Gaming machine
The gaming machine's state control mechanism addresses the lack of commerciality in special states by managing player engagement through suggestive effects and display modes, improving marketability by extending anticipation and alleviating disappointment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2021-03-16
- Publication Date
- 2026-06-15
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Conventional gaming machines lack enhancements in commerciality during special states, particularly in maintaining player engagement and enhancing the marketability of these states.
The gaming machine incorporates a state control mechanism that transitions between non-special and special states based on specific display results, utilizing effect execution and light-emitting/display modes to enhance player engagement and commerciality, including suggestive effects and variable display patterns to manage player anticipation and disappointment.
This approach extends player anticipation during non-special states and quickly alleviates disappointment after special states end, thereby enhancing the marketability and commerciality of gaming machines.
Smart Images

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Abstract
Description
【Technical Field】 【0001】 The present invention , possible relates to a gaming machine capable of performing variable display and controlling to an advantageous state favorable to a player when the variable display is displayed as a specific display result. 【Background Art】 【0002】 Conventional gaming machines include those capable of executing variable display based on the establishment of a start condition and controlling the gaming state to a special state in which the start condition is likely to be established (see, for example, Patent Document 1). 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2015-80649 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 However, in Patent Document 1, there is a problem that there is room for improvement in enhancing the commerciality of a gaming machine equipped with a special state. 【0005】 The present invention has been made paying attention to such problems, and an object thereof is to provide a gaming machine with enhanced commerciality in a special state. 【Means for Solving the Problems】 【0006】 The gaming machine according to claim 1 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to a player when the variable display is displayed as a specific display result, including an effect execution means capable of executing an effect using an effect means, and a state control means capable of controlling to a non-special state and a special state more advantageous than the non-special state, and comprising The aforementioned performance means includes a display means and a light-emitting means, The state control means can control the state to a specific special state when a specific condition is met based on the fact that a variable display in which the specific display result is not displayed has been performed a specific number of times. The aforementioned performance execution means is During the execution of the variable display in which the specified display result is displayed, it is possible to change the mode of the light-emitting means to a special light-emitting mode. During the execution of the variable display in which the specified display result is displayed, it is possible to change the mode of the display means to a special display mode. In a variable display where the aforementioned specific conditions are met and the aforementioned specific display result is not displayed in the variable display, the mode of the light-emitting means is not set to a special light-emitting mode during the execution of the variable display. During the execution of the variable display in which the specific display result in the specified special state is displayed, it is possible to change the mode of the light-emitting means to a special light-emitting mode. In the case of a variable display in which the specified display result is shown, it is possible to change the mode of the light-emitting means to a special light-emitting mode before the variable display is shown in the specified display result. In the case of a variable display that satisfies the aforementioned specific conditions and displays a predetermined display result different from the aforementioned specific display result, the variable display is displayed with the predetermined display result. The variable display has ended. Later, it is possible to change the mode of the light-emitting means to a special light-emitting mode. On the other hand, when the variable display has not finished, the mode of the light-emitting means shall not be set to a special light-emitting mode. The luminance data for setting the mode of the light-emitting means to a special light-emitting mode during the execution of the variable display in which the specific display result is displayed in the non-special state, and the luminance data for setting the mode of the light-emitting means to a special light-emitting mode during the execution of the variable display in which the specific display result is displayed in the specific special state, include common data. The special display mode of the display means when the mode of the light-emitting means becomes a special light-emitting mode during the execution of the variable display in which the specific display result is displayed in the non-special state is different from the special display mode of the display means when the mode of the light-emitting means becomes a special light-emitting mode during the execution of the variable display in which the specific display result is displayed in the specific special state, The aforementioned performance execution means can change the mode of the display means to a special display mode during the period before the variable display in which the specific display result is displayed becomes a reach mode, and can also change the mode of the display means to a special display mode during the period after the variable display in which the specific display result is displayed becomes a reach mode. It is characterized by the following. This feature can enhance the marketability of gaming machines equipped with special states. Other gaming machines are, A gaming machine that performs variable display of first or second identification information based on the fulfillment of the starting conditions, and can control the game to a favorable state for the player when the variable display shows a specific display result, A means for executing a performance that can carry out a performance, A 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, Equipped with, The state control means can control the variable display to a special state after a predetermined display result, based on the fact that the variable display is displayed with a predetermined display result different from the specific display result. The aforementioned performance execution means is It is possible to perform an indication effect that suggests the variable display will be displayed with the predetermined display result, As the aforementioned suggestive performance, it is possible to perform a first suggestive performance that suggests that the variable display of the first identification information will be displayed with the predetermined display result in the non-special state, and a second suggestive performance that suggests that the variable display of the second identification information will be displayed with the predetermined display result during a predetermined period after being controlled from the special state to the non-special state. The period from the start of the first suggestion effect to the control to the special state after the predetermined display result is shorter than the period from the start of the first suggestion effect to the control to the special state after the predetermined display result. It is characterized by the following. According to this feature, when a predetermined display result is displayed in the non-special state, by increasing the period until it is controlled to the special state after the predetermined display result, the expectation of the player can be suitably enhanced. Also, when the predetermined display result is displayed in the period after the end of the special state, which may give a negative impression due to the end of the special state, by quickly returning to the special state without executing the suggestive effect, the disappointment of the player can be suitably wiped out. Therefore, the merchandise value of the gaming machine equipped with the special state can be enhanced. 【0007】 Note that the present invention may have only the invention specific matters described in the claims of the present invention, or may have configurations other than the invention specific matters together with the invention specific matters described in the claims of the present invention. 【Brief Description of the Drawings】 【0008】 [Figure 1] [ It is a front view of the pachinko gaming machine in this embodiment. [Figure 2] It is a rear perspective view of the pachinko gaming machine in this embodiment. [Figure 3] It is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine. [Figure 4] It is a flowchart showing an example of the main game control process. [Figure 5] It is a flowchart showing an example of the timer interrupt process for game control. [Figure 6] It is a flowchart showing an example of the special symbol process. [Figure 7] It is an explanatory diagram showing the display result determination table. [Figure 8] It is a diagram showing the jackpot numerical range and the numerical range of the short-time miss in the variable display of the first special figure in the normal state or the short-time state. [Figure 9] It is a flowchart showing an example of the main effect control process. [Figure 10] It is a flowchart showing an example of the effect control process. [Figure 11-1] Front view of a pachinko gaming machine. [Figure 11-2] Configuration diagram showing various control boards and the like mounted on the pachinko gaming machine. [Figure 11-3] Diagram exemplifying production control commands. [Figure 11-4] Diagram exemplifying production control commands. [Figure 11-5] Explanatory diagram showing each random number. [Figure 11-6] Diagram exemplifying a variation pattern. [Figure 11-7] Explanatory diagram showing various determination tables. [Figure 11-8] (A) is an explanatory diagram showing the jackpot type, and (B) is a diagram showing the type of near miss with time reduction. [Figure 11-9] (A) is an explanatory diagram of each time reduction state, and (B) is an explanatory diagram when the start condition of the second time reduction state is satisfied during the operation of the first time reduction state. [Figure 11-10] Diagram showing the transition of the game state. [Figure 11-11] Diagram showing the transition of the game state. [Figure 11-12] Explanatory diagram of the game control data holding area. [Figure 11-13] Explanatory diagram of the production control data holding area. [Figure 11-14] Diagram showing the main game control process. [Figure 11-15] Diagram showing the special symbol process. [Figure 11-16] Diagram showing the start winning determination process. [Figure 11-17] Diagram showing the winning random number value determination process. [Figure 11-18] Diagram showing the special symbol normal process. [Figure 11-19] Diagram showing the variation pattern setting process. [Figure 11-20] Diagram showing the variation pattern determination table. [Figure 11-21] Diagram showing the variation pattern determination table. [Figure 11-22]This figure shows the variation pattern determination table. [Figure 11-23] This figure shows the variation pattern determination table. [Figure 11-24] This figure shows the variation pattern determination table. [Figure 11-25] This figure shows the variation pattern determination table. [Figure 11-26] This diagram shows the variable display patterns that can be selected for the first special symbol. [Figure 11-27] This figure shows the variable patterns that can be selected for the variable display of the second special symbol. [Figure 11-28] This figure shows the variable patterns that can be selected for the variable display of the second special symbol. [Figure 11-29] This figure shows the variable patterns that can be selected for the variable display of the second special symbol. [Figure 11-30] This figure shows the average variable display time of the second special feature when the variable display result is incorrect in time-saving state A. [Figure 11-31] This figure shows the average variable display time of the second special feature when the variable display result is incorrect in time-saving state B. [Figure 11-32] This figure shows the average variable display time of the second special feature when the variable display result is incorrect in time-saving state C. [Figure 11-33] This diagram shows the process for stopping special symbols. [Figure 11-34] This diagram shows the process for stopping special symbols. [Figure 11-35] This figure shows the period for determining the winning pattern under normal conditions. [Figure 11-36] This diagram shows the period for determining the winning combination in time-saving state A. [Figure 11-37] This diagram shows the period for determining the winning combination in time-saving state B. [Figure 11-38] This diagram shows the period for determining the winning combination in the shortened time state C. [Figure 11-39] This diagram shows the processing during the minor win opening. [Figure 11-40] This diagram shows the process for ending a minor win. [Figure 11-41]It is a diagram showing the jackpot end process. [Figure 11-42] It is a diagram showing the production control process. [Figure 11-43] It is a diagram showing the variable display start setting process. [Figure 11-44] It is an explanatory diagram of the production related to the time-saving state. [Figure 11-45] (A) is an explanatory diagram of the entry production, (B) is an explanatory diagram of the remaining times display in the time-saving state, (C) is an explanatory diagram of the time-saving end countdown, and (D) is an explanatory diagram of the result production. [Figure 11-46] It is a timing chart showing the update timing of the time-saving end countdown and the remaining times display until the end of the time-saving state. [Figure 11-47] It is a diagram showing the execution decision ratio of the preview production during variable display in the first special figure. [Figure 11-48] It is a diagram showing the execution decision ratio of the preview production during variable display in the second special figure. [Figure 11-49] It is a diagram showing the production pattern of the preview production during variable display. [Figure 11-50] It is a diagram showing the production mode of the preview production during variable display. [Figure 11-51] It is a diagram showing the average variable display time in each time-saving state. [Figure 11-52] It is a diagram showing the executable preview production during variable display in each time-saving state. [Figure 11-53] It is a diagram showing the variation pattern that can be selected in the modification example. [Figure 11-54] (A) is a diagram showing the jackpot type determination table for the second special symbol in the modification example, and (B) to (D) are diagrams showing the variation patterns that can be selected in the modification example. [Figure 11-55] It is an explanatory diagram of the image displayed on the image display device. [Figure 11-56] It is a diagram showing the display mode of the image displayed on the image display device. [Figure 11-57] It is a diagram showing the display mode of the image displayed on the image display device. [Figure 11-58]This figure shows the display modes of images shown on an image display device. [Figure 11-59] This figure shows the display modes of images shown on an image display device. [Figure 11-60] This figure shows the display modes of images shown on an image display device. [Figure 11-61] This figure shows the display modes of images shown on an image display device. [Figure 11-62] This figure shows the display modes of images shown on an image display device. [Figure 11-63] This figure shows the display modes of images shown on an image display device. [Figure 11-64] This figure shows the display modes of images shown on an image display device. [Figure 11-65] This figure shows the display modes of images shown on an image display device. [Figure 11-66] This figure shows the display modes of images shown on an image display device. [Figure 11-67] This figure shows the display modes of images shown on an image display device. [Figure 11-68] This figure shows the display modes of images shown on an image display device. [Figure 11-69] This figure shows the display modes of images shown on an image display device. [Figure 11-70] This figure shows the display modes of images shown on an image display device. [Figure 11-71] This figure shows the display modes of images shown on an image display device. [Figure 11-72] This figure shows the display modes of images shown on an image display device. [Figure 11-73] This is a timing chart for when you win a losing ticket with a time-saving feature. [Figure 11-74] This is a timing chart for when you win a losing ticket with a time-saving feature. [Figure 11-75] This is a timing chart for when you win a losing ticket with a time-saving feature. [Figure 11-76] This is a timing chart for when you win a losing ticket with a time-saving feature. [Figure 11-77]This is a timing chart for when you win a losing ticket with a time-saving feature. [Figure 11-78] This is a timing chart for when you win a losing ticket with a time-saving feature. [Figure 11-79] This is a timing chart for when you win a losing ticket with a time-saving feature. [Figure 11-80] This is a timing chart for when the time-saving bonus chance effect can be executed in the first and second special symbols. [Figure 11-81] This diagram shows whether or not the notification effect during the variable display can be executed when the variable display result is a loss with a time reduction. [Figure 11-82] This figure shows the probability of whether or not the pending notification effect is executed and the resulting effect pattern. [Figure 11-83] This figure shows the display mode of the image displayed on the image display device when the pending notification effect is enabled. [Figure 11-84] This figure shows the display mode of the image displayed on the image display device when the pending notification effect is enabled. [Figure 11-85] This figure shows the display mode of the image displayed on the image display device when the pending notification effect is enabled. [Figure 11-86] This figure shows the display mode of the image displayed on the image display device when the pending notification effect is enabled. [Figure 11-87] This figure shows the display mode of the image displayed on the image display device when the pending notification effect is enabled. [Figure 11-88] This is an explanatory diagram of the image data being rendered. [Figure 11-89] This is an explanatory diagram of the image data being rendered. [Figure 11-90] This diagram shows the execution rate of the variable display preview effect. [Figure 11-91] This diagram shows the execution rate of the variable display preview effect. [Figure 11-92] This diagram shows the execution rate of the variable display preview effect. [Figure 11-93] This is a diagram illustrating the timing of the execution of the variable display preview effect and the possible winning confirmation effect patterns. [Figure 11-94] This is an explanatory diagram for when the promotion animation is performed. [Figure 11-95] This diagram shows the execution rate of the promotion animation. [Figure 11-96] This figure shows the display mode of the image displayed on the image display device when the promotion animation is executed. [Figure 12-1] Figures (A) and (B) show the arrangement of frame lamps installed on the opening and closing door frame. [Figure 12-2] (A) is a diagram showing the various lamps installed on the game board, and (B) is a diagram showing the relationship between the various lamps and the brightness data table. [Figure 12-3] (A) is a diagram illustrating the background music and the colors of various LEDs, (B) is a diagram illustrating the rainbow effect and movable body effect, (C) is a diagram illustrating the rainbow effect, (D) is a diagram illustrating the rainbow display pattern, and (E) is a diagram illustrating the stop symbol action display. [Figure 12-4] (A) to (F) are diagrams used to explain the right-hand shooting promotion effects A, V, and F. [Figure 12-5] This diagram shows the sequence of events from the big win variation through the big win to the entry sequence A. [Figure 12-6] This diagram shows the presentation patterns for the winning variation and the ceiling reach variation in the time-saving losing variation B. [Figure 12-7] This diagram shows the presentation style of the entry sequence B. [Figure 12-8] This diagram shows the presentation when a time-saving bonus (B) is won during time-saving state A1. [Figure 12-9] Figures (A) to (E) show examples of stop symbol action displays. [Figure 12-10] This diagram explains the mechanism of output to the LED driver. [Figure 12-11] This diagram illustrates an example of lamp control using a luminance data table. [Figure 12-12] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 12-13](A) is a diagram illustrating an example of a parent table in the luminance data table used for the fanfare effect part, and (B) is a diagram illustrating an example of a child table. [Figure 12-14] (A) to (C) are diagrams illustrating an example of a sub-table for frame lamps in the luminance data table used in the fanfare effect part. [Figure 12-15] Figures (A) to (G) illustrate an example of a sub-table for frame lamps in the luminance data table used in the fanfare effect part. [Figure 12-16] (A) is a diagram illustrating an example of a parent table in the luminance data table used in the A part of the entrance sequence, and (B) is a diagram illustrating an example of a child table. [Figure 12-17] (A) to (I) are diagrams illustrating an example of a sub-table for frame lamps in the luminance data table used in the A-part of the entrance sequence. [Figure 12-18] (A) is a diagram illustrating an example of a parent table in the luminance data table used in the entry sequence B (scene 1) part, and (B) is a diagram illustrating an example of a child table. [Figure 12-19] (A) to (C) are diagrams illustrating an example of a sub-table for frame lamps in the luminance data table used in the entry sequence B (scene 1) part. [Figure 12-20] (A) is a diagram illustrating an example of a parent table in the luminance data table used in the entry sequence B (scene 2) part, and (B) is a diagram illustrating an example of a child table. [Figure 12-21] (A) to (D) are diagrams illustrating an example of a sub-table for frame lamps in the luminance data table used in the entry sequence B (scene 1) part. [Figure 12-22] (A) is a diagram illustrating an example of a parent table in the luminance data table used in the entry sequence B (scene 3) part, and (B) is a diagram illustrating an example of a child table. [Figure 12-23] (A) to (F) are diagrams illustrating an example of a sub-table for frame lamps in the luminance data table used in the entry sequence B (scene 3) part. [Figure 12-24] (A) is a diagram illustrating an example of a parent table in the luminance data table used in the entry sequence B (scene 4) part, and (B) is a diagram illustrating an example of a child table. [Figure 12-25] (A) and (B) are diagrams illustrating an example of a sub-table for frame lamps in the luminance data table used in the entry sequence B (scene 4) part. [Figure 12-26] (A) is a diagram illustrating an example of a parent table in the luminance data table used in the entry sequence B (scene 5) part, and (B) is a diagram illustrating an example of a child table. [Figure 12-27] (A) to (D) are diagrams illustrating an example of a sub-table for frame lamps in the luminance data table used in the entry sequence B (scene 5) part. [Figure 12-28] (A) to (G) are diagrams illustrating the comparison of lamp control for the fanfare effect, entry effect A, and entry effect B. [Figure 12-29] (A) and (B) are diagrams used to explain analogous colors. [Figure 12-30] (A) is a diagram illustrating an example of a parent table in the brightness data table used in the right-hand shooting promotion part A, and (B) is a diagram illustrating an example of a child table. [Figure 12-31] (A) to (D) are diagrams illustrating an example of a sub-table for the frame lamp in the brightness data table used in the right-hand play promotion part A. [Figure 12-32] (A) is a diagram illustrating an example of a parent table, (B) is a child table, and (C) is a grandchild table in the brightness data table used in the right-hand play promotion V part. [Figure 12-33] (A) is a diagram illustrating an example of a parent table, (B) is a child table, and (C) is a grandchild table in the brightness data table used in the right-hand shooting promotion part F. [Figure 12-34] Figures (A) to (D) show the display mode of the image display device and the lighting mode of the lamps in the right-hand shooting promotion sequences A, V, and F. [Figure 12-35]This diagram shows the sub-tables LLA1, ELA1, and ERA1 used in the right-hand shooting promotion sequence A. [Figure 12-36] This figure shows the display modes and lamp lighting modes of the sub-tables ATA1, ATV1, ATF1 and the image display device used in the right-hand play promotion sequences A, V, and F. [Modes for carrying out the invention] 【0009】 Embodiments for implementing the gaming machine according to the present invention will be described below based on examples. 【0010】 [Form 1] The gaming machine of type 1-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying a variable first identification information (e.g., first special symbol) or a second identification information (e.g., second special symbol), and when the variable display shows a specific display result (e.g., jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the variable display to a special state (for example, time-saving state C1, time-saving state C2) after a predetermined display result, based on the variable display being displayed with a predetermined display result different from a specific display result. The means of execution of the performance are, It is possible to execute suggestive effects (for example, time-saving chance effects) that indicate that the variable display will be displayed with a predetermined result. As suggestive effects, it is possible to execute a first suggestive effect (e.g., time-saving acquisition chance effect A) that suggests that the variable display of the first identification information will be displayed with a predetermined display result in a non-special state, and a second suggestive effect (e.g., time-saving acquisition chance effect B) that suggests that the variable display of the second identification information will be displayed with a predetermined display result during a predetermined period after being controlled from a special state to a non-special state. The period from the start of the first suggestion effect to the control to the special state after the predetermined display result is shorter than the period from the start of the second suggestion effect to the control to the special state after the predetermined display result (for example, as shown in Figure 11-80, the execution period T1 of the time-saving chance effect A is longer than the execution period T2 of the time-saving chance effect B). It is characterized by the following. According to this feature, when a predetermined display result is displayed in a non-special state, the period from the predetermined display result until the system is controlled to a special state can be extended, thereby appropriately increasing the player's sense of anticipation. Furthermore, when a predetermined display result is displayed during the period after the special state has ended, which may give a negative impression, the system can be returned to the special state quickly without executing any suggestive effects, thereby appropriately dispelling the player's disappointment. This enhances the marketability of gaming machines equipped with a special state. 【0011】 The gaming machine of type 1-1 is, In a non-special state, when the variable display of the first identification information results in a predetermined display result, the result display period from when the display result is displayed until the next variable display can be started is longer than the result display period when the variable display of the second identification information results in a predetermined display result during the predetermined period (for example, as shown in Figure 11-35, when the game state is a normal state, the symbol confirmation period when the variable display result of the variable display of the first special symbol is a time-saving miss is 20 seconds or 81.4 seconds, whereas immediately after the end of the time-saving state, i.e., when the game state is a normal state, the symbol confirmation period when the variable display result of the variable display of the second special symbol is a time-saving miss is 0.5 seconds). The system has a first path and a second path different from the first path, through which the game medium can flow. A special state is a state in which it is advantageous to launch the game medium into the second path (for example, the right game area). The means of execution of the performance are, When controlled to a special state, it is possible to perform a promotional animation that promotes the launch of the game medium to the second path (for example, the part of the image display device 5 that displays the image of the right-hand shot notification), When the variable display of the first identification information results in a predetermined display result, a promotional effect can be executed during the result display period (for example, as shown in Figures 11-57, 11-63, and 11-64, when the game state is the normal state and the variable display result of the variable display of the first special symbol is a time-saving miss, the image display device 5 displays the right-hand shooting notification image during the period including the symbol confirmation period). When the variable display of the second identification information results in a predetermined display result within a predetermined period, the promotional animation will not be executed during the result display period (for example, immediately after the end of the time-saving state, that is, when the game state is the normal state, if the variable display result of the variable display of the second special symbol is a time-saving miss, the entry animation including the display of the right-hand shooting notification image will not be executed because the symbol confirmation period is extremely short at 0.5 seconds). It is characterized by the following. This feature allows for a longer period of result display during which no variable display is performed when transitioning from a non-special state to a special state after a predetermined display result, thereby effectively informing the player of the state change. 【0012】 Gaming machines of type 1-2 are, The result display period when the variable display of the second identification information results in a predetermined display result within a predetermined period is the same as the result display period when the variable display of the second identification information results in a display result different from the predetermined display result and is not controlled to an advantageous state (for example, as shown in Figure 11-35, when the game state is immediately after the end of the time-saving state (normal state) and the variable display result of the variable display of the second special symbol is either a time-saving miss A or a time-saving miss B, the symbol confirmation period is set to the same 0.5 seconds as the symbol confirmation period when the variable display result of the variable display of the second special symbol is a miss when the game state is immediately after the end of the time-saving state (normal state)). It is characterized by the following. According to this feature, it is possible to suitably return to the special state without unduly prolonging the period from when a predetermined display result is displayed within a predetermined period to when it is controlled to the special state after the predetermined display result. 【0013】 The gaming machines of Forms 1-3 The period from when the variable display of the second identification information starts to become the predetermined display result within a predetermined period to when the second suggestion effect starts is shorter than the period from when the variable display of the first identification information starts to become the predetermined display result in the non-special state to when the first suggestion effect is executed (for example, as shown in FIG. 11-80, when the variable display based on the remaining hold immediately after the time shortening state in the second special figure results in the winning of the time shortening deviation A, the period L3 from the start of the variable display to the timing when the time shortening acquisition chance effect starts is set shorter than the period L1 from the start of the variable display to the timing when the time shortening acquisition chance effect starts when the time shortening deviation A wins in the variable display of the first special figure). It is characterized by the following. According to this feature, it is possible to suitably return to the special state without unduly prolonging the period until the second suggestion effect starts. 【0014】 The gaming machines of Forms 1-4 The effect execution means is capable of executing a specific suggestion effect (for example, a variable display preview effect) that suggests being controlled to an advantageous state. During the execution of the variable display in which the variable display of the second identification information becomes the predetermined display result within a predetermined period, the type of the specific suggestion effect executed by the effect execution means is less than during the execution of the variable display in which the variable display of the first identification information becomes the predetermined display result in the non-special state (for example, as shown in FIG. 11-81, when the time shortening deviation A wins in the variable display of the remaining hold in the time shortening state in the second special figure, the number of effect patterns of the variable display preview effect that can be executed is less than when the time shortening deviation A wins in the variable display of the first special figure). It is characterized by the following. This feature allows for a suitable return to a special state without excessively stimulating the player through specific suggestive effects. 【0015】 [Form 2] The gaming machine of type 2-0 is, A gaming machine (e.g., a pachinko machine) that performs variable display of identification information (e.g., a special symbol) based on the fulfillment of a starting condition (e.g., starting prize), and can control the machine to an advantageous state (e.g., a jackpot game state) that is advantageous to the player when the variable display shows a specific display result (e.g., a jackpot), A decision-making means (e.g., CPU 103) capable of deciding to control the system to an advantageous state, A variable display pattern determination means (for example, the part in which the CPU 103 executes the variable pattern setting process shown in Figure 11-19) that can determine one variable display pattern from among multiple types of variable display patterns with different variable display periods based on the determination result of the determination means, A state control means capable of controlling between a non-special state (e.g., a normal state) and a special state (e.g., a time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can be controlled to a special state after an advantageous state (e.g., time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, and can also be controlled to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The variable display pattern determined when the variable display is shown with a predetermined display result in a non-special state consists of a different variable display period than the variable display pattern determined when the display result is not shown with a predetermined display result and the state is not controlled to an advantageous state in a non-special state (for example, the special symbol variation time when the variable display result of the first special symbol in a normal state is a loss with a time reduction is different from the special symbol variation time when the variable display result of the first special symbol in a normal state is a loss). The variable display pattern determined when the variable display is shown with a predetermined display result in a special state after a favorable state consists of a variable display period common to at least one of the multiple types of variable display patterns determined when the display result is not shown with a predetermined display result in a non-special state and the state is not controlled to a favorable state in a special state after a favorable state (for example, the special symbol variation time when the variable display result of the second special symbol in time-saving state A is a time-saving miss is partially common to the special symbol variation time when the variable display result of the second special symbol in time-saving state A is a miss). It is characterized by the following. According to this feature, when transitioning from a non-special state to a special state after a predetermined display result, which has a higher advantage because the starting conditions are more easily met than in a non-special state, a dedicated variable display pattern can be used to enhance the sense of specialness. Furthermore, when the game is already controlled to a special state and is controlled to a special state after a predetermined display result, there is not much change in the degree of advantage. Therefore, by using a variable display pattern common to other variable display patterns, the memory capacity of the hardware constituting the variable display pattern determination means can be reduced, thereby improving the marketability of gaming machines equipped with special states. 【0016】 The gaming machine of type 2-1 is, It includes a means for executing effects (for example, a CPU 120 for controlling effects), The means of execution of the performance are, It is possible to perform a variable display of performance identification information (for example, the part of the image display device 5 that can perform a variable display of decorative patterns), By setting the variable display of the performance identification information to a predetermined reach pattern, it is possible to execute a reach performance that suggests that the system will be controlled to an advantageous state (for example, in the portion of the image display device 5 where the reach performance can be displayed), In the special state following the advantageous state, when the variable display is displayed with a predetermined display result, the variable display pattern determined by the variable display will restrict the execution of the reach animation (for example, as shown in Figure 11-21(C), when the game state is one of time-saving state A, time-saving state B, or time-saving state C, if the variable display result of the variable display of the first special figure is a time-saving miss, the non-reach variation pattern PA2-5 will be selected and the reach animation will not be executed during the variable display). It is characterized by the following. This feature means that when a reach animation is performed, attention may be drawn to the display result of the variable display. Therefore, by restricting the execution of the reach animation, it is possible to make it difficult to draw attention to the fact that the variable display was displayed with a predetermined result. 【0017】 The gaming machine of type 2-2 is, In the special state after the advantageous state, when the advantageous state is not controlled, there are multiple types of variable display patterns with different variable display periods that can be determined (for example, PA3-5 where the special symbol variation time is 50 seconds (50000ms) and the variable display result is a miss, PC3-3 where the special symbol variation time is 50 seconds (50000ms) and the variable display result is a minor win, and PC3-3 where the special symbol variation time is 55 seconds (55000ms) and the variable display result is a miss with a time reduction). The variable display pattern includes at least one of several types of variable display patterns: a first variable display pattern consisting of a first variable display period (for example, a variation pattern where the special feature variation time is 55 seconds), and a second variable display pattern consisting of a second variable display period shorter than the first variable display period (for example, a variation pattern where the special feature variation time is 50 seconds). The variable display pattern determined when the variable display is shown with a predetermined display result in the special state after the advantageous state consists of a variable display period common to the second variable display pattern (for example, as shown in the modified example, the portion where the variable display result is a miss and the variable display result is a miss with a time reduction is the same special symbol variation time (e.g., 50 seconds) when the game state is time reduction state A1). It is characterized by the following. This feature makes it difficult to draw attention to the fact that the variable display was shown with a predetermined result by configuring it with a short variable display period. 【0018】 Gaming machines of type 2-3 are, The display period from when the display result is shown until the next variable display can be started is the same whether the variable display is shown with a predetermined display result in the special state after the advantageous state, or whether the game is not controlled to an advantageous state in the special state after the advantageous state (for example, as shown in Figure 11-36, in the time-saving state A, the time for determining the variable display symbols when the variable display result is either a time-saving miss A or a time-saving miss B is set to be the same as the time for determining the variable display symbols when the variable display result is a miss). It is characterized by the following. This feature prevents players from focusing on the displayed result due to differences in the result display period, making it less likely for them to notice that the variable display was shown with a predetermined result. 【0019】 Gaming machines of type 2-4 are, It includes a reserved storage means (for example, the special reserved storage unit 130SG151 shown in Figure 11-12) capable of storing information related to the variable display as reserved storage information, The performance execution means is capable of executing a hold notification performance (for example, a hold display notification performance) that suggests that hold memory information of a variable display resulting in a specific display result is stored in the hold memory means. While it is possible to execute a hold notification effect targeting hold memory information related to variable displays that are not displayed in specific display results and predetermined display results, it is not possible to execute a hold notification effect targeting hold memory information related to variable displays that are displayed in predetermined display results (for example, as shown in Figures 11-82(A), 11-82(B), and 11-82(C), a hold notification effect can be executed when the variable display result is a miss and when it is a big win, but the hold notification effect is not executed when the variable display result is a miss with a time reduction). It is characterized by the following. This feature prevents players from focusing on the predetermined display result by making the reserved memory information that results in a predetermined display the target of the reserved notification effect. This makes it difficult for players to notice that the variable display is shown in the predetermined display result. 【0020】 Gaming machines of type 2-5 are, The means of execution of the performance are, Includes display means (for example, an image display device 5), Even if the reserved memory information other than the reserved memory information that is the target of the reserved notification effect is the reserved memory information of a variable display shown in a predetermined display result, the reserved notification effect can be executed across multiple variable displays corresponding to multiple pieces of reserved memory information, including the reserved memory information of a variable display shown in the predetermined display result and the reserved memory information that is the target of the reserved notification effect (for example, as shown in Figure 11-84, even if there is reserved memory in the reserved memory where the variable display result is a time-saving miss, the reserved display notification effect can be executed across multiple variable displays). The hold notification effect is performed in a manner in which similar or common displays are continuously displayed on the display means across multiple variable displays (for example, as shown in Figure 11-84, the hold display based on the hold memory where the variable display result is a jackpot is continuously displayed in one of the effects patterns α, β, or γ across multiple variable displays). It is characterized by the following. This feature makes it difficult to draw attention to the variable display of the target of the hold notification effect, thereby making it harder to draw attention to the fact that the variable display was shown in a predetermined display result. 【0021】 [Form 3] The gaming machine of type 3-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means is, The game can be controlled to have two advantageous states: a first advantageous state (for example, the jackpot game state for jackpot A) and a second advantageous state that is more advantageous to the player than the first advantageous state (for example, the jackpot game state for jackpot B). As a special state, it is possible to control to a special state after an advantageous state (e.g., time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, and it is also possible to control to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with a miss). The performance execution means is capable of executing a first special notification performance (e.g., performance pattern D) and a second special notification performance (e.g., performance pattern E) which has a higher probability of controlling to a second advantageous state than the first special notification performance, as special notification performances that inform that the system is controlled to an advantageous state. The execution rate of the second special notification effect differs between the special state after the advantageous state and the special state after the predetermined display result (for example, as shown in Figures 11-90 and 11-92(B), in the time-saving states A1 to A3 and C2, the execution rate of the variable display notification effect in the case where the variable display result is a jackpot and the jackpot type is jackpot B differs depending on the effect pattern D or effect pattern E). It is characterized by the following. According to this feature, for example, by making the execution rate of the second special notification effect relatively high in the special state after the advantageous state, since the special state after the advantageous state is a state controlled after the advantageous state ends, it is possible to enhance the sense of specialness during consecutive wins. On the other hand, by making the execution rate of the second special notification effect high in the special state after a predetermined display result, where the expectation of entering the advantageous state is high because the player is controlled to enter the special state without going through the advantageous state, it is possible to effectively increase the player's expectations and improve the enjoyment of the game, thereby enhancing the marketability of gaming machines equipped with a special state. 【0022】 The gaming machine of type 3-1 is, The performance execution means is capable of executing multiple types of special notification performances (for example, the variable display notification performance can be executed with performance pattern D and performance pattern E), When the game is controlled to a special state after an advantageous state, there are more opportunities to execute special notification effects than when it is controlled to a special state after a predetermined display result (for example, in the time-saving states A1 to A3, there are 2 execution start timings for the win-confirmation effect pattern of the variable display notification effect, while in the time-saving state C2, there are 0 execution start timings for the win-confirmation effect pattern of the variable display notification effect). When the game is controlled to a special state after an advantageous state, there are more types of special notification effects that can be executed than when it is controlled to a special state after a predetermined display result (for example, the number of executable win confirmation effect patterns in time-saving states A1 to A3 is 2, while the number of executable win confirmation effect patterns in time-saving state C2 is 0). It is characterized by the following. According to this feature, in the special state after the advantageous state ends, where players are expecting a winning streak, the special notification effects become more diverse, thus enhancing the excitement of winning streaks. 【0023】 The gaming machine of type 3-2 is, The performance execution means is capable of executing a special notification performance at a first timing after the start of a variable display controlled to an advantageous state and at a second timing after the first timing (for example, as shown in Figure 11-93, the variable display notification performance can be executed from the first timing and the second timing using performance pattern D or performance pattern E). The period during which the special state can be controlled after a predetermined display result is longer than the period during which the special state can be controlled after an advantageous state (for example, while the time-saving state C2 can perform time-saving control over 685 variable displays, the time-saving state A1 can perform time-saving control over 1 variable display, and the time-saving state A2 can perform time-saving control over 7 variable displays). 【0024】 When the game is controlled to a special state after a predetermined display result, the probability of a special notification effect being executed at the first timing is higher than when the game is controlled to a special state after an advantageous state (for example, in time-saving state C2, the probability of executing the variable display notification effect at the first timing with effect pattern D or effect pattern E is higher than in time-saving state A). It is characterized by the following. According to this feature, in special states following a predetermined display result where the controlled period is relatively long, special notification effects are more likely to be executed at an earlier timing, thus preventing a sense of prolongedness and suppressing a decline in the enjoyment of the game. 【0025】 The gaming machine of type 3-3 is, As special states after a predetermined display result, there are a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to a special state for a first period (e.g., one variable display) and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to a special state for a second period longer than the first period (e.g., 685 variable displays). When the game is controlled to a special state after the first predetermined display result, the special notification effect is executed at a lower rate than when it is controlled to a special state after an advantageous state (for example, in the time-saving state C1, the rate at which the variable display notification effect is executed with effect pattern D or effect pattern E is set lower than in the time-saving state A). When the system is controlled to a special state after the second predetermined display result, the special notification effect is executed at a higher rate than when it is controlled to a special state after an advantageous state (for example, in the time-saving state C2, the rate at which the variable display notification effect is executed with effect pattern D or effect pattern E is set higher than in the time-saving state A), It is characterized by the following. According to this feature, in the second predetermined display result special state, where the control period is relatively long, the execution rate of special notification effects is high, which can create a sense of contrast and improve the enjoyment of the game. 【0026】 Gaming machines of type 3-4 are, As special states after a predetermined display result, there are a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to a special state for a first period (e.g., one variable display) and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to a special state for a second period longer than the first period (e.g., 685 variable displays). The execution rate of the second special notification effect differs between the first special state after the predetermined display result and the second special state after the predetermined display result (for example, the proportion in which the variable display notification effect is executed with effect pattern E in the time-saving state C2 is higher than the proportion in which the variable display notification effect is executed with effect pattern E in the time-saving state C1). It is characterized by the following. According to this feature, for example, by making the execution rate of the second special notification effect relatively high in the first predetermined display result special state, where the period during which the special state can be controlled is short, it is possible to effectively increase the expectation of being controlled to the second advantageous state during the first predetermined display result special state. On the other hand, by making the execution rate relatively high in the second predetermined display result special state, where the period during which the special state can be controlled is long, it is possible to prevent a decrease in the enjoyment of the game due to the feeling of prolongation caused by not being in an advantageous state during the second predetermined display result special state, thereby increasing the marketability of gaming machines equipped with special states. 【0027】 [Form 4] A gaming machine of type 4-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means is, The game can be controlled to have two advantageous states: a first advantageous state (for example, the jackpot game state for jackpot A) and a second advantageous state that is more advantageous to the player than the first advantageous state (for example, the jackpot game state for jackpot B). As a special state, when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed (for example, the number of variable displays reaches 685), it is possible to control the system to a special state after reaching a specific number of executions (for example, time-saving state B). Furthermore, when the variable display is displayed with a predetermined display result different from the specific display result (for example, time-saving with or without), it is possible to control the system to a special state after a predetermined display result (for example, time-saving state C1, time-saving state C2). The performance execution means is capable of executing a first special notification performance (e.g., performance pattern D) and a second special notification performance (e.g., performance pattern E) which has a higher probability of controlling to a second advantageous state than the first special notification performance, as special notification performances that inform that the system is controlled to an advantageous state. The execution rate of the second special notification effect differs between the special state after reaching a specific number of times and the special state after a predetermined display result (for example, as shown in Figures 11-91 and 11-92(A), for time-saving state B and time-saving state C1, the execution rate of effect pattern E differs between effect pattern D and effect pattern E, which are effect patterns of the variable display notification effect). It is characterized by the following. According to this feature, for example, by making the execution rate of the second special notification effect relatively high in the special state after a predetermined display result, since the special state after a predetermined display result is a special state controlled by the variable display becoming a predetermined display result, making the sense of specialness when controlled to the special state after a predetermined display result can be enhanced. On the other hand, for example, by making the execution rate of the second special notification effect relatively high in the special state after reaching a specific number of times, since the special state after reaching a specific number of times is a special state controlled by the variable display that controls the advantageous state being executed a specific number of times, making the sense of specialness when controlled to the advantageous state after a specific number of variable displays can be enhanced, the marketability of gaming machines equipped with special states can be enhanced. 【0028】 The gaming machine of type 4-1 is, The performance execution means is capable of executing multiple types of special notification performances (for example, the variable display notification performance can be executed with performance pattern D and performance pattern E), When the system is controlled to a special state after a predetermined display result, there are more opportunities to execute special notification effects than when it is controlled to a special state after reaching a specific number of times (for example, in the shortened time state C1, there are 2 execution start timings for the win confirmation effect pattern of the variable display notification effect, while in the shortened time state B, there are 0 execution start timings for the win confirmation effect pattern of the variable display notification effect). When the system is controlled to a special state after a predetermined display result, there are more types of special notification effects that can be executed than when the system is controlled to a special state after reaching a specific number of times (for example, the number of executable win confirmation effect patterns in time-saving state C1 is 1, while the number of executable win confirmation effect patterns in time-saving state B is 0). It is characterized by the following. According to this feature, in the special state after a predetermined display result, where the expectation of entering an advantageous state is heightened by being controlled without going through an advantageous state, the special notification effects become more diverse, thus improving the appeal of the special state after a predetermined display result. 【0029】 The gaming machine of type 4-2 is, The performance execution means is capable of executing a special notification performance at a first timing after the start of a variable display controlled to an advantageous state and at a second timing after the first timing (for example, as shown in Figure 11-93, the variable display notification performance can be executed from the first timing and the second timing using performance pattern D or performance pattern E). The period during which the special state can be controlled after reaching a specific number of times is longer than the period during which the special state can be controlled after a predetermined display result (for example, time-saving state B can perform time-saving control over 685 variable displays, while time-saving state C1 can perform time-saving control over only one display). The probability of a special notification effect being executed at the first timing is higher when the special state is controlled after reaching a specific number of times than when the special state is controlled after a predetermined display result (for example, in time-saving state B, the probability of executing the variable display notification effect with effect pattern D or effect pattern E at the first timing is higher than in time-saving state C1). It is characterized by the following. According to this feature, in special states reached after a certain number of times, which are controlled for a relatively long period, special notification effects are more likely to be executed at an earlier timing, thus preventing a feeling of prolonged play and suppressing a decline in the enjoyment of the game. 【0030】 [Form 5] A gaming machine of type 5-0 is, A gaming machine (pachinko gaming machine 1) that performs variable display of identification information (e.g., special symbols) based on the fulfillment of a starting condition (e.g., starting prize), and can control the machine to an advantageous state (e.g., a jackpot game state) that is advantageous to the player when the variable display shows a specific display result (e.g., jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can be controlled to a special state after an advantageous state (e.g., time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, and can also be controlled to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The performance execution means is capable of executing a specific suggestive performance (e.g., a reach performance) that indicates that the game will be controlled to a favorable state, and a notification performance (e.g., a blessing performance) that notifies the player that the game will be controlled to a favorable state. The period during which the special state can be controlled after reaching a specific number of times (for example, time-saving state B) is longer than the period during which the special state can be controlled after a predetermined display result (for example, time-saving state B can perform time-saving control over 685 variable displays, while time-saving state C1 can perform time-saving control over only one display). The execution patterns for the notification effect include at least a first execution pattern in which the notification effect is executed at a first timing without going through a specific suggestive effect that indicates control to an advantageous state (for example, in PB3-1, which is a variation pattern for a non-reach jackpot, a variable display is executed, and after a 2-second effect corresponding to a non-reach is executed during the variable display, a 15-second celebration effect is executed), and a second execution pattern in which the notification effect is executed at a second timing later than the first timing after going through a specific suggestive effect (for example, in PB3-3, which is a variation pattern for a super reach δ jackpot, a variable display is executed, and after a 50-second effect including the reach effect of super reach δ is executed during the variable display, a 15-second celebration effect is executed). The means of execution of the performance are, When the game is controlled to a special state after reaching a specific number of times, the notification effect of the first execution pattern can be executed at a higher rate than when the game is controlled to a special state after a predetermined display result (for example, as shown in Figures 11-28 and 11-29, when the variable display result of the second special symbol is a jackpot in time-saving state B, the variable display is executed in PB3-1, which is a variable pattern for a non-reach jackpot, and after a 2-second effect corresponding to a non-reach is executed during the variable display, a 15-second celebration effect is executed). When the system is controlled to a special state after a predetermined display result, the notification effect of the second execution pattern can be executed at a higher rate than when the system is controlled to a special state after reaching a specific number of times (for example, as shown in Figures 11-28 and 11-29, when the variable display result of the second special symbol is a jackpot in the time-saving state C1, the variable display is executed in PB3-3, which is the variation pattern of the super reach δ jackpot, and after a 50-second effect including the reach effect of the super reach δ is executed during the variable display, a 15-second celebration effect is executed). It is characterized by the following. According to this feature, during the special state after a specific number of variable displays have been executed and a specific number of displays have been reached, the first execution pattern is more likely to be executed, thereby suppressing a decline in the player's interest. Furthermore, during the special state after a predetermined display result, where the expectation of entering an advantageous state is high because the player is controlled to enter a special state without going through an advantageous state, the second execution pattern is more likely to be executed, thereby increasing the player's expectations and improving the enjoyment of the game. Thus, the marketability of gaming machines equipped with a special state can be enhanced. 【0031】 The gaming machine of type 5-1 is, The state control means can control the system to special states (e.g., time-saving state A1, time-saving state A2, time-saving state A3) after being controlled to a favorable state, as special states. The probability of the first execution pattern notification animation being executed is higher when the game is controlled to a special state after reaching a specific number of times than when it is controlled to a special state after an advantageous state (for example, as shown in Figures 11-27 and 11-28, when the variable display result is a jackpot in time-saving state A, the variable display is executed in one of the following ways: PB3-1, which is the variation pattern for a non-reach jackpot; PB3-2, which is the variation pattern for a normal reach jackpot; or PB3-3, which is the variation pattern for a super reach δ. In time-saving state B, the probability of the variable display being executed in PB3-1, which is the variation pattern for a non-reach jackpot, is higher compared to time-saving state A as a whole). It is characterized by the following. This feature makes it possible to suppress a decline in the player's interest by making it easier for the first execution pattern to be selected during the special state that occurs after a specific number of variable displays have been executed and a specific number of times has been reached. 【0032】 The gaming machine of type 5-2 is, As special states after a predetermined display result, there is a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to remain in a special state for a first period (e.g., one variable display), and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to remain in a special state for a second period longer than the first period (e.g., 685 variable displays). The proportion of times the notification effect of the first execution pattern is executed when the system is controlled to a special state after the first predetermined display result is lower than the proportion of times the notification effect of the first execution pattern is executed when the system is controlled to a special state after reaching a specific number of times. The proportion in which the notification effect of the first execution pattern is executed when the system is controlled to a special state after the second predetermined display result is the same as the proportion in which the notification effect of the first execution pattern is executed when the system is controlled to a special state after reaching a specific number of times (for example, in the time-saving state B, if the variable display result of the second special symbol is a jackpot, the variable display is executed in PB3-1, which is a variation pattern for non-reach jackpots, at a higher rate than when the variable display result of the second special symbol is a jackpot in the time-saving state C1, while the variable display is executed in PB3-1, which is a variation pattern for non-reach jackpots, at the same rate as when the variable display result of the second special symbol is a jackpot in the time-saving state C2). It is characterized by the following. According to this feature, in the second predetermined display result after special state, where the period during which the special state can be controlled is longer, the first execution pattern is more likely to be selected than in the first predetermined display result after special state, where the period during which the special state can be controlled is shorter. This reduces the feeling of prolonged play and suppresses a decline in the enjoyment of the game. 【0033】 The gaming machine of type 5-3 is, The state control means can control between a first advantageous state (for example, the jackpot game state of jackpot A) and a second advantageous state (for example, the jackpot game state of jackpot B) which is more advantageous to the player than the first advantageous state. The performance execution means is capable of executing a re-notification performance (for example, an upgrade performance) that notifies the player that the game is controlled to a second advantageous state after the player has been notified by a notification performance that the game is controlled to a first advantageous state. After reaching a certain number of times, if the game is in a special state and the game is controlled to the first advantageous state via a notification animation, the probability of a re-notification animation being performed is higher than if the game is in a non-special state and the game is controlled to the first advantageous state via a notification animation (for example, if the decorative symbols temporarily stop in an even number combination during the variable display of the time-saving state B (when a jackpot A is announced), the probability of an upgrade animation being performed is higher than if the decorative symbols temporarily stop in an even number combination during the variable display of the normal state (when a jackpot A is announced)). It is characterized by the following. According to this feature, in the special state that is controlled after a specific number of variable displays have been performed, even if it is announced that the game will be controlled to the first advantageous state with a lower degree of advantage, there is a high possibility that a re-announcement animation will be performed. Therefore, even after the announcement animation is performed, players can continue to play with a sense of anticipation, thus preventing a decrease in enjoyment due to the announcement that the game will be controlled to the first advantageous state. 【0034】 The gaming machine of type 5-4 is, The state control means is, The game can be controlled to have two advantageous states: a first advantageous state (for example, the jackpot game state for jackpot A) and a second advantageous state that is more advantageous to the player than the first advantageous state (for example, the jackpot game state for jackpot B). As a special state, it is possible to control the game to a special state after being controlled to an advantageous state (for example, time-saving state A1, time-saving state A2, time-saving state A3), The performance execution means is capable of executing a re-notification performance (for example, an upgrade performance) that notifies the player that the game is controlled to a second advantageous state after the player has been notified by a notification performance that the game is controlled to a first advantageous state. After reaching a certain number of times, if the game is controlled to the first advantageous state by a notification animation in the special state, the probability of a re-notification animation being performed is higher than if the game is controlled to the first advantageous state by a notification animation in the special state after the advantageous state is higher (for example, if the decorative symbols temporarily stop in an even number combination during the variable display of time-saving state B (when a jackpot A is announced), the promotion animation is performed (jackpot B is re-announced) at a higher rate than if the decorative symbols temporarily stop in an even number combination during the variable display of time-saving state A (when a jackpot A is announced)). It is characterized by the following. According to this feature, in the special state that is controlled after a specific number of variable displays have been performed, even if it is announced that the game will be controlled to the first advantageous state with a lower degree of advantage, there is a high possibility that a re-announcement animation will be performed. Therefore, even after the announcement animation is performed, players can continue to play with a sense of anticipation, thus preventing a decrease in enjoyment due to the announcement that the game will be controlled to the first advantageous state. 【0035】 [Form 6] The gaming machine of type 6-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can be controlled to a special state after an advantageous state (e.g., time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, and can also be controlled to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The performance execution means is capable of executing a specific suggestive performance (e.g., a reach performance) that indicates that the game will be controlled to a favorable state, and a notification performance (e.g., a blessing performance) that notifies the player that the game will be controlled to a favorable state. The period during which the special state can be controlled is longer in the advantageous state than in the special state after a predetermined display result (for example, in the time-saving state A3, time-saving control can be performed over 685 variable displays, whereas in the time-saving state C1, time-saving control can be performed over 1 variable display). The execution patterns for the notification effect include at least a first execution pattern in which the notification effect is executed at a first timing without going through a specific suggestion effect that indicates control to an advantageous state (for example, as shown in Figures 11-27 and 11-29, a variable display is executed in PB3-1, which is a variation pattern for a non-reach jackpot, and after a 2-second effect corresponding to a non-reach is executed during the variable display, a 15-second celebration effect is executed), and a second execution pattern in which the notification effect is executed at a second timing later than the first timing after going through a specific suggestion effect (for example, a variable display is executed in PB3-3, which is a variation pattern for a super reach δ jackpot, and after a 50-second effect including the reach effect of super reach δ is executed during the variable display, a 15-second celebration effect is executed). The means of execution of the performance are, When the system is controlled to a special state after an advantageous state, the notification effect of the first execution pattern can be executed at a higher rate than when it is controlled to a special state after a predetermined display result. When the system is controlled to a special state after a predetermined display result, the notification effect of the second execution pattern can be executed at a higher rate than when the system is controlled to a special state after an advantageous state (for example, in the time-saving state C1, if the variable display result of the second special symbol is a jackpot, the variable display is executed in PB3-3, which is the variation pattern for a super reach δ jackpot, at a higher rate than when the variable display result of the second special symbol is a jackpot in the time-saving state A3, and when the variable display result of the second special symbol is a jackpot in the time-saving state A3, the variable display is executed in PB3-1, which is the variation pattern for a non-reach jackpot, at a higher rate than when the variable display result of the second special symbol is a jackpot in the time-saving state C1). It is characterized by the following. According to this feature, during the special state after an advantageous state, when the period during which the special state can be controlled is long, the first execution pattern is more likely to be executed, thereby suppressing a decline in the player's interest. During the special state after a predetermined display result, when the period during which the special state can be controlled is shorter than during the special state after an advantageous state, the second execution pattern is more likely to be executed, thereby increasing the player's anticipation and improving the enjoyment of the game. Thus, the marketability of gaming machines equipped with a special state can be enhanced. 【0036】 The gaming machine of type 6-1 is, The state control means can control the system to a special state (e.g., time-saving state B) when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed (e.g., the number of variable displays reaches 685). When the game is controlled to a special state after reaching a specific number of times, the notification animation of the first execution pattern is executed more frequently than when it is controlled to a special state after an advantageous state (for example, as shown in Figures 11-27 and 11-28, when the variable display result of the second special symbol is a jackpot in time-saving state B, the variable display is executed in PB3-1, which is a variation pattern for non-reach jackpots, more frequently than when the variable display result of the second special symbol is a jackpot in time-saving state A3). It is characterized by the following. According to this feature, by making the first execution pattern more likely to be executed during the special state after a specific number of variable displays have been performed and a specific number of times has been reached, it is possible to suppress the decline in interest caused by the player feeling bored. 【0037】 The gaming machine of type 6-2 is, As special states after a predetermined display result, there are a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to a special state for a first period (e.g., one variable display) and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to a special state for a second period longer than the first period (e.g., 685 variable displays). The special state after the first predetermined display result has a shorter period during which the special state can be controlled than the special state after the advantageous state (for example, the time-saving state C1 allows time-saving control to be performed over one variable display, while the time-saving state A2 allows time-saving control to be performed over seven variable displays). The second special state after the predetermined display result has a longer period during which the special state can be controlled than the special state after the advantageous state (for example, the time-saving state C2 allows time-saving control to be performed over 685 variable displays, while the time-saving state A2 allows time-saving control to be performed over 7 variable displays). The proportion of times the notification effect of the first execution pattern is executed when the system is controlled to a special state after the first predetermined display result is lower than the proportion of times the notification effect of the first execution pattern is executed when the system is controlled to a special state after reaching a specific number of times. The proportion in which the notification effect of the first execution pattern is executed when the system is controlled to a special state after the second predetermined display result is higher than the proportion in which the notification effect of the first execution pattern is executed when the system is controlled to a special state after an advantageous state (for example, as shown in Figures 11-27 and 11-29, the proportion in which the variable display is executed in PB3-1, a variation pattern for non-reach jackpots, is higher when the variable display result of the second special symbol is a jackpot in time-saving state A3 than when the variable display result of the second special symbol is a jackpot in time-saving state C1, and the proportion in which the variable display is executed in PB3-1, a variation pattern for non-reach jackpots, is higher when the variable display result of the second special symbol is a jackpot in time-saving state C2 than when the variable display result of the second special symbol is a jackpot in time-saving state A2) It is characterized by the following. According to this feature, in the second predetermined display result special state, where the period of being controlled in a special state is long, the first execution pattern is more likely to be executed, thereby preventing a sense of prolongation and suppressing a decline in the player's interest. In the first predetermined display result special state, where the period of being controlled in a special state is short, the execution rate of the notification effect of the first execution pattern is low, that is, the execution rate of the notification effect of the second execution pattern is relatively high, thereby executing specific suggestive effects and effectively increasing the expectation of the gaming machine, thus improving interest. 【0038】 [Form 7] A gaming machine of type 7-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the variable display to a special state (time-saving state C1, time-saving state C) after a predetermined display result, based on the variable display being displayed with a predetermined display result different from a specific display result (for example, with or without time-saving). The performance execution means is capable of executing a specific suggestive performance (e.g., a reach performance) that indicates that the game will be controlled to a favorable state, and a notification performance (e.g., a blessing performance) that notifies the player that the game will be controlled to a favorable state. As special states after a predetermined display result, there are a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to a special state for a first period (e.g., one variable display) and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to a special state for a second period longer than the first period (e.g., 685 variable displays). The execution patterns for the notification effect include at least a first execution pattern in which the notification effect is executed at the first timing without going through a specific suggestive effect that indicates control to an advantageous state (for example, the variable display is executed only in PB3-1, which is a variation pattern for a non-reach jackpot, and after a 2-second effect corresponding to a non-reach is executed during the variable display, a 15-second celebration effect is executed), and a second execution pattern in which the notification effect is executed at a second timing later than the first timing after going through a specific suggestive effect (for example, the variable display is executed in PB3-3, which is a variation pattern for a super reach δ jackpot, and after a 50-second effect including the reach effect of super reach δ is executed during the variable display, a 15-second celebration effect is executed). The means of execution of the performance are, When the system is controlled to a special state after the second predetermined display result, the notification effect of the first execution pattern can be executed at a higher rate than when the system is controlled to a special state after the first predetermined display result. When the system is controlled to a special state after the first predetermined display result, the notification effect of the second execution pattern can be executed at a higher rate than when the system is controlled to a special state after the second predetermined display result (for example, as shown in Figure 11-29, when the variable display result of the second special symbol is a jackpot in the time-saving state C2, the allocation for executing the variable display in PB3-1, which is a variation pattern for a non-reach jackpot, is set higher than when the variable display result of the second special symbol is a jackpot in the time-saving state C1, and when the variable display result of the second special symbol is a jackpot in the time-saving state C2, the allocation for executing the variable display in PB3-3, which is a variation pattern for a super reach δ jackpot, is set higher than when the variable display result of the second special symbol is a jackpot in the time-saving state C2). It is characterized by the following. According to this feature, during the special state after the second predetermined display result, which has a longer period of controllable special state, the first execution pattern is made more likely to be executed, thereby preventing a sense of prolongedness and suppressing a decline in the player's interest. During the special state after the first predetermined display result, which has a shorter period of controllable special state than the special state after the second predetermined display result, the second execution pattern is made more likely to be executed, thereby increasing the player's anticipation and improving the enjoyment of the game. Thus, the marketability of gaming machines equipped with special states can be enhanced. 【0039】 The gaming machine of type 7-1 is, The state control means can control the system to special states (e.g., time-saving state A1, time-saving state A2, time-saving state A3) after being controlled to a favorable state, as special states. When the game is controlled to a special state after a predetermined display result, the probability of the notification animation of the first execution pattern being executed is higher than when the game is controlled to a special state after an advantageous state (for example, in the time-saving state A3, if the variable display result of the second special symbol is a jackpot, the variable display is executed using either the non-reach jackpot variation pattern PB3-1 or the normal reach jackpot variation pattern PB3-2, resulting in a 2-second animation corresponding to a non-reach or a 20-second animation corresponding to a normal reach being executed during the variable display, followed by a 15-second celebration animation; on the other hand, in the time-saving state C2, if the variable display result of the second special symbol is a jackpot, the variable display is executed only using the non-reach jackpot variation pattern PB3-1, resulting in a 2-second animation corresponding to a non-reach being executed during the variable display, followed by a 15-second celebration animation). It is characterized by the following. This feature prevents excessive gambling tendencies from arising due to the high execution rate of the first execution pattern notification effect during the special state after the advantageous state, which is controlled after the advantageous state, thereby adding excessive value to the game in a short period of time. 【0040】 The gaming machine of type 7-2 is, The state control means can control the system to special states (e.g., time-saving state A1, time-saving state A2, time-saving state A3) after being controlled to a favorable state, as special states. The period during which the special state can be controlled is longer in the advantageous state than in the special state after a predetermined display result (for example, in the time-saving state A3, time-saving control can be performed over 685 variable displays, while in the time-saving state C1, time-saving control can be performed over 1 variable display). The means of execution of the performance are, When the system is controlled to a special state after an advantageous state, the notification effect of the first execution pattern can be executed at a higher rate than when it is controlled to a special state after a predetermined display result. When the system is controlled to a special state after a predetermined display result, the notification effect of the second execution pattern can be executed at a higher rate than when it is controlled to a special state after an advantageous state (for example, as shown in Figures 11-27 and 11-29, when the variable display result of the second special symbol is a jackpot in time-saving state A3, the variable display is executed in either PB3-1, which is the variation pattern for a non-reach jackpot, or PB3-2, which is the variation pattern for a normal reach jackpot, and after a 2-second effect corresponding to a non-reach or a 20-second effect corresponding to a normal reach is executed during the variable display, a 15-second celebration effect is executed. On the other hand, when the variable display result of the second special symbol is a jackpot in time-saving state C1, the variable display is executed in PB3-3, which is the variation pattern for a super reach δ jackpot, and after a 50-second effect including the reach effect of super reach δ is executed during the variable display, a 15-second celebration effect is executed). It is characterized by the following. According to this feature, during the special state after an advantageous state, when the period during which the special state can be controlled is long, the first execution pattern is more likely to be executed, thereby suppressing a decline in the player's interest. During the special state after a predetermined display result, when the period during which the special state can be controlled is shorter than during the special state after an advantageous state, the second execution pattern is more likely to be executed, thereby increasing the player's anticipation and improving the enjoyment of the game. Thus, the marketability of gaming machines equipped with a special state can be enhanced. 【0041】 [Form 8] A gaming machine of type 8-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), A decision-making means (e.g., CPU 103) capable of deciding to control the system to an advantageous state, Variable display pattern determination means (for example, the part where the CPU 103 executes the variable pattern setting process shown in FIGS. 11-19) that can determine one variable display pattern from a plurality of types of variable display patterns (for example, fluctuation patterns) with different variable display periods based on the determination result of the determination means, State control means (for example, the CPU 103) that can be controlled between a non-special state (for example, a normal state) and a special state (for example, a time-saving state) where start conditions are more likely to be satisfied than in the non-special state, Effect execution means (for example, the effect control CPU 120) that can execute an effect based on the variable display pattern determined by the variable display pattern determination means, is provided with, The state control means can be controlled to a special state after a predetermined display result (for example, a time-saving miss) based on the fact that the variable display is displayed with a predetermined display result different from the specific display result as a special state, and can be controlled to a special state after a specific number of times (for example, when a specific condition (for example, the number of variable displays reaches 685 times) based on the fact that a variable display in which the specific display result is not displayed is executed a specific number of times is satisfied), The average variable display period of the variable display pattern determined for the variable display that becomes neither the specific display result nor the predetermined display result is longer for the special state after the predetermined display result than for the special state after the specific number of times (for example, as shown in FIGS. 11-51, the average variable display time when the variable display result is a miss in the time-saving state C is longer than the average variable display time when the variable display result is a miss in the time-saving state B), The effect execution means can execute a plurality of types of suggestive effects (for example, a line preview effect or a moving body preview effect as a variable display preview effect shown in the modification example) that suggest being controlled to an advantageous state, The number of types of suggestive effects that can be executed when the special state after the predetermined display result is not controlled to an advantageous state more than the special state after the specific number of times is larger (for example, as shown in the modification example, the number of variable display preview effects that can be executed during the variable display in the time-saving state C is larger than the number of variable display preview effects that can be executed during the variable display in the time-saving state B), It is characterized by the following. According to this feature, after a variable display is executed a specific number of times and is controlled, the special state after reaching the specific number of times is to reduce the player's stress by increasing the number of variable displays per unit period through variable displays with a short variable display period, and to be able to transition at any time including during the non-special state by achieving a predetermined display result. In the special state after the predetermined display result, by increasing the types of suggestive effects in the variable display where the specific display result is not displayed, it is possible to prevent the player's interest from decreasing when the predetermined display result is displayed multiple times before being controlled to an advantageous state. Therefore, the commercial value of a gaming machine equipped with a special state can be enhanced. 【0042】 The gaming machine of Form 8-1 The variable display pattern determination means can determine a specific variable display pattern (for example, a losing variation pattern) as the variable display pattern when not controlled to an advantageous state. The effect execution means can also execute a plurality of types of suggestive effects when not controlled to an advantageous state (for example, as shown in FIGS. 11-47 and 1-48, a part where a pre-variable display effect can be executed in a variable display where the variable display result is a loss). The types of suggestive effects that the effect execution means can execute when a specific variable display pattern is determined are more when controlled to the special state after the predetermined display result than when controlled to the special state after reaching the specific number of times (for example, as shown in FIG. 11-52, the types of pre-variable display effects that the effect control CPU 120 can execute when the variable display result is a loss (when a losing variation pattern is determined) are more when controlled to the short-time state C than when controlled to the short-time state B). It is characterized by the following. According to this feature, the effect pattern can be increased without increasing the variable display pattern, so the storage capacity of the hardware constituting the variable display pattern determination means can be reduced. 【0043】 The gaming machine of Form 8-2 As special states after a predetermined display result, there is a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to a special state for a first period (e.g., one variable display), and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to a special state for a second period longer than the first period (e.g., 685 variable displays) and for a number of variable displays greater than the denominator of the probability of being controlled to a favorable state (e.g., 685 variable displays). The average variable display period for the variable display pattern determined for variable displays that do not result in either a specific display result or a predetermined display result is longer in the special state after the first predetermined display result than in the special state after reaching a specific number of times (for example, as shown in Figure 11-51, the average special pattern fluctuation time when the variable display result is a miss in time-saving state C1 is longer than the average special pattern fluctuation time when the variable display result is a miss in time-saving state B). The difference between the average variable display period of the variable display pattern determined for variable displays that do not result in either a specific display result or a predetermined display result in the special state after the second predetermined display result, and the average variable display period of the variable display pattern determined for variable displays that do not result in either a specific display result or a predetermined display result in the special state after reaching a specific number of times, is the difference between the average variable display period of the variable display pattern determined for variable displays that do not result in either a specific display result or a predetermined display result in the special state after the second predetermined display result, and the difference between the average variable display period of the variable display pattern determined for variable displays that do not result in either a specific display result or a predetermined display result in the special state after the first predetermined display result, and The difference between the average variable display period of the variable display pattern determined by the variable display pattern is smaller than the difference between the average variable display period and the average variable display period (for example, as shown in Figure 11-51, the average variable display time when the variable display result is incorrect in time-saving state C1 is set to be longer than the average variable display time when the variable display result is incorrect in time-saving state B, and the difference between the average variable display time when the variable display result is incorrect in time-saving state C2 and the average variable display time when the variable display result is incorrect in time-saving state B is smaller than the difference between the average variable display time when the variable display result is incorrect in time-saving state C2 and the average variable display time when the variable display result is incorrect in time-saving state C1). It is characterized by the following. This feature allows for a longer period of controllable special state after a predetermined display result, enabling players to play without causing stress to the player during the special state. 【0044】 The gaming machine of type 8-3 is, The variable display pattern determination means can determine a variable display pattern that is common to the variable display pattern that can be determined when the special state after a specific number of times is not controlled to an advantageous state, when the special state is not controlled to an advantageous state after a second predetermined display result (for example, as shown in Figures 11-28 and 11-29, in time-saving state B and time-saving state C2, PA3-1, which is a non-reach miss variation pattern, can be selected as a common variation pattern when the variable display result is a miss). It is characterized by the following. This feature allows the variable display pattern to be shared between the special state after the second predetermined display result and the special state after reaching a specific number of times, thereby reducing the data capacity of the variable display pattern. 【0045】 [Form 9] A gaming machine of type 9-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), A decision-making means (e.g., CPU 103) capable of deciding to control the system to an advantageous state, A variable display pattern determination means (for example, the part in which the CPU 103 executes the variable pattern setting process shown in Figure 11-19) that can determine one variable display pattern from among multiple types of variable display patterns (for example, fluctuation patterns) with different variable display periods based on the determination result of the determination means, A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can be controlled to special states, such as special states after being controlled to a favorable state (e.g., time-saving state A1, time-saving state A2, time-saving state A3), and can also be controlled to special states after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (with or without time-saving). The special state after a favorable state includes a first special state after a favorable state (for example, a time-saving state A1) and a second special state after a favorable state that has a higher degree of favorability than the first special state after a favorable state (for example, a time-saving state A2, a time-saving state A3). The variable display pattern determination means can determine a variable display pattern that is common to the variable display patterns that can be determined when the game is not controlled to an advantageous state in at least one of the multiple advantageous state-after special states when the game is not controlled to an advantageous state after a predetermined display result (for example, as shown in Figures 11-27 and 11-29, when the variable display result is a miss in time-saving state A3, it is possible to select PA3-1, PA3-2, PA3-3, PA3-4, which are non-reach miss variation patterns, and PA3-4, which are normal reach miss variation patterns, and when the variable display result is a miss in time-saving state C3, it is possible to select PA3-1, PA3-10, and PA3-10, which are non-reach miss variation patterns). It is characterized by the following. This feature allows for the sharing of variable display patterns across different special states, even if multiple special states exist. This reduces the data size of the variable display patterns, thereby enhancing the marketability of gaming machines equipped with special states. 【0046】 The gaming machine of type 9-1 is, As special states after a predetermined display result, there is a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to a special state for a first period (e.g., one variable display), and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to a special state for a second period longer than the first period (e.g., 685 variable displays) and for a number of variable displays greater than the denominator of the probability of being controlled to a favorable state (e.g., 685 variable displays). The variable display pattern determination means can determine a variable display pattern that is common to the variable display patterns that can be determined when the system is not controlled to an advantageous state in at least one of the multiple advantageous state-after special states when the system is not controlled to an advantageous state (as shown in Figures 11-27 and 11-29, if the variable display result is a miss in time-saving state A1 and time-saving state C1, it is possible to select PA3-5, which is a variation pattern for a super reach δ miss). It is characterized by the following. This feature allows for the sharing of variable display patterns across different special states, even if multiple special states exist, thus reducing the data size of the variable display patterns. 【0047】 The gaming machine of type 9-2 is, The state control means can control the system to a special state (e.g., time-saving state B) after a specific number of times a variable display in which a specific display result is not displayed has been performed a specific number of times, based on a specific condition being met (e.g., the number of variable displays reaches 685 times). As special states after a predetermined display result, there is a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to a special state for a first period (e.g., one variable display), and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to a special state for a second period longer than the first period (e.g., 685 variable displays) and for a number of variable displays greater than the denominator of the probability of being controlled to a favorable state (e.g., 685 variable displays). The variable display pattern determination means can determine a variable display pattern that is common to the variable display pattern that can be determined when the special state is not controlled to an advantageous state after reaching a specific number of times, if the special state is not controlled to an advantageous state after the second predetermined display result (for example, as shown in Figures 11-28 and 11-29, in time-saving state B and time-saving state C2, PA3-1, which is a non-reach miss variation pattern, can be selected as a common variation pattern when the variable display result is a miss). It is characterized by the following. This feature allows for the sharing of variable display patterns across different special states, even if multiple special states exist, thus reducing the data size of the variable display patterns. 【0048】 The gaming machine of type 9-3 is, The state control means can control the system to a special state (e.g., time-saving state B) after a specific number of times a variable display in which a specific display result is not displayed has been performed a specific number of times, based on a specific condition being met (e.g., the number of variable displays reaches 685 times). The game can be controlled to have two advantageous states: a first advantageous state (for example, the jackpot game state for jackpot A) and a second advantageous state that is more advantageous to the player than the first advantageous state (for example, the jackpot game state for jackpot B). The variable display pattern determination means is capable of determining a special variable display pattern that is not determined when controlled to the first advantageous state when controlled to the second advantageous state (for example, as shown in feature section 130SG-4, when the variable display result of the second special figure is a jackpot and the jackpot type is determined to be jackpot B, it is capable of determining a special variation pattern different from the one when the jackpot type is determined to be jackpot A), The special variable display pattern is common to the special state after the advantageous state, the special state after a predetermined display result, and the special state after reaching a specific number of times (for example, as shown in feature section 130SG-4, the special variation pattern is a part that can be selected as a common jackpot variation pattern when the jackpot type is jackpot B in time-saving state A, time-saving state B, and time-saving state C). It is characterized by the following. This feature allows for the sharing of variable display patterns across different special states, even if multiple special states exist, thus reducing the data size of the variable display patterns. 【0049】 The gaming machine of type 9-4 is, The system includes a means for executing performances that can execute common performances after being controlled to an advantageous state, in cases where the system is controlled to an advantageous state during a special state after an advantageous state, and in cases where the system is controlled to an advantageous state during a special state after a predetermined display result (for example, as shown in the modified example, in cases where the system is controlled from a time-saving state A to a jackpot game state, and in cases where the system is controlled from a time-saving state C to a jackpot game state, the performance control CPU 120 is capable of executing common performances as performances based on these jackpot game states). It is characterized by the following. This feature allows the subsequent animations, once the game is in an advantageous state, to be shared across multiple special states, thus reducing the amount of animation data required. 【0050】 The gaming machine of type 9-5 is, The system includes a means for executing different effects after being controlled to an advantageous state, depending on whether the system is controlled to an advantageous state during a special state after an advantageous state, or whether the system is controlled to an advantageous state during a special state after a predetermined display result (for example, as shown in the modified example, in the case where the system is controlled from a time-saving state A to a jackpot game state, and in the case where the system is controlled from a time-saving state C to a jackpot game state, the CPU 120 for controlling the effects can execute different effects as effects based on these jackpot game states). It is characterized by the following. This feature allows for the execution of appropriate effects corresponding to the differences in special states after the game has been controlled to an advantageous state, thereby improving the enjoyment of the game after it has been controlled to an advantageous state. 【0051】 [Form 10] The gaming machine of type 10-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), A decision-making means (e.g., CPU 103) capable of deciding to control the system to an advantageous state, A variable display pattern determination means (for example, the part in which the CPU 103 executes the variable pattern setting process shown in Figure 11-19) that can determine one variable display pattern from among multiple types of variable display patterns (for example, fluctuation patterns) with different variable display periods based on the determination result of the determination means, A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the system into special states, such as special states after an advantageous state (e.g., time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, and special states after a predetermined display result (e.g., time-saving with / without) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The period during which the special state can be controlled after a predetermined display result is longer than the period during which the special state can be controlled after an advantageous state (for example, while the time-saving state A1 performs time-saving control over one variable display, the time-saving state C2 performs time-saving control over 685 variable displays). When the special state after a predetermined display result is not controlled to be more advantageous than the special state after a favorable state, the average variable display period of the variable display pattern determined is short (for example, as shown in Figure 11-51, the average variable display time when the variable display result is a miss in time-saving state C2 is shorter than the average variable display time when the variable display result is a miss in time-saving state A1, time-saving state A2, and time-saving state A3). When the special state after a predetermined display result is not controlled to be more advantageous than the special state after a predetermined display result, there are fewer types of variable display patterns that can be determined (for example, as shown in Figures 11-27 and 11-29, in the time-saving state C2, if the variable display result is a miss, two types of variation patterns, PA3-1 and PA3-10, can be selected, while in the time-saving states A1, A2, and A3, if the variable display result is a miss, five types of variation patterns, PA3-1, PA3-2, PA3-3, PA3-4, and PA3-5, can be selected). It is characterized by the following. This feature allows for a longer period of controllable special states compared to special states after advantageous states. In special states after predetermined display results, the long average variable display period can excessively raise expectations, preventing a sense of tediousness and a decrease in the enjoyment of the game. Therefore, it is possible to enhance the marketability of gaming machines equipped with special states. 【0052】 The gaming machine of type 10-1 is, It includes a means for executing effects (for example, a CPU 120 for controlling effects), The performance execution means is capable of performing a variable display performance of performance identification information (e.g., decorative patterns), and is capable of performing a reach performance that suggests that the system will be controlled to an advantageous state by setting the variable display performance of the performance identification information to a predetermined reach pattern (for example, the portion in which the reach performance is executed on the image display device 5 when the variable display is executed in a reach variation pattern). In variable displays where a specific display result is not shown, the rate at which a reach animation is performed is lower in the special state after a predetermined display result than in the special state after an advantageous state (for example, as shown in the modified example, in the case where the variable display result is a miss, the rate at which the variable display is performed in the variation patterns of normal reach misses and super reach misses (the rate at which a reach animation is performed) is lower in the time-saving state C2 than in the time-saving state A). It is characterized by the following. This feature prevents a decrease in the enjoyment of the game due to excessively raising expectations through reach animations during the special state after a predetermined display result, which has a longer period of controllable special state than the special state after an advantageous state. 【0053】 The gaming machine of type 10-2 is, The system includes a performance execution means (e.g., a performance control CPU 120) capable of executing a specific suggestive performance (e.g., a reach performance) that indicates that the system is controlled to an advantageous state, and a notification performance (e.g., a blessing performance) that notifies that the system is controlled to an advantageous state. The execution patterns for the notification effect include at least a first execution pattern in which the notification effect is executed at a first timing without going through a specific suggestion effect that indicates control to an advantageous state (for example, as shown in Figures 11-27 and 11-29, a variable display is executed in PB3-1, which is a variation pattern for a non-reach jackpot, and after a 2-second effect corresponding to a non-reach is executed during the variable display, a 15-second celebration effect is executed), and a second execution pattern in which the notification effect is executed at a second timing later than the first timing after going through a specific suggestion effect (for example, a variable display is executed in PB3-3, which is a variation pattern for a super reach δ jackpot, and after a 50-second effect including the reach effect of super reach δ is executed during the variable display, a 15-second celebration effect is executed). The means of execution of the performance are, When the system is controlled to a special state after a predetermined display result, the notification effect of the first execution pattern can be executed at a higher rate than when it is controlled to a special state after an advantageous state. When the system is controlled to a special state after an advantageous state, the notification effect of the second execution pattern can be executed at a higher rate than when it is controlled to a special state after a predetermined display result (for example, as shown in Figures 11-27 and 11-29, if the variable display result of the second special symbol is a jackpot in time-saving state A1, the variable display is executed in PB3-3, which is the variation pattern for a super reach δ jackpot, and after a 50-second effect including the reach effect of the super reach δ is executed during the variable display, a 15-second celebration effect is executed; if the variable display result of the second special symbol is a jackpot in time-saving state C2, the variable display is executed only in PB3-1, which is the variation pattern for a non-reach jackpot, and after a 2-second effect corresponding to a non-reach is executed during the variable display, a 15-second celebration effect is executed). It is characterized by the following. According to this feature, during the special state after a predetermined display result, when the period during which the special state can be controlled is longer than the special state after a favorable state, the first execution pattern is more likely to be executed, thereby preventing a decrease in the player's interest. During the special state after a favorable state, when the period during which the special state can be controlled is shorter than the special state after a predetermined display result, the second execution pattern is more likely to be executed, thereby increasing the player's anticipation and improving the enjoyment of the game. 【0054】 The gaming machine of type 10-3 is, The state control means can control the system to a special state (e.g., time-saving state B) when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed (e.g., the number of variable displays reaches 685). As special states after a predetermined display result, there is a first special state after a predetermined display result (e.g., time-saving state C1) that can be controlled to remain in a special state for a first period (e.g., one variable display), and a second special state after a predetermined display result (e.g., time-saving state C2) that can be controlled to remain in a special state for a second period longer than the first period (e.g., 685 variable displays). The variable display pattern determination means can determine a variable display pattern that is common to the variable display pattern that can be determined when the special state after a specific number of times is not controlled to an advantageous state, when the special state is not controlled to an advantageous state after a second predetermined display result (for example, as shown in Figures 11-28 and 11-29, in time-saving state B and time-saving state C2, PA3-1, which is a non-reach miss variation pattern, can be selected as a common variation pattern when the variable display result is a miss). It is characterized by the following. This feature allows the variable display pattern to be shared between the special state after the second predetermined display result and the special state after reaching a specific number of times, thereby reducing the data capacity of the variable display pattern. 【0055】 [Form 11] The gaming machine of type 11-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), A reserved storage means capable of storing information related to variable display as reserved storage information (for example, the special design reserved storage unit 130SG151 shown in Figure 11-12), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can be controlled to a special state after an advantageous state (e.g., time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, and can also be controlled to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The period during which the special state can be controlled after a predetermined display result is longer than the period during which the special state can be controlled after an advantageous state (for example, while the time-saving state A1 can perform time-saving control over one variable display, the time-saving state C2 can perform time-saving control over 685 variable displays). The means of execution of the performance are, A hold notification effect (e.g., a hold display notification effect) that suggests that hold memory information controlled to a favorable state is stored in the hold memory means can be executed in one of several types of hold notification effect patterns (e.g., effect pattern α, effect pattern β, effect pattern γ), The hold notification effect can be executed even when there is no hold memory information stored in the hold memory means that is controlled to be in a favorable state (for example, as shown in Figure 11-82, the hold display notification effect (pre-read notification) can be executed for hold memory where the variable display result is a miss), When no pending memory information that controls the advantageous state is stored, the number of pending notification performance patterns is less when the state is controlled to a special state after a predetermined display result than when the state is controlled to a special state after an advantageous state. The proportion of times a hold notification effect is executed when no hold memory information that controls the advantageous state is stored is lower when the state is controlled to a special state after a predetermined display result than when the state is controlled to a special state after an advantageous state (for example, as shown in Figure 11-82, the number of performance patterns that can be executed as a hold display notification effect is less in time-saving state C2 than in time-saving states A2 and A3, and the proportion of times a hold display notification effect is executed when there is no hold memory where the variable display result is a jackpot is lower in time-saving state C2 than in time-saving states A2 and A3). It is characterized by the following. According to this feature, in the special state after a predetermined display result, where the period during which the special state can be controlled is longer than in the special state after an advantageous state, the execution rate of the hold notification effect is relatively low, and there are also fewer patterns for the hold notification effect. Therefore, it is possible to prevent the enjoyment of the game from decreasing due to excessively high expectations caused by the hold notification effect, thereby increasing the marketability of gaming machines equipped with a special state. 【0056】 The gaming machine of type 11-1 is, The state control means can control the system to a special state (e.g., time-saving state B) when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed (e.g., the number of variable displays reaches 685). The performance execution means can execute a hold notification performance using a common hold notification performance pattern when controlled to a special state after a predetermined display result and when controlled to a special state after reaching a specific number of times (for example, as shown in Figure 11-82(C), in the feature section 130SG-2, in both the time-saving state B and the time-saving state C2, the hold display notification performance can be executed using performance pattern β and performance pattern γ). It is characterized by the following. This feature allows for a reduction in the data size of the hold notification effects by sharing the hold notification effect patterns. 【0057】 The gaming machine of type 11-2 is, The means of execution of the performance are, Includes display means (for example, an image display device 5), The display means can display different background images (for example, the background image shown in Figure 11-55) depending on whether the system is controlled to a special state after an advantageous state or after a predetermined display result. Multiple types of hold notification animation patterns include specific hold notification animation patterns that can be executed in common in the special state after the advantageous state and the special state after the predetermined display result (for example, the panel image of the panel display animation), The performance execution means, when executing a hold notification performance according to a specific hold notification performance pattern, can prioritize the specific display over the background display and display it across multiple variable displays by using a higher-order display layer than the background display display layer (for example, as shown in Figures 11-88 and 11-89, when drawing these images, images such as the first special symbol hold memory count, the second special symbol hold memory count, and small symbols corresponding to the variable display of decorative symbols are drawn as images of the first image data with the highest display priority, pre-read images such as panel display performances and hold notification performances are drawn as images of the second image data with a lower display priority than the first image data, and background images such as the first background image and second background image are drawn as images of the third image data with the lowest display priority, and by combining these first image data images, second image data images, and third image data images, an image is created to be displayed on the image display device 5). It is characterized by the following. This feature allows for different visual impressions to be created depending on the background, even when executing the same hold notification animation. This reduces development costs while effectively enhancing the visual impact of the hold notification animation. 【0058】 The gaming machine of type 11-3 is, Multiple types of hold notification performance patterns include specific hold notification performance patterns (for example, performance pattern β and performance pattern γ) that can be executed in common in the special state after the advantageous state and the special state after the predetermined display result. When a specific hold notification animation pattern is executed in a special state after a predetermined display result, the probability of being controlled to an advantageous state is higher than when a specific hold notification animation pattern is executed in a special state after an advantageous state (for example, as shown in Figures 11-82(A) and 11-82(C), in the time-saving states A2 and A3 and C2, animation patterns β and γ are available as animation patterns for the hold display notification animation, but the probability of being controlled to a jackpot game state (jackpot expectation rate) by executing animation pattern β or animation pattern γ is higher in time-saving state C2 than in time-saving states A2 and A3). It is characterized by the following. This feature allows for reduced development costs by limiting the number of pending notification patterns by executing specific pending notification patterns in different special states. Furthermore, since the expected value of specific pending notification patterns differs depending on the special state, it is possible to appropriately enhance the player's sense of anticipation during the special state after a predetermined display result. 【0059】 [Form 12] The gaming machine of type 12-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), A decision-making means (e.g., CPU 103) capable of deciding to control the system to an advantageous state, A variable display pattern determination means (for example, the part in which the CPU 103 executes the variable pattern setting process shown in Figure 11-19) that can determine one variable display pattern from among multiple types of variable display patterns (for example, fluctuation patterns) with different variable display periods based on the determination result of the determination means, A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the system to a special state after it has been controlled to a favorable state (for example, time-saving state A1, time-saving state A2, time-saving state A3), and can also control the system to a special state after it has reached a specific number of times (time-saving state B) when a specific condition is met based on the fact that a variable display in which no specific display result is displayed has been executed a specific number of times (for example, the number of variable displays reaches 685). The average variable display period of the variable display pattern determined when the game is not controlled to an advantageous state is shorter in the special state after reaching a certain number of times than in the special state after an advantageous state (for example, as shown in Figure 11-51, the average variable display time when the variable display result is a miss in the time-saving state A is shorter than the average variable display time when the variable display result is a miss in the time-saving state B). The variable display pattern with the shortest variable display period among the variable display patterns determined when the game is controlled to an advantageous state in a special state after reaching a specific number of times has a longer variable display period than the variable display pattern with the shortest variable display period among the variable display patterns determined when the game is controlled to an advantageous state in a special state after an advantageous state (for example, as shown in the modified example, the variable pattern with the shortest special symbol variation time among the selectable variation patterns in time-saving state B has a longer special symbol variation time than the variable pattern with the shortest special symbol variation time among the selectable variation patterns in time-saving state A). It is characterized by the following. This feature prevents a sense of stagnation during the special state after reaching a specific number of turns, which is controlled after a variable display that does not result in a specific display outcome a certain number of times. It also enhances the sense of celebration when the game is controlled to an advantageous state during the special state after reaching a specific number of turns, thereby improving the game's appeal. 【0060】 The gaming machine of type 12-1 is, The game can be controlled to have two advantageous states: a first advantageous state (for example, the jackpot game state for jackpot A) and a second advantageous state that is more advantageous to the player than the first advantageous state (for example, the jackpot game state for jackpot B). The variable display pattern determination means, when controlled to the second advantageous state, can determine a special variable display pattern that is not determined when controlled to the first advantageous state, in common for the special state after the advantageous state and the special state after reaching a specific number of times (for example, as shown in feature section 130SG-4, the special variation pattern is a portion that can be selected as a common jackpot variation pattern when the jackpot type is jackpot B in the time-saving state A and time-saving state B). It is characterized by the following. This feature allows for the reduction of data capacity for variable display patterns by sharing special variable display patterns across different special states. 【0061】 The gaming machine of type 12-2 is, The system includes an effect execution means (e.g., an effect control CPU 120) capable of executing a specific effect (e.g., display of a stage image) that is not executed during the non-special state after the end of a specific period following a special state after an advantageous state has been controlled to a non-special state. The performance execution means does not execute the specific performance during a specific period after being controlled from a special state to a non-special state after reaching a specific number of times (for example, as shown in Figure 11-55, after the end of time-saving state A, the dedicated stage image is displayed on the image display device 5 for 10 variable displays, while after the end of time-saving state B, the dedicated stage image is not displayed on the image display device 5). It is characterized by the following. According to this feature, during a specific period after the end of a special state following an advantageous state, a special effect is executed to enhance the sense of exclusivity. Furthermore, during a specific period after the end of a special state following a specific number of variable displays that are controlled, the disappointment of not being controlled to an advantageous state is amplified by the special effect, thereby suppressing a decrease in enjoyment. 【0062】 The gaming machine of type 12-3 is, The system includes a performance execution means (e.g., a performance control CPU 120) capable of executing a specific suggestive performance (e.g., a reach performance) that indicates that the system is controlled to an advantageous state, and a notification performance (e.g., a blessing performance) that notifies that the system is controlled to an advantageous state. The execution patterns for the notification effect include at least a first execution pattern in which the notification effect is executed at a first timing without going through a specific suggestion effect that indicates control to an advantageous state (for example, as shown in Figures 11-27 and 11-29, a variable display is executed in PB3-1, which is a variation pattern for a non-reach jackpot, and after a 2-second effect corresponding to a non-reach is executed during the variable display, a 15-second celebration effect is executed), and a second execution pattern in which the notification effect is executed at a second timing later than the first timing after going through a specific suggestion effect (for example, a variable display is executed in PB3-3, which is a variation pattern for a super reach δ jackpot, and after a 50-second effect including the reach effect of super reach δ is executed during the variable display, a 15-second celebration effect is executed). The means of execution of the performance are, When the game is controlled to a special state after reaching a certain number of times, the notification animation of the first execution pattern can be executed at a higher rate than when it is controlled to a special state after an advantageous state (for example, as shown in Figure 11-28, when the variable display result of the second special symbol is a jackpot in the time-saving state B, the variable display is executed in PB3-1, which is the variable pattern for a non-reach jackpot, and after a 2-second animation corresponding to a non-reach is executed during the variable display, a 15-second celebration animation is executed). When the game is controlled to a special state after an advantageous state, the notification animation of the second execution pattern can be executed at a higher rate than when it is controlled to a special state after reaching a specific number of times (for example, as shown in Figures 11-27 and 11-28, when the variable display result of the second special symbol is a jackpot in the time-saving state A1, the variable display is executed in PB3-3, which is the variable pattern of the super reach δ jackpot, and after a 50-second animation including the reach animation of the super reach δ is executed during the variable display, a 15-second celebration animation is executed). It is characterized by the following. According to this feature, the first execution pattern is more likely to be executed during the special state after a specific number of variable displays have been performed and a specific number of times has been reached, thereby suppressing a decline in the player's interest. 【0063】 [Form 13] The gaming machine with type 13-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), A decision-making means (e.g., CPU 103) capable of deciding to control the system to an advantageous state, A variable display pattern determination means (for example, the part in which the CPU 103 executes the variable pattern setting process shown in Figure 11-19) that can determine one variable display pattern from among multiple types of variable display patterns (for example, fluctuation patterns) with different variable display periods based on the determination result of the determination means, A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means is, As a special state, it is possible to control to a special state after an advantageous state (e.g., time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, and it is also possible to control to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with a miss). When a variable display performed during a special state following an advantageous state is displayed with a predetermined display result, it is possible to control the system to a special state following a predetermined display result after the end of the special state following an advantageous state (for example, if the variable display result is a time-saving state with a loss and the type of time-saving state with a loss is time-saving state with a loss B during time-saving state A1, time-saving state A2, or time-saving state A3, it is possible to control the system to a time-saving state C2 after the end of time-saving state A1, time-saving state A2, or time-saving state A3). In the special state following a favorable state, the variable display period when the variable display shows a predetermined display result is shorter than the variable display period when the variable display shows a predetermined display result in a non-special state (for example, as shown in Figures 11-6 and 11-27, in the normal state, if the variable display result of the first special symbol is a time-saving miss and the time-saving miss type is time-saving miss A, then the variation pattern PA2-4 with a special symbol variation time of 53 seconds is selected, while in time-saving state A2 and time-saving state A3, if the variable display result of the second special symbol is a time-saving miss, then one of PA3-6 with a special symbol variation time of 2 seconds, PA3-7 with a special symbol variation time of 20 seconds, or PA3-8 or PA3-9 with a special symbol variation time of 50 seconds is selected). It is characterized by the following. This feature allows for optimal gameplay in a special state after an advantageous state without causing discomfort to the player in a variable display where predetermined display results are shown, thereby enhancing the marketability of gaming machines equipped with a special state. 【0064】 The gaming machine of type 13-1 is, The state control means is, When controlled to a special state after an advantageous state, if a predetermined number of variable displays are executed without being controlled to an advantageous state, the system is controlled to a non-special state (for example, the part where the system is controlled to a normal state by executing a variable display once without being controlled to a jackpot game state in time-saving state A1, seven times without being controlled to a jackpot game state in time-saving state A22, and 685 times without being controlled to a jackpot game state in time-saving state A3). When the system is controlled to a special state after a predetermined display result, if a variable display is performed a special number of times without being controlled to an advantageous state, the system is controlled to a non-special state (for example, in the time-saving state C1, the system is controlled to a normal state by performing a variable display once without being controlled to a jackpot game state, and in the time-saving state C2, the system is controlled to a normal state by performing a variable display 685 times without being controlled to a jackpot game state). When a variable display performed during a special state after an advantageous state is displayed with a predetermined display result, the remaining number obtained by subtracting the number of variable displays performed in the special state after the advantageous state from the predetermined number is compared with the special number. If the special number is greater than the remaining number, the game can be controlled to a special state after the predetermined display result after the special state after the advantageous state ends. On the other hand, if the special number is less than the remaining number, the game can be controlled to a non-special state after the special state after the advantageous state ends. (For example, when the game state is one of the time-saving states A1, A2, A3, or B (when the total time-saving count counter α and the second special symbol time-saving count counter α are 1 or more), if the variable display result is a time-saving or not, the value of the second special symbol time-saving count counter α at that time (time-saving state A1) (In the time-saving state A2, time-saving state A3, and time-saving state B, the remaining variable number of times displayable for which time-saving control can be performed is compared with a value corresponding to the type of time-saving miss (1 or 685). If the value corresponding to the type of time-saving miss is greater than the value of the second special feature time-saving count counter α, the game state is controlled to the time-saving state corresponding to the type of time-saving miss (time-saving state C1 or time-saving state C2) at the end of the currently running time-saving state (time-saving state A1, time-saving state A2, time-saving state A3, or time-saving state B). On the other hand, if the value corresponding to the type of time-saving miss is less than the value of the second special feature time-saving count counter α, the game state is controlled to the normal state without controlling to the time-saving state corresponding to the type of time-saving miss after the end of the currently running time-saving state (any of time-saving states A1, time-saving state A2, time-saving state A3, or time-saving state B). It is characterized by the following. This feature allows players to focus on whether or not the game will be controlled to the special state after the predetermined display result if a predetermined display result is displayed during the special state after the advantageous state ends, thereby improving the enjoyment of the game. 【0065】 The gaming machine of type 13-2 is, When a variable display is shown as a predetermined display result during a special state after a favorable state, the average variable display period of the variable display pattern determined when not controlled to the favorable state in a special state after the predetermined display result, which is controlled after the end of the special state after the favorable state, is shorter than the average variable display period of the variable display pattern determined when not controlled to the favorable state in the special state after the favorable state (for example, as shown in FIG. 11-51, the average variable display time when the variable display result in the time-saving state C2 fails is set shorter than the average variable display time when the variable display result in the time-saving state A fails), It is characterized by this. According to this feature, when the period controlled to the special state by the special state after the predetermined display result becomes long, by switching to a variable display period with a short variable display pattern in which the number of variable displays executed per unit period increases, it is possible to suppress a decrease in interest by giving the player a feeling of dragging. 【0066】 The gaming machine of Form 13-3 The variable display period of the variable display pattern determined when a variable display is shown as a predetermined display result in a special state after a favorable state is common with the variable display period of at least one of a plurality of types of variable display patterns determined when the display result is not shown as the predetermined display result and not controlled to the favorable state in the special state after the favorable state (for example, as shown in FIGS. 11-6 and 11-27, in the variable display of the second special figure in the time-saving state A1, the time-saving state A2, and the time-saving state A3, the variable display can be executed with a common special figure variation time when the variable display result fails and when it fails with time-saving), It is characterized by this. According to this feature, it is possible to reduce the sense of incongruity caused by not being controlled to the special state after the predetermined display result when the variable display is shown as the predetermined display result. 【0067】 The gaming machine of Form 13-4 It includes an effect execution means (e.g., the effect control CPU 120) capable of executing a specific suggestion effect (e.g., a pre-announcement effect during variable display) suggesting that it is controlled to a favorable state. The effect execution means As the specific suggestion effect, it is capable of executing a first specific suggestion effect (e.g., effect pattern A) and a second specific suggestion effect (e.g., effect patterns B to E) with a higher execution ratio in the variable display controlled to a more favorable state than the first specific suggestion effect. When a variable display in which a predetermined display result is displayed in the special state after the favorable state is executed, the first specific suggestion effect can be executed at a higher ratio than when a variable display in which a specific display result is not displayed in the special state after the favorable state is executed (e.g., as shown in FIG. 11-90, when the variable display result in the time-saving state A becomes a time-saving miss, the variable display pre-announcement effect is executed in effect pattern A at a higher ratio than when the variable display result in the time-saving state A becomes a miss). It is characterized by this. According to this feature, when the display result becomes the predetermined display result in the special state after the favorable state, by making it easy to execute the first specific suggestion effect with a low expectation of being controlled to the favorable state, it is possible to make it difficult for the player to recognize that the display result is displayed as the predetermined display result without expecting to be controlled to the favorable state. 【0068】 [Form 14] The gaming machine of Form 14-0 Based on the establishment of a start condition (e.g., a start winning), it performs a variable display of identification information (e.g., a special symbol), and when the variable display is displayed with a specific display result (e.g., a big win), it can be controlled to a favorable state (e.g., a big win gaming state) favorable to the player (e.g., a pachinko gaming machine 1) A state control means (e.g., CPU 103) capable of being controlled to a non-special state (e.g., a normal state) and a special state (e.g., a time-saving state) in which the start condition is more likely to be established than the non-special state and is provided with The state control means As a special state, it is possible to control to a special state after an advantageous state (time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, to control to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., a time-saving miss), and to control to a special state after reaching a specific number of times (e.g., time-saving state B) when a specific condition is met based on a variable display in which a specific display result is not displayed being executed a specific number of times (e.g., the number of variable displays reaches 685). When a variable display performed during a special state following an advantageous state is displayed with a predetermined display result, it is possible to control the system to a special state following a predetermined display result after the end of the special state following an advantageous state (for example, when the variable display result is a time-saving state with a loss and the type of time-saving state with a loss is time-saving state with a loss B during time-saving state A1, time-saving state A2, or time-saving state A3, the system is controlled to a time-saving state C2 after the end of time-saving state A1, time-saving state A2, or time-saving state A3). When a variable display performed during a special state after reaching a specific number of times is displayed with a predetermined display result, it is possible to control the system to a special state after the predetermined display result after the end of the special state after reaching the specific number of times (for example, when the variable display result is time-saving with / without and the type of time-saving with / without is time-saving with / without B during time-saving state AB, the system is controlled to time-saving state C2 after the end of time-saving state B). The means of execution of the performance are, In the special state after a predetermined display result, which is controlled by the end of the special state after the advantageous state, a specific notification effect corresponding to the special state after the predetermined display result can be executed. In a special state after a predetermined display result, which is controlled by the termination of the special state after reaching a specific number of times, the execution of a specific notification effect corresponding to the special state after the predetermined display result is restricted (for example, as shown in Figure 11-45, if the variable display result is a time-saving miss and the type of time-saving miss is a time-saving miss B during time-saving state A1 (when the start condition for time-saving state C2 is met), the entry effect (entry effect B) is executed at the final variable display of time-saving state A1 (the first variable display of the second special figure), while if the variable display result is a time-saving miss and the type of time-saving miss is a time-saving miss B during time-saving state B (when the start condition for time-saving state C2 is met), the entry effect is not executed). It is characterized by the following. According to this feature, when controlling the game from a special state after a favorable state where a winning streak continues to a special state after a predetermined display result, a specific notification effect is executed because it provides a sense of security to the player. However, when controlling the game to a special state after a predetermined display result, which is controlled after a specific number of variable displays that do not result in a favorable state have been executed a specific number of times, the stress on the player can be reduced by restricting the specific notification effect when controlling the game to a special state after a predetermined display result that suggests that variable displays that do not result in a favorable state will continue, thereby increasing the marketability of gaming machines equipped with special states. 【0069】 The gaming machine of type 14-1 is, The state control means is, When controlled to a special state after an advantageous state, if a predetermined number of variable displays are executed without being controlled to an advantageous state, the system is controlled to a non-special state (for example, the part where the system is controlled to a normal state by executing a variable display once without being controlled to a jackpot game state in time-saving state A1, seven times without being controlled to a jackpot game state in time-saving state A22, and 685 times without being controlled to a jackpot game state in time-saving state A3). When the system is controlled to a special state after a predetermined display result, if a variable display is performed a special number of times without being controlled to an advantageous state, the system is controlled to a non-special state (for example, in the time-saving state C1, the system is controlled to a normal state by performing a variable display once without being controlled to a jackpot game state, and in the time-saving state C2, the system is controlled to a normal state by performing a variable display 685 times without being controlled to a jackpot game state). After reaching a specific number of times, if the game is controlled to a special state and then a specified number of variable displays are executed without being controlled to an advantageous state, it is possible to control the game to a non-special state (for example, in time-saving state B, the game is controlled to a normal state by executing 685 variable displays without being controlled to a jackpot game state). When a variable display performed during a special state after a favorable state is displayed with a predetermined display result, the remaining number of times the variable display was performed in the special state after the favorable state is subtracted from the predetermined number of times, and this is compared with the special number of times. If the special number of times is greater than the remaining number of times, the system can be controlled to enter a special state after a predetermined display result after the end of the special state after the favorable state. If a variable display performed during a special state after reaching a specific number of times is displayed with a predetermined display result, the remaining number obtained by subtracting the number of times the variable display was performed during the special state after reaching the specific number of times from the predetermined number is compared with the special number. If the special number is greater than the remaining number, the game can be controlled to enter the special state after the predetermined display result after the special state ends (for example, when the game state is one of the time-saving states A1, A2, A3, or B (when the value of the total time-saving count counter α and the second special symbol time-saving count counter α is 1 or more), if the variable display result is a time-saving or not, the value of the second special symbol time-saving count counter α at that time (when the game state is one of the time-saving states A1, A2, A3, or B) The system compares the remaining variable number of times displayable for which time-saving control can be performed with a value corresponding to the type of time-saving miss (1 or 685). If the value corresponding to the type of time-saving miss is greater than the value of the second special feature time-saving count counter α, the game state is controlled to a time-saving state corresponding to the type of time-saving miss (time-saving state C1 or time-saving state C2) at the end of the currently running time-saving state (time-saving state A1, time-saving state A2, time-saving state A3, time-saving state B). On the other hand, if the value corresponding to the type of time-saving miss is less than the value of the second special feature time-saving count counter α, the game state is controlled to the normal state without controlling to a time-saving state corresponding to the type of time-saving miss after the end of the currently running time-saving state (any of time-saving states A1, A2, A3, or B). It is characterized by the following. This feature allows players to focus on whether or not the game will be controlled to a special state after a predetermined display result when a predetermined display result is displayed during a special state after an advantageous state or a special state after reaching a specific number of times, thereby improving the enjoyment of the game. 【0070】 The gaming machine of type 14-2 is, The game medium has a first path (for example, the left game area) and a second path (for example, the right game area) that is different from the first path, A special state is a state in which it is advantageous to launch the game medium into the second path (for example, the time-saving state is a game state in which the game ball is launched towards the right game area to enter the second starting prize entry point), The performance execution means is capable of performing a promotional performance (e.g., an entry performance) that promotes the launch of the game medium into the second path. In a non-special state, if a specific condition is met and the system is controlled to a special state after a specific number of occurrences, the display period from the time the display result of the variable display in which the specific condition is met is displayed until the next variable display can be started is defined as the special period, and during this special period, a promotional effect is executed by the effect execution means. If, after a predetermined display result, a specific condition is met in a special state and the system is controlled to a special state after a specific number of times, the display period from the time the display result of the variable display that satisfies the specific condition is displayed until the next variable display can be started is set to a non-special period that is shorter than the special period, and no promotional effects are performed by the performance execution means during the non-special period (for example, as shown in Figures 11-35, 11-38, and 11-45, in the variable display in the normal state, when the number of variable displays reaches 685 (the start condition for time-saving state B is met), the symbol confirmation period is set to 81.4 seconds, and the entry effect is performed during the symbol confirmation period, but when the number of variable displays reaches 685 in time-saving state C (the start condition for time-saving state B is met), the symbol confirmation period is set to 0.5 seconds, and the system transitions from time-saving state C to time-saving state B without performing the entry effect during the symbol confirmation period)). It is characterized by the following. According to this feature, when the game is controlled from a non-special state to a special state after reaching a specific number of rounds, the advantageous path changes. Therefore, by ensuring an interval with a long result display period and properly performing promotional effects, the player can recognize the change in the advantageous path. Furthermore, when the game is controlled from a special state after a predetermined display result to a special state after reaching a specific number of rounds, the advantageous path does not change. Therefore, by shortening the result display period and not performing promotional effects, the game can transition smoothly to the special state after reaching a specific number of rounds without causing the player any discomfort. 【0071】 The gaming machine of type 14-3 is, As a path through which a game medium can flow down, it has a first path (for example, the left game area) and a second path (for example, the right game area) different from the first path, The special state is a state in which it is advantageous to launch the game medium into the second path (for example, in the time-saving state, it is a part of the game state in which a game ball is launched toward the right game area to win the second start winning opening), The effect execution means includes display means (for example, the image display device 5), The display means, When being controlled to the special state after a predetermined display result, it can continuously display a specific promotion display (for example, a right shot promotion image) that promotes the launch of the game medium into the second path, When, after a predetermined display result, a special state is controlled to a special state after a specific condition is satisfied and a specific number of times is reached, the specific promotion display that has been continuously displayed in the special state after the predetermined display result can be carried over and displayed in the special state after the specific number of times is reached (for example, as shown in a modified example, when the variable display number reaches 685 times in the time-saving state C and the start condition of the time-saving state B is satisfied, etc., the right shot promotion image displayed in the upper right of the image display device 5 in the time-saving state C is also continuously displayed in the time-saving state B), It is characterized by this. According to this feature, when shifting from the special state after a predetermined display result to the special state after a specific number of times is reached, it is easy for the player to recognize that it is a state in which the launch into the second path should be continued. 【0072】 [Aspect 15] The gaming machine of Aspect 15-0 is, A gaming machine (for example, the pachinko gaming machine 1) that can perform variable display of identification information (for example, special symbols) based on the establishment of a start condition (for example, a start winning), and can be controlled to an advantageous state (for example, a big win gaming state) advantageous to the player when the variable display is displayed as a specific display result (for example, a big win), A holding memory means (for example, the special figure holding memory unit 130SG151 shown in FIGS. 11-12) that can store information related to the variable display as holding memory information, An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can be controlled to a special state after an advantageous state (e.g., time-saving state A1, time-saving state A2, time-saving state A3) based on being controlled to an advantageous state, and can also be controlled to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The means of execution of the performance are, When the system is controlled from a special state after an advantageous state to a non-special state, a reserved memory stored in the reserved memory storage means can be used to execute a predetermined reserved memory notification effect (for example, a reserved display notification effect) that indicates that the variable display is a reserved memory that will be displayed with a predetermined display result. With respect to reserved memories in the special state after the advantageous state in which the variable display is shown with a predetermined display result, the execution of a predetermined reserved notification performance that suggests that the variable display is a reserved memory in which the variable display is shown with a predetermined display result is restricted during the special state after the advantageous state (for example, as shown in the modified example, if the reserved display notification performance can be executed even for reserved memories in which the variable display result is a time-saving loss, for example, as shown in Figures 11-85 and 11-86, if there is a reserved memory in which the variable display result is a time-saving loss among the maximum of four reserved memories stored at the end of the time-saving period, the reserved display notification performance can be executed for the reserved memory in which the variable display result is a time-saving loss, while if a reserved memory in which the variable display result is a time-saving loss arises during time-saving state A, the reserved display notification performance will not be executed for the reserved memory in which the variable display result is a time-saving loss). It is characterized by the following. According to this feature, the predetermined hold notification animation is not performed during the advantageous state after the special state, which is a favorable situation where the starting conditions are met frequently. However, the predetermined hold notification animation is performed when transitioning from the advantageous state after the special state, which is a disadvantageous situation where the starting conditions are met frequently, to a non-special state. This creates a sense of tension for the player and enhances the enjoyment of the game, thereby increasing the marketability of gaming machines equipped with special states. 【0073】 The gaming machine of type 15-1 is, The state control means, when a variable display performed during a special state after an advantageous state is displayed with a predetermined display result, can control the game to a special state after a predetermined display result after the end of the special state after an advantageous state (for example, when the game state is one of the time-saving states A1, A2, A3, or B (when the value of the total time-saving count counter α and the second special symbol time-saving count counter α is 1 or more), if the variable display result is a time-saving miss, the value of the second special symbol time-saving count counter α at that time (the remaining number of variable displays for which time-saving control can be performed in time-saving states A1, A2, A3, and B) and the type of time-saving miss are determined accordingly. The system compares the value (1 or 685) with the value corresponding to the type of time-saving miss, and if the value corresponding to the time-saving miss type is greater than the value of the second special feature time-saving count counter α, the game state is controlled to the time-saving state corresponding to the type of time-saving miss type (time-saving state C1 or time-saving state C2) at the end of the currently running time-saving state (time-saving state A1, time-saving state A2, time-saving state A3, or time-saving state B). On the other hand, if the value corresponding to the type of time-saving miss type is less than the value of the second special feature time-saving count counter α, the game state is controlled to the normal state without controlling to the time-saving state corresponding to the type of time-saving miss type after the end of the currently running time-saving state (any of time-saving states A1, A2, A3, or B). It is characterized by the following. This feature prevents a decline in the enjoyment of the game, even if a predetermined display result is shown, because the game is not controlled to a special state after that result. 【0074】 The gaming machine of type 15-2 is, The state control means is, When controlled to a special state after an advantageous state, if a predetermined number of variable displays are executed without being controlled to an advantageous state, the system is controlled to a non-special state (for example, the part where the system is controlled to a normal state by executing a variable display once without being controlled to a jackpot game state in time-saving state A1, seven times without being controlled to a jackpot game state in time-saving state A22, and 685 times without being controlled to a jackpot game state in time-saving state A3). When the system is controlled to a special state after a predetermined display result, if a variable display is performed a special number of times without being controlled to an advantageous state, the system is controlled to a non-special state (for example, in the time-saving state C1, the system is controlled to a normal state by performing a variable display once without being controlled to a jackpot game state, and in the time-saving state C2, the system is controlled to a normal state by performing a variable display 685 times without being controlled to a jackpot game state). When a variable display performed during a special state after an advantageous state is displayed with a predetermined display result, the remaining number obtained by subtracting the number of variable displays performed in the special state after the advantageous state from the predetermined number is compared with the special number. If the special number is greater than the remaining number, the game can be controlled to a special state after the predetermined display result after the special state after the advantageous state ends. On the other hand, if the special number is less than the remaining number, the game can be controlled to a non-special state after the special state after the advantageous state ends. (For example, when the game state is one of the time-saving states A1, A2, A3, or B (when the total time-saving count counter α and the second special symbol time-saving count counter α are 1 or more), if the variable display result is a time-saving or not, the value of the second special symbol time-saving count counter α at that time (time-saving state A1) (In the time-saving state A2, time-saving state A3, and time-saving state B, the remaining variable number of times displayable for which time-saving control can be performed is compared with a value corresponding to the type of time-saving miss (1 or 685). If the value corresponding to the type of time-saving miss is greater than the value of the second special feature time-saving count counter α, the game state is controlled to the time-saving state corresponding to the type of time-saving miss (time-saving state C1 or time-saving state C2) at the end of the currently running time-saving state (time-saving state A1, time-saving state A2, time-saving state A3, or time-saving state B). On the other hand, if the value corresponding to the type of time-saving miss is less than the value of the second special feature time-saving count counter α, the game state is controlled to the normal state without controlling to the time-saving state corresponding to the type of time-saving miss after the end of the currently running time-saving state (any of time-saving states A1, time-saving state A2, time-saving state A3, or time-saving state B). It is characterized by the following. This feature allows players to focus on whether or not the game will be controlled to the special state after the predetermined display result if a predetermined display result is displayed during the special state after the advantageous state ends, thereby improving the enjoyment of the game. 【0075】 The gaming machine of type 15-3 is, A gaming machine (e.g., a pachinko gaming machine 1) capable of performing variable display of first identification information (e.g., first special figure) or second identification information (e.g., second special figure) as a variable display, The reserved storage means is capable of storing information relating to the variable display of the first identification information as first reserved storage information, and is capable of storing information relating to the variable display of the second identification information as second reserved storage information (for example, the reserved storage relating to the variable display of the first special figure is stored as reserved storage with a start port buffer value of 1, and the reserved storage relating to the variable display of the second special figure is stored as reserved storage with a start port buffer value of 2), The means of execution of the performance are, With respect to the second reserved memory information stored in the reserved memory means when the system is controlled from a special state after an advantageous state to a non-special state, a predetermined reserved notification performance can be executed (for example, if the reserved memory occurred during a time-saving state A2, time-saving state A3, time-saving state B, or time-saving state C2, even if the variable display based on the reserved memory is executed in the normal state, the reserved display notification performance can be executed targeting the reserved memory). When the system is controlled from a special state after an advantageous state to a non-special state, the first reserved memory information stored in the reserved memory means is subject to restrictions on the execution of a predetermined reserved notification effect (for example, as shown in Figures 11-82(A), 11-81(B), and 11-82(C), the reserved display notification effect is not executed in cases where the variable display result is a time-saving miss in any state). It is characterized by the following. According to this feature, by restricting the predetermined hold notification effect for the first hold memory information, it is possible to prevent the processing of the predetermined hold notification effect from becoming complicated by determining whether the first hold memory information will result in a predetermined display outcome, thereby simplifying the effect control program. 【0076】 The gaming machine of type 15-4 is, A gaming machine (e.g., a pachinko gaming machine 1) capable of performing variable display of first identification information (e.g., first special figure) or second identification information (e.g., second special figure) as a variable display, The reserved storage means is capable of storing information relating to the variable display of the first identification information as first reserved storage information, and is capable of storing information relating to the variable display of the second identification information as second reserved storage information (for example, the reserved storage relating to the variable display of the first special figure is stored as reserved storage with a start port buffer value of 1, and the reserved storage relating to the variable display of the second special figure is stored as reserved storage with a start port buffer value of 2), The means of execution of the performance are, When the variable display of the first identification information is displayed with a predetermined display result in a non-special state, a first predetermined performance (for example, entry performance A) can be executed to notify that the system will be controlled to a special state after the predetermined display result. In a special state, when the variable display of the second identification information is displayed with a predetermined display result, it is possible to notify that the system will be controlled to a special state after the predetermined display result, and it is possible to execute a second predetermined effect (for example, entry effect B) that is different from the first predetermined effect. When the system is controlled from a special state after an advantageous state to a non-special state, the display result in the variable display corresponding to the second reserved memory information stored in the reserved memory means is displayed as a predetermined display result, and when the system is controlled from a special state after an advantageous state to a non-special state, the display result in the variable display corresponding to the first reserved memory information stored in the reserved memory means is displayed as a predetermined display result, in either case, it is possible to execute a common predetermined performance that can notify that the system will be controlled to a special state after the predetermined display result (for example, as shown in the modified example, in the normal state immediately after the end of the time-saving state, if the variable display result based on the reserved memory that occurred during the time-saving state is a time-saving or non-time-saving result, regardless of whether the variable display is the variable display of the first special figure or the variable display of the second special figure, it is possible to execute the entry performance B as a performance that notifies that the system will be controlled to time-saving state C). It is characterized by the following. According to this feature, in the rare situation where the display result in the variable display corresponding to the first reserved memory information stored when the game is controlled from a special state after an advantageous state to a non-special state is displayed as a predetermined display result, the development time for the effect can be reduced, and the size of the effect data can also be reduced, by sharing it with the effect that notifies that the game will be controlled to a special state after the predetermined display result for the second reserved memory information. 【0077】 The gaming machine of type 15-5 is, When the performance execution means is controlled from a special state after an advantageous state to a non-special state, if the hold memory means stores hold memory information that controls the state to an advantageous state, it restricts the execution of a predetermined hold notification performance (for example, even if it is possible to execute a hold display notification performance for a hold memory corresponding to a hold memory where the variable display result is a time-saving loss, as shown in Figure 11-87, if there is a hold memory in the maximum of four hold memories stored at the end of time-saving state A, time-saving state B, and time-saving state C where the variable display result is a jackpot, and there is a hold memory before the hold memory where the variable display result is a time-saving loss, the hold display notification performance is executed for the hold display corresponding to the hold memory where the variable display result is a time-saving loss, while the hold display notification performance is not executed for the hold memory corresponding to the hold memory where the variable display result is a jackpot). It is characterized by the following. According to this feature, if a predetermined display result occurs before the game is controlled to an advantageous state, the period during which the game is controlled to a special state after the predetermined display result becomes significantly shorter, which may give the impression of wasted spins. Therefore, by restricting the execution of predetermined hold notification effects, it is possible to suppress the decline in enjoyment caused by this feeling of wasted spins. 【0078】 [Form 16] The gaming machine of type 16-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means is, As a special state, the system can be controlled to a special state after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being shown with a predetermined display result different from a specific display result (e.g., a time-saving miss), and it can also be controlled to a special state after reaching a specific number of times (e.g., time-saving state B) when a specific condition is met based on a variable display being executed a specific number of times without showing the specific display result (e.g., the number of variable displays reaches 685). When a variable display performed during a special state after reaching a specific number of times is displayed with a predetermined display result, it is possible to control the system to a special state after the predetermined display result after the special state ends (for example, if in time-saving state B the variable display result is time-saving with / without and the time-saving with / without type is time-saving with / without B, the system will be controlled to time-saving state C2 after time-saving state B ends). The means of execution of the performance are, Includes display means (for example, an image display device 5), When controlled to a special state, a corresponding display indicating the period during which the special state can be maintained (for example, a display of the remaining variable number of displays during which time-saving control can be performed in a time-saving state) can be displayed on the display means. When a variable display shows a predetermined display result during a special state after reaching a specific number of times, the corresponding display shown will not be changed to a corresponding display that shows a period different from the period indicated by the corresponding display (for example, as shown in Figure 11-45, even if the variable display result in time-saving state B is either time-saving or not, the remaining number of times display in time-saving state B will not be changed to a value that includes the remaining number of variable displays that allow time-saving control to be performed in time-saving state C, which is controlled after time-saving state B ends). It is characterized by the following. According to this feature, if a variable display results in a predetermined display outcome during a special state after reaching a specific number of times, and the special state is repeated, the processing can be made more complex by changing the period indicated by the corresponding display midway through the special state after reaching the specific number of times. This also reduces the data capacity of the performance control program executed by the performance execution means. 【0079】 The gaming machine of type 16-1 is, If a specific condition is met during the special state after a predetermined display result, the special state after the predetermined display result can be terminated and controlled to the special state after a specific number of times has been reached (for example, in the time-saving state C1 and time-saving state C2, if the variable number of displays reaches 685 times, the system is controlled from time-saving state C1 and time-saving state C2 to time-saving state B). In both cases—when a specific condition is met during a non-special state, and when a specific condition is met during a special state after a predetermined display result—the display of the corresponding display is started when the game is controlled to a special state after reaching a specific number of times (for example, if the variable display count reaches 685 times in the normal state, the display of the remaining number of time reductions corresponding to time reduction state B is started from the time the game is controlled to time reduction state B, and when the game state transitions from time reduction state C to time reduction state B, the image display device 5 executes a shutter effect to switch the display of the remaining number of time reductions corresponding to time reduction state C to the display of the remaining number of time reductions corresponding to time reduction state B). It is characterized by the following. This feature allows players to accurately recognize when they have entered a special state after reaching a certain number of times. 【0080】 The gaming machine of type 16-2 is, The means of execution of the performance are, When the system is controlled to a special state after a predetermined display result, a background image corresponding to the special state after the predetermined display result (for example, the first background image or the second background image shown in Figure 11-55) can be displayed on the display means. When the system is controlled to a special state after reaching a specific number of times, a background image corresponding to the special state after reaching that specific number of times (for example, the first background image or the second background image shown in Figure 11-55) can be displayed on the display means. When a specific condition is met during a special state after a predetermined display result, and the system is controlled to a special state after a specific number of times, a specific effect (e.g., a shutter effect) can be executed that hides the background image that was displayed in the special state after the predetermined display result. The concealment is lifted upon the completion of a specific animation, making the background image corresponding to the special state visible after a certain number of repetitions (for example, when the game state transitions from time-saving state C to time-saving state B, the entire display area of the image display device 5 is concealed by a shutter image through the execution of a shutter animation, and the background image corresponding to time-saving state C displayed on the image display device 5 is switched to the background image corresponding to time-saving state B). It is characterized by the following. This feature allows the background image to be obscured by specific effects, thus preventing the unnatural feeling caused by abrupt changes in the background image. 【0081】 The gaming machine of type 16-3 is, The means of execution of the performance are, If a predetermined display result is displayed during a non-special state and the system is controlled to a special state after the predetermined display result, the corresponding display (for example, display of the remaining number of time-saving attempts) is displayed on the display means. If a predetermined display result is displayed during a special state after reaching a specific number of times, and the system is controlled to return to a special state after the predetermined display result after the end of the special state after reaching the specific number of times, the display of the corresponding display will be restricted (for example, as shown in Figure 11-45, if the variable display result is time reduction with / without time reduction and the type of time reduction with / without time reduction is time reduction with / without B, the system will transition to time reduction state C2 after the end of the time reduction state in which the variable display result was time reduction with / without time reduction, but the remaining number of time reductions will not be displayed in time reduction state C2). It is characterized by the following. According to this feature, depending on when the predetermined display result is displayed during the special state after reaching a certain number of times, the period during which the special state is controlled after the predetermined display result may become extremely short, potentially giving the impression of wasted effort. Therefore, by restricting the display of the corresponding display, it is possible to suppress the decline in interest caused by this feeling of wasted effort. 【0082】 [Form 17] The gaming machine of type 17-0 is, A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means is, Based on the variable display being shown with a predetermined display result different from a specific display result (for example, a time-saving state with no effect), it is possible to control the system to a special state after the predetermined display result (for example, time-saving state C1, time-saving state C2). When a variable display performed during a special state is displayed with a predetermined display result, it is possible to control the system to a special state after the predetermined display result after the end of the special state (for example, if the variable display result is time-saving state A1, time-saving state A2, time-saving state A3, time-saving state B, time-saving state C1, or time-saving state C2 is time-saving with / without and the time-saving with / without type is time-saving with / without B, then the system will be controlled to time-saving state C2 after the end of these time-saving states A1, A2, A3, B, C1, and C2). The means of execution of the performance are, During the pre-termination period before the special state ends, it is possible to execute an termination indication (e.g., a time-saving end countdown) that suggests the end of the special state. Even if a variable display shows a predetermined display result during a special state and the system is controlled to a special state after the predetermined display result ends, the system can still perform an end-indication animation during the pre-end period before the special state ends (for example, as shown in Figure 11-45, if the variable display result is a time-saving miss B during time-saving state C, and the system is then controlled to a new time-saving state C2 after time-saving state C, the display of the time-saving end countdown is executed for the originally controlled time-saving state C (time-saving state C2)). It is characterized by the following. According to this feature, switching the execution mode of the termination indication effect depending on whether or not a predetermined display result is displayed during a special state would complicate control. Therefore, by performing the termination indication effect in the same way regardless of whether or not the predetermined display result is displayed until the special state in which the predetermined display result is displayed ends, it is possible to prevent the control of the termination indication effect from becoming complicated, thereby improving the marketability of gaming machines equipped with a special state. 【0083】 The gaming machine of type 17-1 is, The means of execution of the performance are, Includes display means (for example, an image display device 5), When controlled to a special state, a corresponding indicator (for example, an indicator of the remaining number of time-saving attempts) showing the period during which the special state can be controlled can be displayed on the display means. When a variable display is shown with a predetermined display result during a special state, even when the system is controlled to a special state after the predetermined display result ends, the corresponding display shown will not be changed to a corresponding display that shows a period different from the period indicated by the current corresponding display (for example, as shown in Figure 11-45, regarding the display of remaining time-saving attempts, even if the start condition for time-saving state C is newly met during the currently running time-saving state, the display of the remaining time-saving attempts corresponding to the currently running time-saving state will be maintained (the display of the remaining time-saving attempts will not be changed) until the system is controlled to the time-saving state C in which the start condition has been met again). It is characterized by the following. This feature eliminates the need to provide multiple counters for displaying corresponding information, thus preventing the processing of corresponding information from becoming overly complex and reducing the data size of the performance control program executed by the performance execution means. 【0084】 The gaming machine of type 17-2 is, The means of execution of the performance are, Display means (for example, image display device 5) ) including, When controlled to a special state, a corresponding indicator (for example, an indicator of the remaining number of time-saving attempts) showing the period during which the special state can be controlled can be displayed on the display means. When a variable display shows a predetermined display result during a special state, and the system is controlled to return to a special state after the predetermined display result ends, the display of the corresponding display is restricted (for example, as shown in Figure 11-45, if the variable display result in the normal state is either with or without time reduction, the image display device 5 displays the remaining number of time reductions, but if the system is controlled to time reduction state C2 after time reduction state B ends, the image display device 5 does not display the remaining number of time reductions in time reduction state C2). It is characterized by the following. This feature means that depending on when the variable display shows the predetermined display result, the period during which the device is controlled to a special state after the predetermined display result may become extremely short, potentially giving the user a feeling of wasted effort. Therefore, by limiting the display of the corresponding display, it is possible to suppress the decrease in interest caused by this feeling of wasted effort. 【0085】 The gaming machine of form 17-3 The effect execution means (for example, the image display device 5) includes display means (for example, the image display device 5), and when being controlled to a special state, it can display on the display means a corresponding display (for example, display of remaining short-time turns) indicating a period controllable in the special state, when a variable display is displayed with a predetermined display result during the special state, and when being controlled to a post-special state after the predetermined display result after the end of the special state, it executes an end suggestion effect in the post-special state after the predetermined display result, but restricts the display of the corresponding display (for example, as shown in the modification example, when the variable display result is a short-time deviation with short-time during any short-time state and the short-time deviation type is short-time deviation B, in the short-time state C2 based on the short-time deviation B, the display of the remaining short-time turns is not performed, while the short-time end countdown is executed), the corresponding display continues to be displayed for a longer period than the end suggestion effect during the execution of one variable display (for example, as shown in the modification example, the display period of the remaining short-time turns is shorter than that of the short-time end countdown), and is characterized by this. According to this feature, since the display period of the end suggestion effect for notifying the end period of the post-special state after the predetermined display result is short, even if the period controlled to the post-special state after the predetermined display result is short depending on the timing when the predetermined display result is displayed in the special state, it is possible to suitably notify the end timing of the post-special state after the predetermined display result while preventing an excessive sense of waste. 【0086】 [Form 18] The gaming machine of form 18-0 performs a variable display of identification information (for example, special symbols) based on the establishment of a start condition (for example, a start winning), and is a gaming machine capable of controlling to an advantageous state advantageous to the player when the variable display is displayed with a specific display result (), includes effect execution means capable of executing an effect, and state control means capable of controlling 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, and is provided with The state control means is, As a special state, the variable display can be controlled to a special state after a predetermined display result based on the fact that the variable display is displayed with a predetermined display result different from a specific display result. If a variable display performed during a special state is displayed with a predetermined display result, it is possible to control the system to a post-predetermined display result special state after the end of the special state. The means of execution of the performance are, Including means of display, When the special state ends, a special indication regarding the granting of game value can be displayed on the display means. If a variable display is shown with a predetermined display result during a special state, even if the system is controlled to return to a special state after the predetermined display result ends, the special display can still be displayed on the display means when the special state ends. It is characterized by the following. This feature ensures that a special display is shown when the special state ends, regardless of whether a predetermined display result was displayed during the special state. This prevents the control of displaying the special display from becoming overly complex, thereby enhancing the marketability of gaming machines equipped with a special state. 【0087】 The gaming machine of type 18-1 is, The state control means can control to a special state after being controlled to a favorable state, and can control to a special state after reaching a specific number of times when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed. The performance execution means can display a special display on the display means when the special state ends after the advantageous state, but restricts the display of the special display when the special state ends after a specific number of times. It is characterized by the following. According to this feature, when the special state ends after reaching a certain number of times, it means that the game has never been controlled to an advantageous state. Therefore, it is possible to prevent a decrease in enjoyment caused by the special display appearing when the game has never been controlled to an advantageous state. 【0088】 The gaming machine of type 18-2 is, The means of execution of the performance are, When a variable display is shown with a predetermined display result in a non-special state and the system is controlled to a special state after the predetermined display result, the display of the special display is restricted when the special state ends after the predetermined display result. If, in a special state following an advantageous state, the variable display is displayed with a predetermined display result, and the system is controlled to a special state following a predetermined display result after the end of the special state following an advantageous state, then the special display can be displayed on the display means when the special state following a predetermined display result ends (for example, as shown in Figure 11-45, regarding the result performance, if, in the normal state, the variable display result is a time-saving loss and the time-saving loss type is time-saving loss B, and 685 variable displays are performed in time-saving state C2 without being controlled to a jackpot game state, then the result performance is not performed. However, if, in time-saving state A1, time-saving state A2, or time-saving state A3, the variable display result is a time-saving loss and the time-saving loss type is time-saving loss B (when the system is controlled to time-saving state C2 after the end of time-saving state A1, time-saving state A2, or time-saving state A3), then the result performance is performed if 685 variable displays are performed in time-saving state C2 without being controlled to a jackpot game state). It is characterized by the following. According to this feature, if a special state ends after a predetermined display result following a transition from a non-special state, the game will never be controlled to an advantageous state. Therefore, displaying a special display in such a situation can prevent a decrease in enjoyment. Furthermore, if a special state ends after a predetermined display result following a transition from an advantageous state, the game will have been controlled to an advantageous state at least once. Therefore, displaying a special display can enhance the enjoyment of the game by highlighting the added game value. 【0089】 The gaming machine of type 18-3 is, The performance execution means, when the variable display is displayed with the predetermined display result in a special state after a predetermined display result, and the system is controlled to return to the special state after the predetermined display result after the end of the special state after the predetermined display result, restricts the display of the special display when the special state after the predetermined display result ends (for example, when the variable display result is a time-saving loss and the type of time-saving loss is time-saving loss B in time-saving state A1, time-saving state A2, or time-saving state A3 (when the system is controlled to time-saving state C2 after the end of time-saving state A1, time-saving state A2, or time-saving state A3), the system controls the system to a jackpot game state in time-saving state C2). If the variable display is executed 685 times without being controlled, the result animation will be performed. However, in the case of the normal state, time-saving state B, time-saving state C1, and time-saving state C2, if the variable display result is a time-saving miss and the type of time-saving miss is time-saving miss B (when controlled to time-saving state C2 after the end of time-saving state A1, time-saving state A2, and time-saving state A3), the result animation will not be performed even if the variable display is executed 685 times without being controlled to a jackpot game state in time-saving state C2, based on the variable display result being a time-saving miss in these time-saving states. It is characterized by the following. According to this feature, if the special state after a predetermined display result ends after transitioning from that state to another state, it may result in a situation where the game has never been controlled to an advantageous state. Therefore, displaying a special display in such a situation can prevent a decrease in enjoyment. 【0090】 [Form 19] The gaming machine of form 19-0 is <Feature section 130SG-5> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU03) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the variable display to a special state (e.g., time-saving state C1, time-saving state C2) after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). When a variable display performed during a special state is displayed with a predetermined display result, it is possible to control the system to a special state after the predetermined display result after the end of the special state (for example, if the variable display result in any time-saving state is time-saving with / without and the time-saving with / without type is time-saving with / without B, the system will be controlled to time-saving state C2 after the end of the time-saving state being performed). The means of execution of the performance are, Includes sound output means (e.g., speakers 8L, 8R), When controlled to a special state after a predetermined display result, a predetermined background sound can be output by the sound effect output means (for example, as shown in Figure 12-3(A), when controlled to the time-saving state C2, the performance control CPU 120 outputs BGM from speakers 8L, 8Rk, etc., based on one of sound patterns R10, R20, or R30). When the variable display shows a predetermined display result during a special state, and the system is controlled to return to a special state after the predetermined display result ends, the background sound being output can be changed to a specific background sound (for example, as shown in Figure 12-3(A), if the variable display result is a time-saving state with a loss and the type of time-saving state with a loss is time-saving state with a loss B, then after the end of the time-saving state, BGM based on sound pattern R10 is output from speakers 8L and 8R as background music for the entry animation B and the right-hand shooting promotion animation F, followed by the output of BGM based on sound pattern R20 from speakers 8L and 8R). It is characterized by the following. This feature ensures that regardless of whether a predetermined display result is displayed during a special state, the system is controlled to enter a special state after the predetermined display result, causing a specific background sound to be output. This prevents the control of outputting the specific background sound from becoming overly complex, thereby enhancing the marketability of gaming machines equipped with a special state. 【0091】 The gaming machine of type 19-1 is, The means of execution of the performance are, It is possible to perform variable display effects for performance identification information (for example, the part of the decorative pattern that can be displayed in a variable manner), By setting the variable display of the performance identification information to a predetermined reach pattern, it is possible to execute a reach performance that suggests that the system will be controlled to an advantageous state (for example, the CPU 103 selects one of the reach variation patterns shown in Figure 11-6, which allows the performance control CPU 120 to execute the reach performance). Background sounds can be output during periods when the reach animation is not being performed (for example, as shown in Figure 12-3(A), BGM is output from speakers 8L and 8R based on sound pattern N10 during high-speed scrolling in the normal state), When a variable display shows a predetermined display result during a special state, and the system is controlled to a post-predetermined display result special state after the end of the special state, a specific sound different from the background sound is output, followed by the output of a specific background sound (see, for example, Figure 12-8). It is characterized by the following. This feature allows players to easily recognize the transition to a special state after a specific sound, distinct from the background sound, is output, as the specific background sound ends afterward. 【0092】 The gaming machine of type 19-2 is, The means of execution of the performance are, This includes light-emitting means (for example, frame LEDs 901-904, 911-922, 923-934, and panel LEDs 951-956, 957-962, 963-968, 969-970, etc.), In the special state following the advantageous state, it is possible to make the light-emitting means emit light using light emission control data corresponding to the special state following the advantageous state (for example, as shown in Figure 12-3(A), the light emission control of each LED is performed based on different luminance data tables for the time-saving state A1, time-saving state A2, and time-saving state A3). In a special state after a predetermined display result, it is possible to make the light-emitting means emit light using light emission control data corresponding to the special state after the predetermined display result (for example, as shown in Figure 12-3(A), the light emission control of each LED is performed based on different luminance data tables for time-saving state C1 and time-saving state C2). The first control data of the light emission control data corresponding to the special state after the predetermined display result is control data that does not emit light from the light emission means (for example, brightness data "000" for turning off the light). It is characterized by the following. According to this feature, in the special state after a predetermined display result, the light-emitting means is initially set not to emit light, making it easier for the player to recognize the transition to the special state after a predetermined display result. 【0093】 [Form 20] The gaming machine of type 20-0 is <Feature section 130SG-6> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the system to a special state (e.g., time-saving state B) when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed (e.g., the number of variable displays reaches 685). The means of execution of the performance are, This includes the means of presentation (for example, the image display device 5, speakers 8L, 8R, movable body 32, frame LEDs 901-904, 911-922, 923-934, and panel LEDs 951-956, 957-962, 963-968, 969-970, etc.), In a specific variable display where the display result is a specific display result, it is possible to perform a special effect during the variable display in which the mode of the performance means is set to a special mode (for example, as shown in Figure 12-3(B), in a variable display where the variable display result is a jackpot, it is possible to perform a rainbow effect in which an image in a rainbow mode is displayed on the image display device 5 or each LED lights up in a rainbow mode, or a movable body effect in which the movable body 32 is operated). In variable displays where a specific display result is not shown, and the number of times a specific variable display is reached, a special effect is not performed during the variable display where the mode of the effect means is set to a special mode (for example, as shown in Figure 12-3(B), in variable displays where the variable display result is a time-saving miss (controlled to time-saving state C1 or time-saving state C2 after the variable display), or in variable displays where the odd number of variable displays reaches 685 (controlled to time-saving state B after the variable display), the part in which the rainbow effect or movable body effect is not performed). It is characterized by the following. According to this feature, since the variable reach display is not a variable display that results in a specific display even though specific conditions are met, by not performing special effects that would otherwise be special in the variable reach display, it is possible to prevent players from mistaking it for a specific variable display that results in a specific display, thereby enhancing the marketability of gaming machines equipped with special states. 【0094】 The gaming machine of type 20-1 is, The means of execution of the performance are, It is possible to perform variable display effects for performance identification information (for example, the part of the decorative pattern that can be displayed in a variable manner), In a specific variable display where the display result is a specific display result, it is possible to execute a reach performance that suggests that the system will be controlled to an advantageous state by setting the variable display performance of the performance identification information to a predetermined reach pattern (for example, the CPU 103 selects one of the big win reach variation patterns shown in Figure 11-6, which allows the performance control CPU 120 to execute the reach performance). It is possible to set the mode of the performance means to a special mode during the period before the reach mode is reached in the variable display, and it is also possible to set the mode of the performance means to a special mode during the period after the reach mode is reached in the variable display (for example, as shown in Figure 12-3(B), in a variable display where the result of the variable display is a jackpot, the rainbow effect and the movable body effect can be performed before and after the reach). Even with the variable reach display, the reach animation can be executed (for example, as shown in Figures 11-6, 11-26, 11-27, and 11-28, in the 685th variable display, it is possible to select between a normal reach miss and a super reach miss). In both the period before and after the reach state in the variable display, the mode of the performance means is not a special mode (for example, as shown in Figure 12-3(B), when the number of variable displays reaches 685, the rainbow effect and movable body effect are not performed in the pre-reach and post-reach phases of the 685th variable display). It is characterized by the following. According to this feature, when a reach animation is performed in a variable reach display, and the display result is a specific display result, similar to a specific variable display, there is a period before and after the reach pattern. However, by not making either period a special pattern, it is possible to further prevent users from mistaking the variable reach display for a specific variable display. 【0095】 The gaming machine of type 20-2 is, The performance means includes light-emitting means (for example, frame LEDs 901-904, 911-922, 923-934, and panel LEDs 951-956, 957-962, 963-968, 969-970, etc.) and display means (for example, image display device 5), The means of execution of the performance are, When a specific variable display is used, it is possible to use special configurations for both the light-emitting means and the display means in the special effects (for example, as shown in Figure 12-3(C), if the variable display result is a jackpot, the LEDs are made to light up in a rainbow pattern as a rainbow effect, and a rainbow image is displayed on the image display device 5). When the reach is variable, neither the light-emitting means nor the display means is made in a special form (for example, as shown in Figure 12-3(B), for the 685th variable display, the rainbow effect is not performed before and after the reach during the 685th variable display, so that the light-emitting in the rainbow pattern of each LED and the display of the rainbow image on the image display device 5 are not performed). It is characterized by the following. According to this feature, for specific variable displays where the display result is a specific display result, multiple presentation means are used in special ways to excite the player, while for reach variable displays that are controlled to a special state, none of the presentation means are used in special ways, thereby making it more certain that the reach variable display will not be mistaken for a variable display that results in a specific display result. 【0096】 The gaming machine of type 20-3 is, The means of execution of the performance are, During the special notification period when the system is controlled to a favorable state after a specific display result is shown (for example, the period during which the symbols for a variable jackpot display are determined), it is possible to execute a special notification effect indicating that the system is controlled to a favorable state (for example, the part in which the image display device 5 displays the message "FEVER" as shown in Figure 12-5 (Q11)). During a specific notification period (for example, the period for determining the symbols for the 685th variable display) when the system is controlled to a special state after a specific number of times the display result of the reach variable display is shown, a specific notification effect (for example, as shown in Figure 12-7 (S10), the part in which the image display device 5 displays the message "BATTLE RUSH entered") can be executed to indicate that the system will be controlled to a special state after a specific number of times. During a specific notification period, it is possible to change the mode of the performance means to a special mode (for example, as shown in Figure 12-3(B), during the period when the 685th variable display pattern is determined, each LED is illuminated in a rainbow pattern as a rainbow effect, and a rainbow image is displayed on the image display device 5). It is characterized by the following. According to this feature, if a specific display result is shown in the case of a specific variable display, a special notification animation is performed to indicate that the game will be controlled to an advantageous state during the special notification period. Furthermore, in the specific notification period after the arrival variable display, which is controlled to a special state after reaching a specific number of times, a special notification animation is performed to indicate that the game will be controlled to a special state after reaching a specific number of times. This prevents confusion between the specific notification period after the arrival variable display and the special notification period after the specific variable display. Additionally, by making the manner of the animation special, the sense of excitement about being controlled to a special state after reaching a specific number of times can be enhanced, thereby improving the enjoyment of the game. 【0097】 The gaming machine of type 20-4 is, The means of execution of the performance are, During the special notification period when the system is controlled to a favorable state after a specific display result is shown (for example, the period during which the symbols for a variable jackpot display are determined), it is possible to execute a special notification effect indicating that the system is controlled to a favorable state (for example, the part in which the image display device 5 displays the message "FEVER" as shown in Figure 12-5 (Q11)). During a specific notification period (for example, the period for determining the symbols for the 685th variable display) when the system is controlled to a special state after a specific number of times the display result of the reach variable display is shown, a specific notification effect (for example, as shown in Figure 12-7 (S10), the part in which the image display device 5 displays the message "BATTLE RUSH entered") can be executed to indicate that the system will be controlled to a special state after a specific number of times. During the specified notification period, the manner of the performance means will not be made into a special manner (for example, as shown in the modified example, during the period when the 685th variable display pattern is determined, the rainbow effect will not be performed by illuminating each LED in a rainbow pattern and displaying a rainbow image on the image display device 5). It is characterized by the following. According to this feature, in the case of a variable display where a specific display result is shown, a special notification performance is executed to indicate that the game will be controlled to a favorable state during the special notification period. Furthermore, in the case of a specific notification period after a variable display indicating that the game will be controlled to a special state after reaching a specific number of times, a specific notification performance is executed to indicate that the game will be controlled to a special state after reaching a specific number of times, and the manner of the performance means is not special. This prevents confusion between the specific notification period after the variable display indicating the arrival of a specific number of times and the special notification period after a variable display showing a specific display result, thereby improving the enjoyment of the game. 【0098】 The gaming machine of type 20-5 is, The performance execution means can be configured to be a special configuration in the variable display where a specific display result is displayed in the variable display during a special state after reaching a specific number of times controlled after the variable display of arrival (for example, in the jackpot variable display during the time-saving state B, a rainbow-colored image may be displayed on the image display device 5, or various lamps may be lit in rainbow colors). It is characterized by the following. According to this feature, when the variable display that results in a specific display when controlled in a special state has a special mode of presentation, it is possible to excite the player and improve the enjoyment of the game. 【0099】 The gaming machine of type 20-6 is, In a variable display where a specific display result is shown in a special state, the performance data for setting the performance means to a special mode differs from the performance data for setting the performance means to a special mode in a variable display where a specific display result is shown in a non-special state, but some parts of the performance data result in the same performance mode (for example, as shown in Figure 12-3(C), in the rainbow performance in the normal state and the rainbow performance in the time-saving state, the performance control CPU 120 uses the same brightness data table so that each LED lights up in the same light-emitting mode in both the normal state and the time-saving state). It is characterized by the following. According to this feature, for example, by making the types of performance elements that attract relatively high attention from players different between special and non-special states, while keeping the types of performance elements that attract relatively less attention the same, it is possible to excite players while suppressing an increase in the data capacity of the performance data. 【0100】 [Form 21] The gaming machine of form 21-0 is <Feature section 130SG-6> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the variable display to a special state (e.g., time-saving state C1, time-saving state C2) after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The means of execution of the performance are, This includes the means of presentation (for example, the image display device 5, speakers 8L, 8R, movable body 32, frame LEDs 901-904, 911-922, 923-934, and panel LEDs 951-956, 957-962, 963-968, 969-970, etc.), In a specific variable display where the display result is a specific display result, it is possible to perform a special effect during the variable display in which the mode of the performance means is set to a special mode (for example, as shown in Figure 12-3(B), in a variable display where the variable display result is a jackpot, it is possible to perform a rainbow effect in which an image in a rainbow mode is displayed on the image display device 5 or each LED lights up in a rainbow mode, or a movable body effect in which the movable body 32 is operated). In a predetermined variable display where the display result is a predetermined display result, no special effects are performed during the predetermined variable display, such as when the mode of the performance means is set to a special mode (for example, as shown in Figure 12-3(B), if the variable display result is a time-saving miss (controlled to time-saving state C1 or time-saving affection C2 after the variable display), no rainbow effects or movable body effects are performed during the variable display). It is characterized by the following. According to this feature, since the predetermined variable display that is controlled to a special state after a predetermined display result is not a variable display that results in a specific display result, by not executing a special effect that would be a special mode in the predetermined variable display, it is possible to prevent users from mistaking it for a specific variable display that results in a specific display result, thereby enhancing the marketability of gaming machines equipped with a special state. 【0101】 The gaming machine of type 21-1 is, The means of execution of the performance are, It is possible to perform variable display effects for performance identification information (for example, the part of the decorative pattern that can be displayed in a variable manner), In a specific variable display where the display result is a specific display result, it is possible to execute a reach performance that suggests that the system will be controlled to an advantageous state by setting the variable display performance of the performance identification information to a predetermined reach pattern (for example, the CPU 103 selects one of the big win reach variation patterns shown in Figure 11-6, which allows the performance control CPU 120 to execute the reach performance). It is possible to set the mode of the performance means to a special mode during the period before the reach mode is reached in the variable display, and it is also possible to set the mode of the performance means to a special mode during the period after the reach mode is reached in the variable display (for example, as shown in Figure 12-3(B), in a variable display where the result of the variable display is a jackpot, the rainbow effect and the movable body effect can be performed before and after the reach). Even in a predetermined variable display where the display result is a predetermined display result, the reach animation can be executed (for example, in Figure 11-6, when the variable display result is a time-saving miss, it is possible to select the variation pattern of Super Reach α or Super Reach δ). In both the period before and after the reach state in the predetermined variable display, the mode of the performance means is not a special mode (for example, as shown in Figure 12-3(B), in a variable display where the variable display result is a time-saving miss, the rainbow effect and movable body effect are not performed in the parts before and after the reach state during the variable display). It is characterized by the following. According to this feature, when a reach animation is performed in a predetermined variable display, and there is a period before and after the display result becomes a reach pattern, similar to a specific variable display that results in a specific display result, by not making it a special pattern in either period, it is possible to more reliably prevent the predetermined variable display from being mistaken for a variable display that results in a specific display result. 【0102】 The gaming machine of type 21-2 is, The performance means includes light-emitting means (for example, frame LEDs 901-904, 911-922, 923-934, and panel LEDs 951-956, 957-962, 963-968, 969-970, etc.) and display means (for example, image display device 5), The means of execution of the performance are, When the display result is a specific variable display resulting in a specific display result, it is possible to make either the light-emitting means or the display means special in the special effect (for example, as shown in Figure 12-3(C), when the variable display result is a jackpot, each LED is made to light up in a rainbow pattern as a rainbow effect, and a rainbow image is displayed on the image display device 5). When the display result is a predetermined variable display that is a predetermined display result, neither the light-emitting means nor the display means is made in a special form (for example, as shown in Figure 12-3(B), in the case of a variable display where the variable display result is a time-saving miss, the rainbow effect is not performed before and after the reach during the variable display, so that the light-emitting in the rainbow form of each LED and the display of the rainbow image on the image display device 5 are not performed). It is characterized by the following. According to this feature, for specific variable displays where the display result is a specific display result, multiple performance means are used in special ways to excite the player, while for predetermined variable displays that are controlled to a special state, none of the performance means are used in special ways, thereby further preventing the predetermined variable display from being mistaken for a variable display that results in a specific display result. 【0103】 The gaming machine of type 21-3 is, The means of execution of the performance are, During the special notification period when the system is controlled to a favorable state after a specific display result is shown (for example, the period during which the symbols for a variable jackpot display are determined), it is possible to execute a special notification effect indicating that the system is controlled to a favorable state (for example, the part in which the image display device 5 displays the message "FEVER" as shown in Figure 12-5 (Q11)). During a predetermined notification period (for example, the period for determining the symbols in a variable display with a time-saving feature) when the system is controlled to a special state after a predetermined display result has been displayed, a predetermined notification animation (for example, the part in which the image display device 5 displays the message "BATTLE RUSH entered" as shown in Figure 12-7 (S10)) can be executed to indicate that the system is controlled to a special state after a predetermined display result. During the predetermined notification period, it is possible to make the mode of the performance means a special mode (for example, as shown in the modified example, if the variable display result is a time-saving miss, the part that enables the illumination of each LED in a rainbow pattern as a rainbow performance and the display of a rainbow image on the image display device 5 during the period when the pattern of the variable display is determined), It is characterized by the following. According to this feature, if a variable display shows a specific display result, a special notification animation is performed to indicate that the game will be controlled to a favorable state during the special notification period. Furthermore, during the predetermined notification period after a predetermined variable display that controls the game to a special state after a predetermined display result, a predetermined notification animation is performed to indicate that the game will be controlled to a special state after a predetermined display result. This prevents confusion between the predetermined notification period after a predetermined variable display and the special notification period after a specific variable display. Additionally, by making the animation animation a special animation, the sense of excitement about being controlled to a special state after a predetermined display result can be enhanced, thereby improving the enjoyment of the game. 【0104】 The gaming machine of type 21-4 is, The means of execution of the performance are, During the special notification period when the system is controlled to a favorable state after a specific display result is shown (for example, the period during which the symbols for a variable jackpot display are determined), it is possible to execute a special notification effect indicating that the system is controlled to a favorable state (for example, the part in which the image display device 5 displays the message "FEVER" as shown in Figure 12-5 (Q11)). During a predetermined notification period (for example, the period for determining the symbols in a variable display with a time-saving feature) when the system is controlled to a special state after a predetermined display result has been displayed, a predetermined notification animation (for example, the part in which the image display device 5 displays the message "BATTLE RUSH entered" as shown in Figure 12-7 (S10)) can be executed to indicate that the system is controlled to a special state after a predetermined display result. During the predetermined notification period, the mode of the performance means is not set to a special mode (for example, as shown in Figure 12-3(B), during the period when the symbols are determined for the variable display of a time-saving miss, the rainbow-colored illumination of each LED and the display of the rainbow image on the image display device 5 are not performed as part of the rainbow effect). It is characterized by the following. According to this feature, in the case of a variable display where a specific display result is shown, a special notification performance is executed to indicate that the game will be controlled to a favorable state during the special notification period. Furthermore, in the predetermined notification period after a predetermined variable display where the game will be controlled to a special state after a predetermined display result, a predetermined notification performance is executed to indicate that the game will be controlled to a special state after the predetermined display result, and the manner of the performance means is not a special manner. This prevents confusion between the predetermined notification period after a predetermined variable display and the special notification period after a specific variable display, thereby improving the enjoyment of the game. 【0105】 The gaming machine of type 21-5 is, The performance execution means can be configured to be in a special configuration when a specific display result is displayed in a variable display during a special state after a predetermined variable display has been controlled (for example, in a jackpot variable display during time-saving state B, a rainbow-colored image may be displayed on the image display device 5, or various lamps may be lit in rainbow colors). It is characterized by the following. According to this feature, when the variable display that results in a specific display when controlled in a special state has a special mode of presentation, it is possible to excite the player and improve the enjoyment of the game. 【0106】 The gaming machine of type 21-6 is, In a variable display where a specific display result is shown in a special state, the performance data for setting the performance means to a special mode differs from the performance data for setting the performance means to a special mode in a variable display where a specific display result is shown in a non-special state, but some parts of the performance data result in the same performance mode (for example, as shown in Figure 12-3(C), in the rainbow performance in the normal state and the rainbow performance in the time-saving state, the performance control CPU 120 uses the same light emission control data to make each LED light up in the same light emission mode in both the normal state and the time-saving state). It is characterized by the following. According to this feature, for example, by making the types of performance elements that attract relatively high attention from players different between special and non-special states, while keeping the types of performance elements that attract relatively less attention the same, it is possible to excite players while suppressing an increase in the data capacity of the performance data. 【0107】 [Form 22] The gaming machine of form 22-0 is <Feature section 130SG-7> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the system to a special state (e.g., time-saving state B) when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed (e.g., the number of variable displays reaches 685). The means of execution of the performance are, It is possible to perform variable display effects for performance identification information (e.g., decorative patterns), In specific variable displays where a specific display result is shown, it is possible to highlight the performance identification information before the display result is finalized (for example, as shown in Figure 12-3(E), in variable displays where the variable display result is a jackpot, the stop symbol action is displayed). In variable displays where a specific display result is not shown, the performance identification information is not emphasized before the display result is finalized (for example, as shown in Figure 12-3(E), the stop symbol action is not displayed in the 685th variable display). It is characterized by the following. According to this feature, the variable display that is controlled to a special state after reaching a certain number of times is not a specific variable display that shows a specific display result. Therefore, by not emphasizing the performance identification information before the display result is finalized and displayed, it is possible to prevent players from mistaking it for a specific variable display, thus enhancing the marketability of gaming machines equipped with a special state. 【0108】 The gaming machine of type 22-1 is, The means of execution of the performance are, In the variable display performance when the variable display results in a specific display outcome, the same performance identification information can be displayed as the result of the variable display performance (for example, if the variable display result is a jackpot, the decorative symbols can be displayed as identical numbers such as "111" or "222"). During variable display, it is possible to execute specific effects (e.g., reach effects) that can notify the player that the game will be controlled to a favorable state based on the outcome of the effect. When the result of a specific effect is displayed, the effect identification information is enlarged and then reduced in size while aligned, and displayed in a predetermined position. A moving light effect can then be displayed for the effect identification information displayed in that predetermined position (for example, as shown in Figures 12-3(E), 12-5, and 12-9, the stop symbol action display is performed when decorative symbols are displayed in a winning combination). It is characterized by the following. According to this feature, by changing the characteristics of the performance identification information in a consistent manner, the expectation of being controlled to a favorable state can be effectively increased, thereby enhancing the appeal of specific performances. 【0109】 The gaming machine of type 22-2 is, The means of execution of the performance are, In the variable display performance of performance identification information when the variable display does not result in a specific display result, it is possible to display a combination of non-identical performance identification information as the performance result of the variable display performance (for example, if the variable display result is a miss or a miss with a time reduction, a combination of different numbers such as "234" can be displayed as shown in Figure 12-6 (R4)). During variable display, it is possible to execute specific effects (e.g., reach effects) that can notify the player that the game will be controlled to a favorable state based on the outcome of the effect. When the result of a specific performance is displayed, combinations of non-identical performance identification information are temporarily paused, and the temporarily paused combinations of non-identical performance identification information are not enlarged, reduced, or moved, nor are any light-moving effect displays performed for the non-identical performance identification information (for example, as shown in Figures 12-3(E) and 12-6, when decorative symbols are displayed in combinations of misses or misses with time reduction, no stop symbol action display is performed). It is characterized by the following. This feature ensures that combinations of non-identical performance identification information remain temporarily suspended and unchanged, further preventing users from mistaking them for specific variable displays that are controlled to a favorable state. 【0110】 The gaming machine of type 22-3 is, The means of execution of the performance are, Including a movable body (for example, movable body 32), When the display result is a specific variable display that results in a specific display result, it is possible to perform a movable body effect that operates the movable body before the specific display result is displayed (for example, as shown in Figure 12-3(B), when the variable display result is a jackpot, it is possible to perform a movable body effect before and after the reach). When the number of variable displays in which a specific display result is not displayed reaches a specific number, the movable body is not operated before the display result is displayed (for example, as shown in U12-3(B), in the 685th variable display, the movable body animation is not performed before and after the reach). It is characterized by the following. This feature makes it even easier to prevent a variable reach indicator, which is not controlled to an advantageous state based on the movement of the movable part, from being mistaken for a specific variable indicator that is controlled to an advantageous state. 【0111】 [Form 23] The gaming machine of form 23-0 is <Feature section 130SG-7> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU03) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the variable display to a special state (e.g., time-saving state C1, time-saving state C2) after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The means of execution of the performance are, It is possible to perform variable display effects for performance identification information (e.g., decorative patterns), In specific variable displays where a specific display result is shown, it is possible to highlight the performance identification information before the display result is finalized (for example, as shown in Figure 12-3(E), in variable displays where the variable display result is a jackpot, the stop symbol action is displayed). In a predetermined variable display where a predetermined display result is shown, the performance identification information is not emphasized before the display result is finalized (for example, as shown in Figure 12-3(E), in a variable display where the variable display result is a time-saving miss, the stop symbol action display is not performed). It is characterized by the following. According to this feature, a predetermined variable display that shows a predetermined display result is not a specific variable display that shows a specific display result. Therefore, by not emphasizing the performance identification information before the display result is finalized, it is possible to prevent users from mistaking it for a specific variable display, thereby enhancing the marketability of gaming machines equipped with special states. 【0112】 The gaming machine of type 23-1 is, The means of execution of the performance are, In the variable display performance when the variable display results in a specific display outcome, the same performance identification information can be displayed as the result of the variable display performance (for example, if the variable display result is a jackpot, the decorative symbols can be displayed as identical numbers such as "111" or "222"). During variable display, it is possible to execute specific effects (e.g., reach effects) that can notify the player that the game will be controlled to a favorable state based on the outcome of the effect. When the result of a specific effect is displayed, the effect identification information is enlarged and then reduced in size while aligned, and displayed in a predetermined position. A moving light effect can then be displayed for the effect identification information displayed in that predetermined position (for example, as shown in Figures 12-3(E), 12-5, and 12-9, the stop symbol action display is performed when decorative symbols are displayed in a winning combination). It is characterized by the following. According to this feature, by changing the characteristics of the performance identification information in a consistent manner, the expectation of being controlled to a favorable state can be effectively increased, thereby enhancing the appeal of specific performances. 【0113】 The gaming machine of type 23-2 is, The means of execution of the performance are, In the variable display performance of performance identification information when the variable display does not result in a specific display result, it is possible to display a combination of non-identical performance identification information as the performance result of the variable display performance (for example, if the variable display result is a miss or a miss with a time reduction, a combination of different numbers such as "234" can be displayed as shown in Figure 12-6 (R4)). During variable display, it is possible to execute specific effects (e.g., reach effects) that can notify the player that the game will be controlled to a favorable state based on the outcome of the effect. When the result of a specific performance is displayed, combinations of non-identical performance identification information are temporarily paused, and the temporarily paused combinations of non-identical performance identification information are not enlarged, reduced, or moved, nor are any light-moving effect displays performed for the non-identical performance identification information (for example, as shown in Figures 12-3(E) and 12-6, when decorative symbols are displayed in combinations of misses or misses with time reduction, no stop symbol action display is performed). It is characterized by the following. This feature ensures that combinations of non-identical performance identification information remain temporarily suspended and unchanged, further preventing users from mistaking them for specific variable displays that are controlled to a favorable state. 【0114】 The gaming machine of type 23-3 is, The means of execution of the performance are, Including a movable body (for example, movable body 32), When the display result is a specific variable display that results in a specific display result, it is possible to perform a movable body effect that operates the movable body before the specific display result is displayed (for example, as shown in Figure 12-3(B), when the variable display result is a jackpot, it is possible to perform a movable body effect before and after the reach). When the display result is a predetermined variable display that results in a predetermined display, the movable body is not operated before the display result is displayed (for example, as shown in U12-3(B), in a variable display with a time-saving feature that results in a miss, the movable body animation is not performed before and after the reach). It is characterized by the following. This feature makes it even more possible to prevent a predetermined variable display that is not controlled to an advantageous state from being mistaken for a specific variable display that is controlled to an advantageous state, depending on whether or not the movable part is moving. 【0115】 [Form 24] The gaming machine of form 24-0 is <Feature section 130SG-8> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the system to a special state (e.g., time-saving state B) when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed (e.g., the number of variable displays reaches 685). The means of execution of the performance are, It includes display means (for example, an image display device 5) and light-emitting means (for example, frame LEDs 901-904, 911-922, 923-934, and panel LEDs 951-956, 957-962, 963-968, 969-970, etc.), During the special notification period (for example, the fanfare performance period) when the system is controlled to a favorable state after a specific display result is shown, a display indicating that the system is controlled to a favorable state, and a special notification display corresponding to the special notification period, can be displayed on the display means (for example, the part of the image display device 5 that displays the fanfare performance image, as shown in Figure 12-5). In a variable display where no specific display result is shown, if a specific number of times the display result is shown, and then the system is controlled to a special state after reaching that specific number of times, a specific notification period (e.g., the pattern confirmation period) is available during which a display indicating that the system will be controlled to a special state after reaching that specific number of times can be displayed on the display means (e.g., the part of the image display device 5 that displays the image of the entry animation B), During the special announcement period, the light-emitting means are made to emit light using special light-emitting control data corresponding to the special announcement period (for example, as shown in Figure 12-3(A), during the fanfare effect period, each LED is illuminated based on the luminance data tables WA1, WL1, WR1, EL1, ER1, LL1, AT1). During the specified notification period, the light-emitting means are made to emit light using specific light-emitting control data corresponding to the specified notification period (for example, as shown in Figure 12-3(A), during the period of the entry animation B, each LED is made to emit light based on the brightness data tables WA3-7, WL3-7, WR3-7, EL3-7, ER3-7, LL3-7, AT3-7). The initial control data of the special light emission control data and the initial control data of the specific light emission control data are different, which results in the initial light emission mode of the light-emitting means during the specific notification period being different from the initial light emission mode of the light-emitting means during the specific notification period (for example, as shown in Figures 12-28(A)~(F), the initial sub-table RA11 of the fanfare performance part, the initial sub-table WA21 of the entry performance A part, and the initial sub-table WA31 of the entry performance B part being different, which results in the initial light emission mode (luminance data) of various lamps being different during the fanfare performance period and in entry performance B). It is characterized by the following. According to this feature, the variable reach indicator is not a specific variable indicator that is controlled to an advantageous state even though certain conditions are met. Therefore, in the variable reach indicator, by making the display means and the light-emitting means different from those of a specific variable indicator, particularly by making the initial control data different and thus the initial light-emitting mode different, it becomes clear that the light-emitting mode of the light-emitting means is different. This prevents misinterpretation as a specific variable indicator that is controlled to an advantageous state, thereby enhancing the marketability of gaming machines equipped with special states. 【0116】 The gaming machine of type 24-1 is, At least the emission color data included in the control data of the special emission control data is different from the control data of the specific emission control data (see Figure 12-28). It is characterized by the following. This feature ensures that at least the emission color of the light-emitting means differs between the special notification period and the specific notification period, making it even clearer that the emission patterns of the light-emitting means are different. This further prevents misinterpretation as a specific variable display controlled to a favorable state. 【0117】 The gaming machine of type 24-2 is, The first control data in the special light emission control data is the light emission control data. The first control data for specific light emission control data is non-light emission control data (for example, the first brightness data of the grandchild table RA11 in the fanfare effect part is brightness data that specifies "on", while the first brightness data of the grandchild table WA31 in the entry effect B (scene 1) part is brightness data that specifies "off". See Figure 12-28(A)(C)). It is characterized by the following. This feature makes it even clearer that the initial mode of illumination of the light-emitting means differs between illumination and non-illumination during the special notification period and the specific notification period, thus further preventing misunderstanding of it as a specific variable display controlled to a favorable state. 【0118】 The gaming machine of type 24-3 is, In the special light emission control data (for example, sub-table RA11 of the fanfare effect part, see Figure 12-28(A)), the second control data following the first control data is control data that includes light emission data for the first color (e.g., red) but does not include light emission data for the second color (e.g., reddish-purple) and the third color (e.g., yellow). In specific light emission control data (for example, the sub-table WA31 of the entry sequence B (scene 1) part, see Figure 12-28(C)), the second control data following the first control data is control data that includes light emission data for the second color (e.g., reddish-purple) but does not include light emission data for the first color (e.g., red) and the third color (e.g., yellow) (modified example). It is characterized by the following. This feature ensures that the light-emitting color of the light-emitting means differs across the special notification period and the specific notification period, making it significantly clearer that the light-emitting mode of the light-emitting means is different. This makes it possible to more reliably prevent people from mistaking it for a specific variable display that is controlled to a more advantageous state. 【0119】 [Form 25] The gaming machine of type 25-0 has <Feature section 130SG-8> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the variable display to a special state (e.g., time-saving state C1, time-saving state C2) after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The means of execution of the performance are, It includes display means (for example, an image display device 5) and light-emitting means (for example, frame LEDs 901-904, 911-922, 923-934, and panel LEDs 951-956, 957-962, 963-968, 969-970, etc.), During the special notification period (for example, the fanfare performance period) when the system is controlled to a favorable state after a specific display result is shown, a display indicating that the system is controlled to a favorable state, and a special notification display corresponding to the special notification period, can be displayed on the display means (for example, the part of the image display device 5 that displays the fanfare performance image, as shown in Figure 12-5). During a predetermined notification period (for example, the pattern confirmation period) when the system is controlled to a special state after a predetermined display result has been displayed, a display indicating that the system is controlled to a special state after a predetermined display result, and a predetermined notification display corresponding to the predetermined notification period, can be displayed on the display means (for example, as shown in Figures 12-5 and 12-6, the part of the image display device 5 that displays images of entry animation A and entry animation B), During the special announcement period, the light-emitting means are made to emit light using special light-emitting control data corresponding to the special announcement period (for example, as shown in Figure 12-3(A), during the fanfare effect period, each LED is illuminated based on the luminance data tables WA1, WL1, WR1, EL1, ER1, LL1, AT1). During the predetermined notification period, the light-emitting means are made to emit light using predetermined light-emitting control data corresponding to the predetermined notification period (for example, as shown in Figure 12-3(A), during the period of entry animation A, each LED is emitted based on control data B1, and during entry animation B, each LED is emitted based on brightness data tables WA3-7, WL3-7, WR3-7, EL3-7, ER3-7, LL3-7, AT3-7). The initial control data of the special light emission control data and the initial control data of the predetermined light emission control data are different, which causes the initial light emission mode of the light emission means during a specific notification period to be different from the initial light emission mode of the light emission means during a predetermined notification period (for example, as shown in Figures 12-28(A) to (F), the initial sub-table RA11 of the fanfare performance part, the initial sub-table WA21 of the entry performance A part, and the initial sub-table WA31 of the entry performance B part are different, which causes the initial light emission mode (luminance data) of the various lamps to be different during the fanfare performance period and entry performance B). It is characterized by the following. According to this feature, the predetermined variable display that results in a predetermined display is controlled to a special state, but not to a specific variable display controlled to an advantageous state. Therefore, in the predetermined variable display, by making the display means and the light-emitting means different from those of a specific variable display, particularly by making the initial control data different and thus the initial light-emitting mode different, it becomes clear that the light-emitting mode of the light-emitting means is different. This prevents misinterpretation as a specific variable display controlled to an advantageous state, thereby enhancing the marketability of gaming machines equipped with special states. 【0120】 The gaming machine of type 25-1 is, At least the emission color data included in the control data of the special emission control data is different from the control data of the predetermined emission control data (see Figure 12-28). It is characterized by the following. This feature ensures that at least the emission color of the light-emitting means differs between the special notification period and the predetermined notification period, making it even clearer that the emission mode of the light-emitting means is different. This further prevents misinterpretation as a specific variable display controlled to a favorable state. 【0121】 The gaming machine of type 25-2 is, The first control data in the special light emission control data is the light emission control data. The first control data in the predetermined light emission control data is a non-light emission control data (for example, the first brightness data of the grandchild table RA11 in the fanfare effect part is brightness data that specifies "on", while the first brightness data of the grandchild table WA31 in the entry effect B (scene 1) part is brightness data that specifies "off". See Figure 12-28(A)(C)). It is characterized by the following. This feature makes it even clearer that the light-emitting means has different initial modes of illumination and non-illumination during the special notification period and the predetermined notification period, thus further preventing misunderstandings about a specific variable display being controlled to a favorable state. 【0122】 The gaming machine of type 25-3 is, In the special light emission control data (for example, sub-table RA11 of the fanfare effect part, see Figure 12-28(A)), the second control data following the first control data is control data that includes light emission data for the first color (e.g., red) but does not include light emission data for the second color (e.g., reddish-purple) and the third color (e.g., yellow). In the predetermined light emission control data (for example, the sub-table WA31 of the entry sequence B (scene 1) part, see Figure 12-28(C)), the second control data following the first control data is control data that includes light emission data for the third color (e.g., yellow) but does not include light emission data for the first color (e.g., red) and the second color (e.g., reddish-purple). It is characterized by the following. This feature ensures that the light-emitting color of the light-emitting means differs between the special notification period and the predetermined notification period, making it significantly clearer that the light-emitting mode of the light-emitting means is different. This makes it possible to more reliably prevent misinterpretation as a specific variable display that is controlled to a favorable state. 【0123】 [Form 26] The gaming machine of form 26-0 is <Feature section 130SG-9> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the system to a special state (e.g., time-saving state B) when a specific condition is met based on a specific number of executions of a variable display in which a specific display result is not displayed (e.g., the number of variable displays reaches 685). The game medium has a first path (for example, the left game area) and a second path (for example, the right game area) that is different from the first path, A special state is a state in which it is advantageous to launch the game medium into the second path (for example, the time-saving state is a game state in which the game balls are mainly launched towards the right game area), The means of execution of the performance are, The performance means includes a display means (for example, an image display device 5) and a light-emitting means (for example, attacker LEDs 991, 992, attacker LED 993, attacker LED 994), During the special notification period when the system is controlled to an advantageous state after a specific display result is shown (for example, the period for determining the symbols when the variable display result is a jackpot), a display indicating that the system is controlled to an advantageous state and corresponding to the special notification period (for example, the name display in the right-hand play promotion effect A) can be displayed on the display means. In a variable display where no specific display result is shown, if a specific number of times the display result is reached, the display result is shown, and then the system is controlled to a special state after reaching that specific number of times. During the specific notification period (for example, the pattern confirmation period when the number of variable displays reaches 685), a display indicating that the system will be controlled to a special state after reaching that specific number of times, and a specific notification display corresponding to the specific notification period (for example, the name display in the right-hand play promotion effect F), can be displayed on the display means. During the special notification period, the light-emitting means are made to emit light using special light-emitting control data corresponding to the special notification period (for example, as shown in Figure 12-4, in the right-hand shooting promotion effect A, the light emission control of attacker LEDs 991, 992, attacker LED 993, and attacker LED 994 is performed using control data S1), During the specified notification period, the light-emitting means are made to emit light using specific light-emitting control data corresponding to the specified notification period (for example, as shown in Figure 12-4, in the right-hand shooting promotion effect F, the light emission control of attacker LEDs 991, 992, attacker LED 993, and attacker LED 994 is performed using control data S1), The control data constituting the special light emission control data includes first control data for providing promotional notification to facilitate the launch of the game medium to the second path (for example, in the right-hand shooting promotion effect A, control data S1 that sequentially illuminates the LEDs corresponding to the right-hand shooting path in a rainbow color scheme), The control data constituting the specific light emission control data includes second control data for providing promotional notification to promote the launch of the game medium to the second path (for example, in the right-hand shooting promotion effect F, control data S3 that sequentially illuminates the LEDs corresponding to the right-hand shooting path in white), The light-emitting means includes special light-emitting means (for example, attacker LEDs 991, 992) provided in correspondence with a variable means that can change from a first state into which a game medium can enter in an advantageous state to a second state into which it is more difficult for the game medium to enter than the first state. The first control data is control data that causes the special light-emitting means to emit light in an emphasized manner. The second control data is control data that prevents the special light-emitting means from emitting light in an emphasized manner (for example, as shown in Figure 12-4(C), in the right-hand shooting promotion effect A, the attacker LEDs 991 and 992 are made to emit light (rainbow flashing), but in the right-hand shooting promotion effect F, the attacker LEDs 991 and 992 are not made to emit light. See Figures 12-34 to 12-36). It is characterized by the following. According to this feature, the variable arrival indicator is not a specific variable indicator that controls a favorable state even though certain conditions are met. Therefore, in the variable arrival indicator, by not making the variable means stand out by emphasizing the special light-emitting means when notifying the player to proceed to the second path, it is possible to prevent players from mistaking it for a specific variable indicator that controls a favorable state, thereby enhancing the marketability of gaming machines equipped with special states. 【0124】 The gaming machine of type 26-1 is, The light-emitting means includes a specific light-emitting means (e.g., attacker LED 994) provided in a special state corresponding to a specific area (e.g., gate switch 21) into which the game medium enters, which is advantageous to the player. The second control data is control data that does not emphasize the special light-emitting means but causes a specific light-emitting means to light up in an emphasized manner (for example, as shown in Figure 12-4(C), in the right-hand shooting promotion effect, the attacker LED 994 is illuminated without illuminating the attacker LEDs 991 and 992). It is characterized by the following. According to this feature, during the specific notification period following the variable arrival indicator, by emitting light in an emphasized manner using a specific light-emitting means rather than a special light-emitting means, a specific area can be made to stand out. This makes it clear that it is not a specific variable indicator controlled to a favorable state, thus preventing misinterpretation as a specific variable indicator controlled to a favorable state. 【0125】 The gaming machine of type 26-2 is, The first control data is control data that causes the special light-emitting means to emit light in a special mode that is an emphasized mode (for example, the part in which the attacker LEDs 991 and 992 blink in rainbow colors as shown in Figure 12-4(C)). The second control data is control data that causes a specific light-emitting means to emit light in an enhanced mode different from the special mode (for example, the part that causes the attacker LED 994 to blink white as shown in Figure 12-4(C)). It is characterized by the following. According to this feature, the emission mode of the specific light-emitting means is a different emphasis mode from the special emphasis mode of the special light-emitting means. This makes it even clearer that it is not a specific variable display controlled to an advantageous state, thus further preventing misinterpretation as a specific variable display controlled to an advantageous state. 【0126】 The gaming machine of type 26-3 is, The light-emitting means is, A special path light-emitting means (e.g., panel lamp, movable body lamp 9d, attacker LEDs 991, 992) consisting of a plurality of light-emitting elements provided in correspondence with the path to the variable means, A specific path light-emitting means (for example, a panel lamp, a movable body lamp 9d, an attacker LED 994) consisting of multiple light-emitting elements provided in accordance with the path to a specific area, Includes, The first control data is control data (for example, sub-tables LL1, EL1, ER1, ATA1, ATV1) that sequentially causes the light-emitting elements constituting the special path light-emitting means to emit light in a special manner. The second control data is control data (for example, sub-tables LL1, EL1, ER1, ATF1) that sequentially causes the light-emitting elements constituting the specific path light-emitting means to emit light in a manner different from the special configuration (see Figures 12-34 to 12-36). It is characterized by the following. According to this feature, the emission pattern of the light-emitting means indicating the path will also differ between the specific notification period and the special notification period. This makes it even clearer that it is not a specific variable display controlled to a favorable state, thus further preventing misunderstandings that it is a specific variable display controlled to a favorable state. 【0127】 The gaming machine of type 26-4 is, The means of execution of the performance are, Includes sound output means (e.g., speakers 8L, 8R), During the special notification period and the specific notification period, the sound effects corresponding to each period can be output from the sound effects output means (for example, the parts in which sound effects can be output in the right-hand play promotion effect A and the right-hand play promotion effect F), When the light-emitting elements constituting the special path light-emitting means are sequentially illuminated by the first control data, the degree of emphasis of the sound effects output by the sound effects output means is greater than the degree of emphasis of the sound effects output by the sound effects output means when the light-emitting elements constituting the special path light-emitting means are sequentially illuminated by the second control data (for example, as shown in Figure 12-4(C), the sound effects output in right-hand play promotion effect A are greater than the sound effects output in right-hand play promotion effect F). It is characterized by the following. This feature means that the degree of emphasis on the sound effects differs between the specific notification period and the special notification period, making it even clearer that it is not a specific variable display controlled to favorable states. This further prevents users from mistakenly believing it to be a specific variable display controlled to favorable states. 【0128】 [Form 27] The gaming machine of type 27-0 has <Feature section 130SG-9> A gaming machine (e.g., pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) when a starting condition (e.g., starting prize) is met, by displaying variable identification information (e.g., a special symbol), and when the variable display shows a specific display result (e.g., a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), A state control means (e.g., CPU 103) capable of controlling between a non-special state (e.g., normal state) and a special state (e.g., time-saving state) in which the starting conditions are more likely to be met than in the non-special state, Equipped with, The state control means can control the variable display to a special state (e.g., time-saving state C1, time-saving state C2) after a predetermined display result (e.g., time-saving state C1, time-saving state C2) based on the variable display being displayed with a predetermined display result different from a specific display result (e.g., time-saving with / without). The game medium has a first path (for example, the left game area) and a second path (for example, the right game area) that is different from the first path, A special state is a state in which it is advantageous to launch the game medium into the second path (for example, the time-saving state is a game state in which the game balls are mainly launched towards the right game area), The means of execution of the performance are, The performance means includes a display means (for example, an image display device 5) and a light-emitting means (for example, attacker LEDs 991, 992, attacker LED 993, attacker LED 994), During the special notification period when the system is controlled to an advantageous state after a specific display result is shown (for example, the symbol confirmation period when the variable display result is a jackpot), a display indicating that the system is controlled to an advantageous state and corresponding to the special notification period (for example, the name display in the right-hand play promotion effect A) can be displayed on the display means. In variable displays where a specific display result is not shown, and the number of times the variable display reaches a specific number of times (for example, the pattern determination period when the number of variable displays reaches 685 times), in the specific notification period when the system is controlled to a special state after the specific number of times has been reached after the display result has been shown, a specific notification display (for example, the image of the right-hand shooting promotion effect F) that indicates that the system will be controlled to a special state after the specific number of times has been reached and that corresponds to the specific notification period can be displayed on the display means. During the special notification period, the light-emitting means are made to emit light using special light-emitting control data corresponding to the special notification period (for example, as shown in Figure 12-4, in the right-hand shooting promotion effect A, the light emission control of attacker LEDs 991, 992, attacker LED 993, and attacker LED 994 is performed using control data S1), During the specified notification period, the light-emitting means are made to emit light using specific light-emitting control data corresponding to the specified notification period (for example, as shown in Figure 12-4, in the right-hand shooting promotion effect F, the light emission control of attacker LEDs 991, 992, attacker LED 993, and attacker LED 994 is performed using control data S1), The control data constituting the special light emission control data includes first control data for providing promotional notification to facilitate the launch of the game medium to the second path (for example, in the right-hand shooting promotion effect A, control data S1 that sequentially illuminates the LEDs corresponding to the right-hand shooting path in a rainbow color scheme), The control data constituting the specific light emission control data includes second control data for providing promotional notification to promote the launch of the game medium to the second path (for example, in the right-hand shooting promotion effect F, control data S3 that sequentially illuminates the LEDs corresponding to the right-hand shooting path in white), The light-emitting means includes special light-emitting means (for example, attacker LEDs 991, 992) provided in correspondence with a variable means that can change from a first state into which a game medium can enter in an advantageous state to a second state into which it is more difficult for the game medium to enter than the first state. The first control data is control data that causes the special light-emitting means to emit light in an emphasized manner. The second control data is control data that prevents the special light-emitting means from illuminating in an emphasized manner (for example, in right-hand play promotion effect A, attacker LEDs 991 and 992 are illuminated (rainbow flashing), but in right-hand play promotion effect F, attacker LEDs 991 and 992 are not illuminated. See Figures 12-34 to 12-36). It is characterized by the following. According to this feature, the predetermined variable display that results in a predetermined display is controlled to a special state, but not to a specific variable display controlled to an advantageous state. Therefore, in the predetermined variable display, by not making the variable means stand out by emphasizing the special light-emitting means when providing promotional notification to the second path, it is possible to prevent misinterpretation as a specific variable display controlled to an advantageous state, thereby enhancing the marketability of gaming machines equipped with special states. 【0129】 The gaming machine of type 27-1 is, The light-emitting means includes a specific light-emitting means (e.g., attacker LED 994) provided in a special state corresponding to a specific area (e.g., gate switch 21) into which the game medium enters, which is advantageous ...
Claims
[Claim 1] A gaming machine that performs variable display and can control the display to a favorable state for the player when the variable display shows a specific result, An effect execution means capable of executing an effect using an effect means, A state control means capable of controlling between a non-special state and a special state that is more advantageous than the non-special state, Equipped with, The aforementioned performance means includes a display means and a light-emitting means, The state control means can control the state to a specific special state when a specific condition is met based on the fact that a variable display in which the specific display result is not displayed has been performed a specific number of times. The aforementioned performance execution means is During the execution of the variable display in which the specified display result is displayed, it is possible to change the mode of the light-emitting means to a special light-emitting mode. During the execution of the variable display in which the specified display result is displayed, it is possible to change the mode of the display means to a special display mode. In a variable display where the aforementioned specific conditions are met and the aforementioned specific display result is not displayed in the variable display, the mode of the light-emitting means is not set to a special light-emitting mode during the execution of the variable display. During the execution of the variable display in which the specific display result in the specified special state is displayed, it is possible to change the mode of the light-emitting means to a special light-emitting mode. In the case of a variable display in which the specified display result is shown, it is possible to change the mode of the light-emitting means to a special light-emitting mode before the variable display is shown in the specified display result. In the case of a variable display that satisfies the aforementioned specific conditions and displays a predetermined display result different from the aforementioned specific display result, it is possible to set the mode of the light-emitting means to a special light-emitting mode after the variable display has been displayed with the predetermined display result and the variable display has ended, whereas when the variable display has not ended, the mode of the light-emitting means is not set to a special light-emitting mode. The luminance data for setting the mode of the light-emitting means to a special light-emitting mode during the execution of the variable display in which the specific display result is displayed in the non-special state, and the luminance data for setting the mode of the light-emitting means to a special light-emitting mode during the execution of the variable display in which the specific display result is displayed in the specific special state, include common data. The special display mode of the display means when the mode of the light-emitting means becomes a special light-emitting mode during the execution of the variable display in which the specific display result is displayed in the non-special state is different from the special display mode of the display means when the mode of the light-emitting means becomes a special light-emitting mode during the execution of the variable display in which the specific display result is displayed in the specific special state, The aforementioned performance execution means can change the mode of the display means to a special display mode during the period before the variable display in which the specific display result is displayed becomes a reach mode, and can also change the mode of the display means to a special display mode during the period after the variable display in which the specific display result is displayed becomes a reach mode. A gaming machine characterized by the following features.