is a big win may be made higher than the ratio at which the "vibration (small)" pattern is executed in the short-time state A or the probability variable state when the variable display result is a big win (for example, 30%)). It is characterized by this. According to this feature, the degree of attention to the suggestive performance can be made different between the first special state and the second special state, thereby improving the interest.

[0074] (SG2020-088) The gaming machine of form 2-25 is a gaming machine described in any one of forms 2-1 to 2-24, which performs variable display based on the establishment of a start condition (for example, winning of a game ball in the start winning opening), and is a gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, jackpot gaming state, etc.) advantageous to the player, a state control means (for example, the part where the CPU 103 can be controlled to a normal state, a time-saving state A in which the CPU 103 executes time-saving control with improved variation efficiency of a special symbol (especially the second special symbol), a probability variation state, and a time-saving state B) that can be controlled to a non-special state and a special state in which the start condition is more likely to be established than the non-special state, a determination means (for example, the part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the special symbol normal process) that can determine to control to the advantageous state, a performance execution means (for example, the part where the performance control CPU 120 can execute "moving body notice") that can execute a performance including a suggestive performance indicating that it is controlled to the advantageous state, and includes, the special state includes a first special state (for example, time-saving state A) that is controlled when the advantageous state controlled from the non-special state (for example, normal state) ends, a second special state (for example, time-saving state B) that is controlled on the condition that variable display has been executed a predetermined number of times (for example, 900 times), and a third special state (for example, probability variation state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, the performance execution means can execute a plurality of types of suggestive performances including a first suggestive performance (for example, "vibration (small)") and a second suggestive performance (for example, "vibration (large)") in which the ratio of being controlled to the advantageous state is higher than when the first suggestive performance is executed, based on the determination result of the determination means, The execution ratio of the suggestive effect per variable display in the second special state is lower than the execution ratio of the suggestive effect per variable display in the first special state and also lower than the execution ratio of the suggestive effect per variable display in the third special state (for example, the execution ratio of the "moving body notice" per variable display in the "time-saving state B" (for example, jackpot 0%, loss 0%) is lower than the execution ratio of the "moving body notice" per variable display in the "time-saving state A" (for example, jackpot 90%, loss 30%) and also lower than the execution ratio of the "moving body notice" per variable display in the "probability change state" (for example, jackpot 90%, loss 40%). See Figure 11-50), which 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 during which it is not controlled to the advantageous state continues for a long time, the number of times of being suggested to be controlled to the advantageous state decreases, so a suitable second special state can be provided.

[0075] (SG2020-089) The gaming machine of Form 1-41 is a gaming machine described in any of Forms 1-1 to 1-40, which performs 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 port), and is a gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, jackpot gaming state, etc.) advantageous to the player, a state control means that can be controlled to a 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, the part where the CPU 103 can be controlled to the normal state, the time-saving state A in which the time-saving control for improving the variation efficiency of the special symbol (especially the second special symbol) is executed, the probability change state, and the time-saving state B), a determination means that can determine to control to the advantageous state (for example, the part where the CPU 103 executes the jackpot determination process in step 069SGS62 in the special symbol normal process), Decoration variable display means for performing variable display of decoration identification information corresponding to variable display of special identification information (for example, the part where the effect control CPU 120 executes variable display of decorative patterns as a plurality of types of decoration identification information in synchronization with the first special symbol and the second special symbol), and Effect execution means capable of executing an effect including a stimulating effect for prompting whether or not to make the mode of variable display of decoration identification information a specific mode (for example, the part where the effect control CPU 120 can execute "character preview" and "reach preview"), and Comprising The special state includes a first special state (for example, time-saving state A) controlled when the advantageous state controlled from the non-special state (for example, normal state) ends, and a second special state (for example, time-saving state B) controlled on the condition that variable display has been executed a predetermined number of times (for example, 900 times). The execution ratio of the stimulating effect per variable display in the second special state is lower than the execution ratio of the stimulating effect per variable display in the first special state (for example, the execution ratio of "character preview" per variable display in "time-saving state B" (for example, jackpot 10%, loss 5%) is lower than the execution ratio of "character preview" per variable display in "time-saving state A" (for example, jackpot 80%, loss 20%), and is also lower than the execution ratio of "character preview" per variable display in the "probability variable state" (for example, jackpot 80%, loss 3%)). Also, the execution ratio of "reach preview" per variable display in "time-saving state B" (for example, 20%) is lower than the execution ratio of "reach preview" per variable display in "time-saving state A" (for example, 40%), and is also lower than the execution ratio of "reach preview" per variable display in the "probability variable state" (for example, 50%). See Fig. 11-50), It is characterized by this. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that the period not controlled to the advantageous state continues for a long time, the number of times of prompting whether to display a specific display is reduced, so a suitable second special state can be provided.

[0076] (SG2020-090) The gaming machine of form 2-26 is a gaming machine described in any of forms 2-1 to 2-25, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), An effect execution means capable of executing an effect that includes an effect that encourages the user to decide whether or not to set the variable display mode of decorative identification information to a specific mode (for example, the part in which the effect control CPU 120 can execute "character announcement" or "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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The execution ratio of the excitement production per variable display in the second special state is lower than the execution ratio of the excitement production per variable display in the first special state and lower than the execution ratio of the excitement production per variable display in the third special state (for example, the execution ratio of the "character preview" (for example, jackpot 10%, loss 5%) per variable display in the "time-saving state B" is lower than the execution ratio of the "character preview" (for example, jackpot 80%, loss 20%) per variable display in the "time-saving state A" and lower than the execution ratio of the "character preview" (for example, jackpot 80%, loss 30%) per variable display in the "certain change state". Also, the execution ratio of the "reach preview" (for example, 20%) per variable display in the "time-saving state B" is lower than the execution ratio of the "reach preview" (for example, 40%) per variable display in the "time-saving state A" and lower than the execution ratio of the "reach preview" (for example, 50%) per variable display in the "certain change state". Refer to FIG. 11-50), which is characterized by. According to this feature, in the second special state controlled through a predetermined number of variable displays, considering that the period not controlled to the advantageous state continues for a long time, the number of times of being excited as to whether to display the specific display is reduced, so that a suitable second special state can be provided.

[0077] (SG2020-091) The gaming machine of form 1-42 is a gaming machine described in any one of forms 1-1 to 1-41, which performs variable display based on the establishment of a start condition (for example, winning of a game ball into the start winning opening), and is a gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, jackpot gaming state, etc.) advantageous to the player, with state control means (for example, CPU 103 can be controlled to a normal state, a time-saving state A in which time-saving control for improving the variation efficiency of a special symbol (especially the second special symbol) is executed, a certain change state, and a time-saving state B) that can be controlled to a non-special state and a special state in which the start condition is more likely to be established than the non-special state, A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), A movable body (for example, movable body 32), An effect execution means capable of executing an effect including a movable body effect that operates the movable body and a specific effect that notifies that the system is controlled to the advantageous state (for example, the part in which the effect control CPU 120 can execute "movable body notification" and "movable body effect"), 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 performed. The aforementioned performance execution means can perform the movable body performance and the specific performance as performance execution patterns for the movable body performance and the specific performance that can be performed in the variable display of 1, and the following are included: a first performance execution pattern (e.g., "Pattern A-2, A-3") in which the movable body performance is performed before the performance period of the specific performance and also during the performance period of the specific performance, and a second performance execution pattern (e.g., "Pattern A-1") in which the movable body performance is not performed before the performance period of the specific performance, but is performed during the performance period of the specific performance. The proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the second special state is higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state (for example, the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Shortened Time State B" (for example, 90%) is higher than the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Shortened Time State A" (for example, 10%), and also higher than the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Probability Change State" (for example, 20%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control the game to an advantageous state, taking into account that a long period of time has passed during which the game has not been controlled to an advantageous state, the movable parts are less likely to be operated unnecessarily even before a specific performance, thus providing a suitable second special state.

[0078] A gaming machine of form 1-43 is a gaming machine described in any of forms 1-1 to 1-42, The control data used to control the movable body in the movable body performance when the determination means decides to control it to the advantageous state in the first special state, and the control data used to control the movable body in the movable body performance when the determination means decides to control it to the advantageous state in the second special state, are common to all (for example, the control data used to control the operation of the movable body 32 and push button 31B in the "movable body performance" when a jackpot occurs in the time-saving state A or the probability variation state (for example, control data corresponding to extended commands such as D100 and S200) and the control data used to control the operation of the movable body 32 and push button 31B in the "movable body performance" when a jackpot occurs in the time-saving state B (for example, control data corresponding to extended commands such as D100 and S200) are common to all). It is characterized by the following. This feature allows for the commonization of control data used to control the movable body between the first and second special states, thereby reducing development costs.

[0079] A gaming machine of form 1-44 is a gaming machine described in any of forms 1-1 to 1-43, Equipped with a light-emitting means capable of emitting light, The control data used to control the light-emitting means that illuminates in conjunction with the movement of the movable body in the movable body performance when the determination means determines to control the machine to the advantageous state in the first special state, and the control data used to control the light-emitting means that illuminates in conjunction with the movement of the movable body in the movable body performance when the determination means determines to control the machine to the advantageous state in the second special state, are common to all (for example, the control data used to control the movable body LED 208 and frame LEDs 9L1~9L12, 9R1~9R12 that illuminate in conjunction with the movement of the movable body 32 in the "movable body performance" when a jackpot occurs in the time-saving state A or probability variation state (for example, control data corresponding to an extended command such as B000), and the control data used to control the movable body LED 208 that illuminates in conjunction with the movement of the movable body 32 in the "movable body performance" when a jackpot occurs in the time-saving state B (for example, control data corresponding to an extended command such as B000), are common to all of these). It is characterized by the following. This feature allows for a reduction in development costs by standardizing the control data used to control the light-emitting means that illuminates in conjunction with the movable body effects in both the first and second special states.

[0080] A gaming machine of form 1-45 is a gaming machine described in any of forms 1-1 to 1-44, The system includes a display means capable of displaying an effect image to emphasize 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 the determination means decides to control the game 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 the determination means decides to control the game to the advantageous state in the second special state, are common to all (for example, the effect image displayed in conjunction with the movement of the movable body 32 in the "movable body performance" when a jackpot occurs in the time-saving state A or the probability variation state (see movable body performance image 069SG456 in Figure 11-59(D1)), and the effect image displayed in conjunction with the movement of the movable body 32 in the "movable body performance" when a jackpot occurs in the time-saving state B (see movable body performance image 069SG456 in Figure 11-59(D1)), are common to all of these). It is characterized by the following. This feature allows for the unification of effect images displayed in conjunction with the movable body animation between the first and second special states, thereby reducing development costs.

[0081] The gaming machine of form 1-46 is a gaming machine described in any of forms 1-1 to 1-45, Equipped with vibration means capable of performing vibration of a predetermined part, The vibration mode performed by the vibration means in conjunction with the movement of the movable body in the movable body performance when the determination means decides to control the game to the advantageous state in the first special state, and the vibration mode performed by the vibration means in conjunction with the movement of the movable body in the movable body performance when the determination means decides to control the game to the advantageous state in the second special state, are common to both (for example, the vibration mode performed by the vibration motor 61 in conjunction with the movement of the movable body 32 in the "movable body performance" when a jackpot occurs in the time-saving state A or the probability variation state, and the vibration mode performed by the vibration motor 61 in conjunction with the movement of the movable body 32 in the "movable body performance" when a jackpot occurs in the time-saving state B are common to both). It is characterized by the following. This feature allows for a reduction in development costs by standardizing the vibration patterns executed in conjunction with the movable body effects between the first and second special states.

[0082] The gaming machine of form 1-47 is a gaming machine described in any of forms 1-1 to 1-46, The proportion in which the first performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state is higher than the proportion in which the first performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the second special state (for example, the proportion in which "Pattern A-2, A-3 (First Performance Execution Pattern)" is executed when the variable display result is a jackpot in the time-saving state A or the probability variation state (for example, 80-90%) is higher than the proportion in which "Pattern A-2, A-3 (First Performance Execution Pattern)" is executed when the variable display result is a jackpot in the time-saving state B (for example, 10%)). It is characterized by the following. This feature allows for increased interest in the first special state by drawing attention to whether or not the movable parts are operating.

[0083] The gaming machine of form 1-48 is a gaming machine described in any of forms 1-1 to 1-47, The frequency of execution of the movable body effect in the second special state is lower than the frequency of execution of the movable body effect in the first special state (for example, the frequency of execution of the "movable body effect" in time-saving state B (for example, about 10%) is lower than the frequency of execution of the "movable body effect" in time-saving state A or probability variation state (for example, 80-90%)). It is characterized by the following. This feature means that the movable parts are less likely to be moved unnecessarily in the second special state, thus providing a suitable second special state.

[0084] (SG2020-092) The gaming machine of form 2-27 is a gaming machine described in any of forms 2-1 to 2-15, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), A movable body (for example, movable body 32), An effect execution means capable of executing an effect including a movable body effect that operates the movable body and a specific effect that notifies that the system is controlled to the advantageous state (for example, the part in which the effect control CPU 120 can execute "movable body notification" and "movable body effect"), 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned performance execution means can perform the movable body performance and the specific performance as performance execution patterns for the movable body performance and the specific performance that can be performed in the variable display of 1, and the following are included: a first performance execution pattern (e.g., "Pattern A-2, A-3") in which the movable body performance is performed before the performance period of the specific performance and also during the performance period of the specific performance, and a second performance execution pattern (e.g., "Pattern A-1") in which the movable body performance is not performed before the performance period of the specific performance, but is performed during the performance period of the specific performance. The proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the second special state is higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state, and also higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the third special state (for example, the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Time-Saving State B" (for example, 90%) is higher than the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Time-Saving State A" (for example, 10%), and also higher than the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Probability Change State" (for example, 20%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control the game to an advantageous state, taking into account that a long period of time has passed during which the game has not been controlled to an advantageous state, the movable parts are less likely to be operated unnecessarily even before a specific performance, thus providing a suitable second special state.

[0085] (SG2020-093) The gaming machine of form 1-49 is a gaming machine described in any of forms 1-1 to 1-48, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), An effect execution means capable of executing an effect (for example, the part in which the effect control CPU 120 can execute the "movable body effect" and the "post-effect"), which includes a specific effect that notifies that the variable display is controlled to the advantageous state when it has been determined by the determination means to be controlled to the advantageous state, and a post-effect that is executed after the specific effect and notifies game value information (for example, the planned number of balls to be dispensed) that can identify the magnitude of the game value to be granted 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 performed. When the variable display is determined by the determination means 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 (for example, when the variable display result is "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2), and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration 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 duration of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds), and less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 11-50). The presentation method of the aforementioned post-event performance is the same whether the post-event performance is performed in the first special state or in the second special state (for example, the presentation method of the "post-event performance" that notifies the number of balls to be awarded in the jackpot game state, which is notified in the SP reach performance that the game state will be controlled to a jackpot game state, is the same as the "Shortened Time State B", "Probability Change State", and "Shortened Time State A" as shown in Figure 11-60. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to a favorable state, the variable displays that are decided to be controlled to a favorable state have fewer types of variable display patterns and a shorter average duration of variable display periods, which increases the rate at which the variable displays are consumed. Furthermore, after it is announced that the player will be controlled to a favorable state, the game can be enhanced with the same effects as the first special state, thus providing a suitable second special state.

[0086] A gaming machine of form 1-50 is a gaming machine described in any of forms 1-1 to 1-49, The specific performance that is executed when the decision means determines to control the game to the advantageous state in the first special state, and the specific performance that is executed when the decision means determines to control the game to the advantageous state in the second special state, are common to all (for example, the "movable body performance" that is executed when the variable display result is a jackpot in the time-saving state A or the probability variation state, and the "movable body performance" that is executed when the variable display result is a jackpot in the time-saving state B are common parts. See Figure 11-59 (D1)). It is characterized by the following. This feature allows for the reduction of development costs by standardizing specific effects between the first and second special states.

[0087] The gaming machine of form 1-51 is a gaming machine described in any of forms 1-1 to 1-50, Equipped with a light-emitting means capable of emitting light, The control data used to control the light-emitting means that illuminates in conjunction with the post-event performance in the first special state and the control data used to control the light-emitting means that illuminates in conjunction with the post-event performance in the second special state are common (for example, the control data used to control the movable LED 208 that illuminates 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 LED 208 that illuminates in conjunction with the "post-event performance" in the time-saving state B are common (for example, the portion of the light-emitting control data executed based on the extended command D300)), It is characterized by the following. This feature allows for the reduction of development costs by standardizing the control data used to control the light-emitting means that illuminates in conjunction with the post-event effects in both the first and second special states.

[0088] A gaming machine of form 1-52 is a gaming machine described in any of forms 1-1 to 1-51, Equipped with vibration means capable of performing vibration of a predetermined part, The vibration mode performed by the vibration means in conjunction with the post-event performance in the first special state and the vibration mode performed by the vibration means in conjunction with the post-event performance in the second special state are common (for example, the vibration mode performed by the vibration motor 61 in conjunction with the "post-event performance" in the time-saving state A or the probability variation state and the vibration mode performed 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 portion performed based on the extended command S300)), It is characterized by the following. This feature allows for a reduction in development costs by standardizing the vibration patterns that are executed in conjunction with the post-event effects between the first and second special states.

[0089] (SG2020-094) The gaming machine of form 2-28 is a gaming machine described in any of forms 2-1 to 2-27, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), An effect execution means capable of executing an effect (for example, the part in which the effect control CPU 120 can execute the "movable body effect" and the "post-effect"), which includes a specific effect that notifies that the variable display is controlled to the advantageous state when it has been determined by the determination means to be controlled to the advantageous state, and a post-effect that is executed after the specific effect and notifies game value information (for example, the planned number of balls to be dispensed) that can identify the magnitude of the game value to be granted 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, 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 performed, and a third special state (e.g., 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 is determined by the determination means 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 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 "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2) and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration 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 duration of the variable display period of the variable display pattern determined in the first special state, and also shorter than the average duration of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds), and also less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 11-50). The presentation method of the aforementioned post-event performance is common to the cases in which the post-event performance is performed in the first special state, the second special state, and the third special state (for example, the presentation method of the "post-event performance" that notifies the number of balls to be awarded in the jackpot game state, which is notified by the SP reach performance that the game state will be controlled to a jackpot game state, is common to "Shortened Time State B", "Probability Change State", and "Shortened Time State A", as shown in Figure 11-60. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the variable displays that are decided to be controlled to an advantageous state have fewer types of variable display patterns and a shorter average duration of variable display periods, thereby increasing the rate at which the variable displays are consumed. Furthermore, after it is announced that the player will be controlled to an advantageous state, the game can be enhanced with the same effects used in both the first and third special states, thus providing a suitable second special state.

[0090] (SG2020-095) The gaming machine of form 1-53 is a gaming machine described in any of forms 1-1 to 1-52, A game machine (e.g., a pachinko game machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) by performing variable display of first identification information (e.g., first special symbol) based on the fulfillment of a first starting condition (e.g., a game ball entering the first starting prize slot), and by performing variable display of second identification information (e.g., second special symbol) based on the fulfillment of a second starting condition (e.g., a game ball entering the second starting prize slot), State control means capable of controlling between a non-special state and a special state in which the second starting condition is more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A first reserved storage means capable of storing information regarding the variable display of the first identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A second reserved storage means capable of storing information regarding the variable display of the second identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-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 performed. The variable display pattern determination means is In the first special state, if no hold memory is stored in the second hold memory means and the determination means does not decide to control to the advantageous state, a predetermined variable display pattern (e.g., "not reach") for a predetermined variable display period can be determined for which the hold memory can be stored in the second hold memory means. In the second special state, if no hold memory is stored in the second hold memory means, and the determination means does not decide to control it to the advantageous state, a special variable display pattern with a special variable display time shorter than the predetermined variable display period can be determined (for example, when the number of hold memories is 0 in the probability variation state or time-saving state A, the CPU 103 can determine a losing variation pattern with a long variable display time to gain time to store hold memories in the second hold memory (for example, a non-reach A with a variation time of 7 seconds, or an SP reach variation with a variation time of 25 or 40 seconds), while when the number of hold memories is 0 in time-saving state B, the CPU 103 can determine a shortened non-reach variation pattern with a shorter variable display time than a losing variation pattern with a long variable display time (for example, a non-reach A with a variation time of 7 seconds, or an SP reach variation with a variation time of 25 or 40 seconds) (for example, an ultra-shortened non-reach with a variation time of 1.5 seconds, or a shortened non-reach A with a variation time of 3 seconds). See Figure 11-69. It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, even if no hold memory is stored, a predetermined variable display pattern with a long variable display period is determined, taking into account that a long period of time has passed during which the state has not been controlled to an advantageous state. This prevents a decrease in the rate of consumption of the variable displays, thus providing a suitable second special state.

[0091] (SG2020-096) The gaming machine of form 2-29 is a gaming machine described in any of forms 2-1 to 2-28, A game machine (e.g., a pachinko game machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) by performing variable display of first identification information (e.g., first special symbol) based on the fulfillment of a first starting condition (e.g., a game ball entering the first starting prize slot), and by performing variable display of second identification information (e.g., second special symbol) based on the fulfillment of a second starting condition (e.g., a game ball entering the second starting prize slot), State control means capable of controlling between a non-special state and a special state in which the second starting condition is more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A first reserved storage means capable of storing information regarding the variable display of the first identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A second reserved storage means capable of storing information regarding the variable display of the second identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-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 performed, and a third special state (e.g., 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 In the first special state or the third special state, if no hold memory is stored in the second hold memory means and the determination means does not decide to control to the advantageous state, a predetermined variable display pattern (e.g., "not reach") for a predetermined variable display period can be determined for which the hold memory can be stored in the second hold memory means. In the second special state, if no hold memory is stored in the second hold memory means, and the determination means does not decide to control it to the advantageous state, a special variable display pattern with a special variable display time shorter than the predetermined variable display period can be determined (for example, when the number of hold memories is 0 in the probability variation state or time-saving state A, the CPU 103 can determine a losing variation pattern with a long variable display time to gain time to store hold memories in the second hold memory (for example, a non-reach A with a variation time of 7 seconds, or an SP reach variation with a variation time of 25 or 40 seconds), while when the number of hold memories is 0 in time-saving state B, the CPU 103 can determine a shortened non-reach variation pattern with a shorter variable display time than a losing variation pattern with a long variable display time (for example, a non-reach A with a variation time of 7 seconds, or an SP reach variation with a variation time of 25 or 40 seconds) (for example, an ultra-shortened non-reach with a variation time of 1.5 seconds, or a shortened non-reach A with a variation time of 3 seconds). See Figure 11-69. It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, even if no hold memory is stored, a predetermined variable display pattern with a long variable display period is determined, taking into account that a long period of time has passed during which the state has not been controlled to an advantageous state. This prevents a decrease in the rate of consumption of the variable displays, thus providing a suitable second special state.

[0092] (SG2020-097) The gaming machine of form 1-54 is a gaming machine described in any of forms 1-1 to 1-53, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), When the control of the aforementioned special state is initiated, the performance execution means (for example, the part in which the performance control CPU 120 can execute the "entry performance") includes a special state start performance that notifies the start of the control of the special state by displaying a special state start indicator, 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 performed. The aforementioned performance execution means is When the control of the first special state is initiated, the special state start indicator is displayed in the special state start animation. When control of the second special state is initiated, the special state initiation animation displays the special state initiation indicator, and also displays special indicators that are not displayed when control of the first special state is initiated (for example, when control of time-saving state A is initiated, the time-saving entry animation A displays the entry image 069SG470, and when control of the probability variation state is initiated, the probability variation entry animation displays the entry image 069SG472, which consists of the entry image 069SG470 and the probability variation image 069SG471, while when control of time-saving state B is initiated, the time-saving entry animation B displays the entry image 069SG470 which is the same as the entry image 069SG470 displayed when entering time-saving state A and the probability variation state, and also displays the playtime images 069SG473A and 069SG473B as special indicators that are not displayed when control of the probability variation state or time-saving state A is initiated. See Figures 11-50, 11-63, and 11-64). It is characterized by the following. According to this feature, in the second special state, which is controlled after a predetermined number of variable displays, considering that there is a long period during which the system is not controlled to an advantageous state, the special state start animation displays not only the same special state start display as when the control of the first special state begins, but also a special display that is not displayed when the control of the first special state begins, thereby making the start of the second special state more exciting.

[0093] A gaming machine of form 1-55 is a gaming machine described in any of forms 1-1 to 1-54, A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The variable display pattern determination means can determine a special variable display pattern for a variable display period in which the special state start performance can be executed in the variable display when the control of the second special state is initiated (for example, the performance control CPU 120 may be able to determine a special variation pattern having a variable display time in which the "entry performance" can be executed in the relief time reduction reach variation). It is characterized by the following. This feature allows for the execution of a special state initiation sequence.

[0094] (SG2020-098) The gaming machine of form 2-30 is a gaming machine described in any of forms 2-1 to 2-29, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), When the control of the aforementioned special state is initiated, the performance execution means (for example, the part in which the performance control CPU 120 can execute the "entry performance") includes a special state start performance that notifies the start of the control of the special state by displaying a special state start indicator, 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned performance execution means is When the control of the third special state is initiated, the special state start indicator is displayed in the special state start animation. When control of the second special state is initiated, the special state start indicator is displayed in the special state start animation, and special indicators that are not displayed when control of the third special state is initiated are displayed (for example, when control of time-saving state A is initiated, the entry image 069SG470 is displayed in time-saving state entry animation A, and when control of the probability variation state is initiated, the entry image 069SG472 consisting of entry image 069SG470 and probability variation image 069SG471 is displayed in probability variation state entry animation, while when control of time-saving state B is initiated, the entry image 069SG470 common to the entry image 069SG470 displayed when entering time-saving state A and probability variation state is displayed in time-saving state entry animation B, and playtime images 069SG473A and 069SG473B as special indicators that are not displayed when control of probability variation state or time-saving state A is initiated are displayed. See Figures 11-50, 11-63, and 11-64). It is characterized by the following. According to this feature, in the second special state, which is controlled after a predetermined number of variable displays, considering that there is a long period during which the player is not controlled to an advantageous state, the special state start animation displays not only the special state start display which is the same as when the control of the third special state starts, but also a special display which is not displayed when the control of the third special state starts, thereby making the start of the second special state more exciting.

[0095] (SG2020-119) The gaming machine of form 1-56 is a gaming machine described in any of forms 1-1 to 1-55, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods for special identification information (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069 SGS 111), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), 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 of special identification information (e.g., 900 times) have been performed. The aforementioned advantageous state includes a first advantageous state (for example, jackpot A (6R), jackpot B (6R)) and a second advantageous state (for example, jackpot C (10R)) which is more advantageous to the player than the first advantageous state. The variable decorative display means is capable of performing a special variable decorative display (for example, SP Reach D (full rotation)) in which, when the determination means determines that the system should be controlled to the advantageous state, the system displays a specific display result, which is shown as the result of the variable display of the decorative identification information that the determination means has determined to be controlled to the advantageous state, for a predetermined period of time, and then stops displaying it. The proportion in which the special decorative variable display is executed when the determination means decides to control the game to the second advantageous state in the second special state is higher than the proportion in which the special decorative variable display is executed when the determination means decides to control the game to the second advantageous state in the first special state (for example, the proportion in which the performance control CPU 120 executes the "full rotation performance" when "Big Win C (10R)" is determined as the type of big win in time-saving state B (for example, 100%) is higher than the proportion in which the performance control CPU 120 executes "SP Reach D (Full Rotation)" when "Big Win C (10R)" is determined as the type of big win in time-saving state A (for example, 0% (not executed)), and is also higher than the proportion in which the performance control CPU 120 executes "SP Reach D (Full Rotation)" when "Big Win C (10R)" is determined as the type of big win in probability variation state (for example, 0% (not executed)). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control to a second advantageous state with a higher degree of advantage, taking into consideration that a long period of time has passed during which the system has not been controlled to an advantageous state, a special variable display is more likely to be executed, thereby providing a suitable second special state.

[0096] (SG2020-120) The gaming machine of form 2-31 is a gaming machine described in any of forms 2-1 to 2-30, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods for special identification information (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069 SGS 111), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), 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, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays of special identification information (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned advantageous state includes a first advantageous state (for example, jackpot A (6R), jackpot B (6R)) and a second advantageous state (for example, jackpot C (10R)) which is more advantageous to the player than the first advantageous state. The variable decorative display means is capable of performing a special variable decorative display (for example, SP Reach D (full rotation)) in which, when the determination means determines that the system should be controlled to the advantageous state, the system displays a specific display result, which is shown as the result of the variable display of the decorative identification information that the determination means has determined to be controlled to the advantageous state, for a predetermined period of time, and then stops displaying it. The proportion in which the special decorative variable display is executed when the determination means decides to control the second advantageous state in the second special state is higher than the proportion in which the special decorative variable display is executed when the determination means decides to control the second advantageous state in the first special state, and also higher than the proportion in which the special decorative variable display is executed when the determination means decides to control the second advantageous state in the third special state (for example, when the type of jackpot is "jackpot C (10R)" in time-saving state B) The percentage of times the CPU 120 for performance control executes the "Full Rotation Performance" when it has been determined (for example, 100%) is higher than the percentage of times the CPU 120 for performance control executes "SP Reach D (Full Rotation)" when "Big Win C (10R)" is determined as the type of big win in time-saving state A (for example, 0% (not executed)), and also higher than the percentage of times the CPU 120 for performance control executes "SP Reach D (Full Rotation)" when "Big Win C (10R)" is determined as the type of big win in probability variation state (for example, 0% (not executed)). See Figure 11-69. It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control to a second advantageous state with a higher degree of advantage, taking into consideration that a long period of time has passed during which the system has not been controlled to an advantageous state, a special variable display is more likely to be executed, thereby providing a suitable second special state.

[0097] (Feature section 099SG form) (SG2020-099) The gaming machine of form 1 of feature section 099SG is, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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 performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the second special state by the first count is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the first special state by the first count (for example, as shown in Figure 12-30, the period value ψ obtained by multiplying the period value β, which is the average variation time of 1 in time-saving state B, by 110 is smaller than the period value χ obtained by multiplying the period value α, which is the average variation time of 1 in time-saving state A, by 110). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0098] (SG2020-100) Gaming machine of type 2, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the second special state by the first count is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the first special state by the first count, and is also smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the third special state by the first count (for example, as shown in Figure 12-30, the period value ψ obtained by multiplying the period value β, which is the average variation time of a variation of 1 in time-saving state B, by 110 is smaller than the period value χ obtained by multiplying the period value α, which is the average variation time of a variation of 1 in time-saving state A, by 110, and the portion of the period value ψ that is smaller than the period value ω obtained by multiplying the period value γ, which is the average variation time of a variation of 1 in probability-changing state, by 110). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0099] (SG2020-101) Gaming machine of type 3, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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 performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the second special state by the second count is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the first special state by the second count (for example, as shown in Figure 12-30, the period value ψ' obtained by multiplying the period value β, which is the average variation time of a variation of 1 in time-saving state B, by 1100 is smaller than the period value χ' obtained by multiplying the period value α, which is the average variation time of a variation of 1 in time-saving state A, by 1100). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0100] (SG2020-102) Gaming machine of type 4, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the second special state by the second count is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the first special state by the second count, and is also smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the third special state by the second count (for example, as shown in Figure 12-30, the period value ψ' obtained by multiplying the period value β, which is the average variation time of a variation of 1 in time-saving state B, by 1100 is smaller than the period value χ' obtained by multiplying the period value α, which is the average variation time of a variation of 1 in time-saving state A, by 1100, and the portion of the period value ψ' that is smaller than the period value ω' obtained by multiplying the period value γ, which is the average variation time of a variation of 1 in probability-changing state, by 1100). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0101] (SG2020-103) Gaming machine of type 5, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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 performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The system further includes a holding memory means (for example, a first special feature holding memory unit 099SG151A or a second special feature holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 0 by the first count is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the first special state is 0 by the first count (for example, as shown in Figure 12-21, the period value ξ obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 0 in the time-saving state B by 110 is smaller than the period value ν obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 0 in the time-saving state A by 110). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0102] (SG2020-104) Gaming machine of type 6, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The system further includes a holding memory means (for example, a first special feature holding memory unit 099SG151A or a second special feature holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the second special state is 0, by the first count, is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the first special state is 0, and the average variable display period for 1 variable display that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the third special state is 0, It is smaller than the period value obtained by multiplying by 1 count (for example, as shown in Figure 12-21, the period value ξ obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 0 in time-saving state B and the result is a miss by 110 is smaller than the period value ν obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 0 in time-saving state A and the result is a miss by 110, and the period value ξ is smaller than the period value π obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 0 in probability variation state and the result is a miss by 110), It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0103] (SG2020-105) Gaming machine of type 7, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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 performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The system further includes a holding memory means (for example, a first special feature holding memory unit 099SG151A or a second special feature holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 0 by the second count is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the first special state is 0 by the second count (for example, as shown in Figure 12-22, the period value ξ' obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 0 in the time-saving state B by 1100 is smaller than the period value ν' obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 0 in the time-saving state A by 1100). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0104] (SG2020-106) Gaming machine of type 8, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The system further includes a holding memory means (for example, a first special feature holding memory unit 099SG151A or a second special feature holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the second special state is 0, by the second count, is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the first special state is 0, and the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the third special state is 0, by the second count The period value obtained by multiplying by 1100 is smaller than the period value obtained by multiplying by 1100 (for example, as shown in Figure 12-22, the period value ξ' obtained by multiplying by 1100 the average variable display period for variable displays that start when the number of second special symbol reserve memories is 0 in time-saving state B and the variable display result is a miss is smaller than the period value ν' obtained by multiplying by 1100 the average variable display period for variable displays that start when the number of second special symbol reserve memories is 0 in time-saving state A and the period value ξ' is smaller than the period value π' obtained by multiplying by 1100 the average variable display period for variable displays that start when the number of second special symbol reserve memories is 0 in probability variation state and the variable display result is a miss). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0105] (SG2020-107) Gaming machine of type 9, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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 performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The system further includes a holding memory means (for example, a first special feature holding memory unit 099SG151A or a second special feature holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 1 by the first count is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the first special state is 1 by the first count (for example, as shown in Figure 12-19, the period value λ obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 1 in the time-saving state B by 110 is smaller than the period value κ obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 1 in the time-saving state A by 110). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0106] (SG2020-108) Gaming machine of type 10, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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, 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 performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The system further includes a holding memory means (for example, a first special feature holding memory unit 099SG151A or a second special feature holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the second special state is 1, by the first count, is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the first special state is 1, and the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the third special state is 1, It is smaller than the period value obtained by multiplying by 1 count (for example, as shown in Figure 12-19, the period value λ obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 1 in time-saving state B and the result is a miss by 110 is smaller than the period value κ obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 1 in time-saving state A and the result is a miss by 110, and the period value λ is smaller than the period value μ obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 1 in probability variation state and the result is a miss by 110), It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0107] (SG2020-109) Gaming machine of type 11, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met 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 performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The system further includes a holding memory means (for example, a first special feature holding memory unit 099SG151A or a second special feature holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 1 by the second count is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the first special state is 1 by the second count (for example, as shown in Figure 12-20, the period value λ' obtained by multiplying the average variable display period for variable displays that result in a miss when the number of reserved memories for the second special state is 1 in the time-saving state B by 1100 is smaller than the period value κ' obtained by multiplying the average variable display period for variable displays that result in a miss when the number of reserved memories for the second special state is 1 in the time-saving state A by 1100). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0108] (SG2020-110) Gaming machine of type 12, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system inc...

Claims

[Claim 1] A gaming machine that displays variable special identification information based on the fulfillment of the starting conditions, and can be controlled to a favorable state for the player, Display means and Movable body and, Light-emitting means, Light emission control means, An effect execution means capable of performing a specific effect that notifies whether or not the system is controlled to the advantageous state, and a special effect that operates the movable body and illuminates the light-emitting means, Equipped with, The aforementioned performance execution means is As the aforementioned specific performance, it is possible to perform a first specific performance that displays a specific character and notifies whether or not the system is controlled to the advantageous state using the specific character, and a second specific performance that does not display the specific character and notifies whether or not the system is controlled to the advantageous state. When it is announced that the system will be controlled to the advantageous state in the aforementioned specific performance, the special performance can be executed during the execution period of the aforementioned specific performance. During the execution period of the special performance in the first specific performance, the specific character is displayed along with an effect image related to the movement of the movable body. During the execution period of the special effect in the second specific effect, the effect image in the same manner as the first specific effect is displayed, while the specific character is not displayed. The mode of illumination of the light-emitting means in the special effect is the same whether the special effect is performed in the first specific effect or in the second specific effect. The aforementioned effect image is an image that is displayed in conjunction with the movement of the movable body and is not displayed at a time prior to the movement of the movable body. The probability of being controlled to the advantageous state is higher when the first specific performance is performed than when the second specific performance is performed. The aforementioned display means is During the first period after the game has ended, a background display will be shown. In the second period following the end of the first period, a demonstration display is shown. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. When the aforementioned starting condition is met, the variable display of the performance identification information is displayed such that the transparency of the performance identification information changes from a first value to a second value which is higher than the first value. When the aforementioned demonstration display is displayed and the activation condition is met, the display is switched from the demonstration display to the variable display of the performance identification information before the transparency of the performance identification information reaches the second value. The aforementioned light emission control means is During the first period, the light-emitting means is controlled using a background display brightness data table corresponding to the background display. During the second period, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. When the start condition is met while the demonstration display is displayed by the display means, the light-emitting means is controlled by switching from the demonstration display brightness data table to the brightness data table corresponding to the variable display of the performance identification information, before the display means switches from the demonstration display to the display corresponding to the variable display of the performance identification information. If a specific error occurs, the light-emitting means can be controlled using the specific error brightness data table. When the aforementioned specific error occurs, it is possible to start controlling the light-emitting means using the specific error brightness data table before the display means displays a display corresponding to the specific error. The total number of luminance data points constituting the demonstration display luminance data table is greater than the total number of luminance data points constituting the background display luminance data table used in game state 1. The luminance data constituting the demonstration display luminance data table and the luminance data constituting the specific error luminance data table have different proportions of colors. A gaming machine characterized by the following features.

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