Gaming machine

By introducing state control, lighting control, sound output, and subtitle display into the game console, a more favorable game state for players is created, solving the problem of insufficient marketization of game consoles and enhancing the market appeal and player experience of game consoles.

JP7896997B2Inactive Publication Date: 2026-07-29SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANKYO CO LTD
Filing Date
2021-02-22
Publication Date
2026-07-29
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing game consoles lack appeal in the market and need to be more marketable.

Method used

By introducing various methods such as status control, lighting control, sound output, and subtitle display into the game console, a game state that is more favorable to the player is created, and the current status is notified to the player through different lighting and sound effects, thereby enhancing the gaming experience.

Benefits of technology

These measures enhanced the market appeal of game consoles, improved the gaming experience for players, and increased the commercial value of game consoles.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance interest regarding a game machine capable of controlling a game state to a special state on the basis of the number of execution times of variable display.SOLUTION: The number of types of read-ahead notice (for example, 0) determinable when a variable display result is losing in "a time-shortening state B" is smaller than that (for example, 3) when a variable display result is losing in "a time-shortening state A", and is smaller than that (for example, 4) when a variable display result is losing in "a probability variable state", and an execution ratio of ready-ahead notice (for example, 0%) when a variable display result is losing in "a time-shortening state B" is lower than an execution ratio of read-ahead notice (for example, 30%) when a variable display result is losing in "a time-shortening state A", and is lower than an execution ratio of read-ahead notice (for example, 40%) when a variable display result is losing in "a probability variable state".SELECTED DRAWING: Figure 11-50
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Description

Technical Field

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

Background Art

[0002] As shown in Patent Document 1, in a pachinko gaming machine or the like as a gaming machine, for example, after a normal jackpot occurs, it is controlled to a normal gaming state, and the probability of determining a jackpot is set to about 1 / 300. When no jackpot occurs even when the number of times of the executed special figure game reaches 1000 times, the gaming state is controlled to a ceiling probability variation state, and the probability of determining a jackpot is increased to about 1 / 100. There are also those in which a time-saving state may be generated instead of the ceiling probability variation state when no jackpot occurs in 1000 games in the normal gaming state. Further, as shown in Patent Document 2, there is known a gaming machine provided with a plurality of parts (for example, an introduction part, a winning / losing determination part, an epilogue part, etc.) from the start to the end of variable display to enhance the player's interest. Further, as shown in Patent Document 3, there is known a gaming machine that executes a re-drawing effect in which, among jackpot symbols, after a non-probability variation symbol (normal jackpot symbol) temporarily stops, the jackpot symbol fluctuates again, and then a non-probability variation symbol or a probability variation symbol stops.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Patent Document 3

Summary of the Invention

Problems to be Solved by the Invention

[0004] In gaming machines having the functions and configurations described in Patent Documents 1 to 3, there was room to improve their marketability.

[0005] This invention was made in view of the above circumstances, and aims to provide a gaming machine with enhanced marketability. [Means for solving the problem]

[0006] The gaming machine described in claim 1 is A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A state control means capable of controlling between a non-special state and a special state that is more advantageous to the player than the non-special state, A reserved storage means capable of storing information related to variable display as reserved storage, A determination means capable of determining to control the state to the aforementioned advantageous state, Multiple light-emitting means, A light emission control means for controlling the light emission means, Equipped with, The light emission control means controls the light emission means using a luminance data table composed of luminance data, It is possible to perform a notification effect that indicates whether or not the system is controlled to the aforementioned advantageous state. The notification sequence, which is performed when it is determined that the game will be controlled to the advantageous state, consists of an introductory part until it is announced whether or not the game will be controlled to the advantageous state, and a first epilogue part in which it is announced that the game will be controlled to the advantageous state. The notification sequence, which is performed when it is determined that the game will not be controlled to the advantageous state, consists of an introductory part in which it is announced whether or not the game will be controlled to the advantageous state, and a second epilogue part in which it is announced that the game will not be controlled to the advantageous state. The aforementioned light emission control means is In both the introductory part of the notification performance executed when it is determined that the system will be controlled to the advantageous state, and the introductory part of the notification performance executed when it is determined that the system will not be controlled to the advantageous state, the light-emitting means is controlled using a luminance data table corresponding to a common introductory part. In the first epilogue part of the notification performance that is executed when it is determined that the system will be controlled to the advantageous state, the light-emitting means is controlled using the luminance data table corresponding to the first epilogue part. In the second epilogue part of the notification performance, which is executed when it is determined that the aforementioned advantageous state will not be controlled, the light-emitting means is controlled using the luminance data table corresponding to the second epilogue part. When an error occurs, the light-emitting means is controlled using an error brightness data table. If the error occurs while the light-emitting means is being controlled using the luminance data table corresponding to the first epilogue part, the light-emitting means is controlled using the error luminance data table, and the time data set in the luminance data table corresponding to the first epilogue part is updated. In the luminance data table corresponding to the first epilogue part, the average time between the use of a luminance data value of 1 and the switch to the next luminance data value is set to be shorter than the average time between the use of a luminance data value of 1 and the switch to the next luminance data value in the luminance data table corresponding to the second epilogue part. The luminance data used first in the luminance data table corresponding to the second epilogue part and the luminance data used last in the luminance data table corresponding to the common introductory part are different luminance data. In the introductory part, there is a specific scene where the sound of the character's dialogue and the sound of their actions are output. In certain scenes, the sound of a character's dialogue is output at a higher volume than the sound of their actions. In the first epilogue part, it is possible to display a first subtitle corresponding to the first line of dialogue and a second subtitle corresponding to the second line of dialogue output after the first line of dialogue. In the introductory part, it is possible to display a third subtitle corresponding to the third line of dialogue and a fourth subtitle corresponding to the fourth line of dialogue output after the third line of dialogue. The interval between the display of the first subtitle and the display of the second subtitle is longer than the interval between the display of the third subtitle and the display of the fourth subtitle. The aforementioned special state includes a first special state and a second special state, The reserved memory stored in the reserved memory means can be used to perform a pre-announcement effect that suggests it will be controlled to the advantageous state, The proportion of pending memories for which the decision means does not determine to be controlled to the advantageous state in which the pre-announcement effect is performed differs between the first special state and the second special state. It is characterized by the following. This characteristic can enhance the product's marketability. Other gaming machines are, A gaming machine that displays variable identification information based on the fulfillment of the starting conditions, and can be controlled to a favorable state for the player, 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, A reserved storage means capable of storing information regarding the variable display of identification information as reserved storage, A determination means capable of determining to control the state to the aforementioned advantageous state, Information transmission means capable of transmitting information related to games, A means for executing a performance that can carry out a performance, Equipped with, The aforementioned performance execution means is capable of executing a specific notification performance that notifies whether or not the state is controlled to the advantageous state in the non-special state, The aforementioned specific notification performance comprises an introductory part until the success or failure of whether or not the system is controlled to the advantageous state is announced, and an epilogue part that is executed after the success or failure announcement and when it has been determined that the system is controlled to the advantageous state. In the introductory part, there is a specific scene where the sound of the character's dialogue and the sound of the character's actions are output. In the aforementioned specific scene, the sound of the character's dialogue is output at a higher volume than the sound of the character's actions. The special state includes a first special state that is controlled when the advantageous state controlled from the non-special state ends, and a second special state that is controlled on condition that variable displays have been executed a predetermined number of times. The effect execution means Based on the information received from the information transmission means, it is possible to execute a preview warning effect suggesting that the held memory stored in the held memory means is controlled to the advantageous state. It is possible to determine one preview warning effect pattern from among a plurality of types of preview warning effect patterns and execute the preview warning effect. When the variable display is such that it is not determined by the determination means to be controlled to the advantageous state, the number of preview warning effect patterns that can be determined by the effect execution means in the second special state is less than the number of preview warning effect patterns that can be determined in the first special state. When the variable display is such that it is not determined by the determination means to be controlled to the advantageous state in the second special state, the ratio at which the preview warning effect is executed is lower than the ratio at which the preview warning effect is executed when the variable display is such that it is not determined by the determination means to be controlled to the advantageous state in the first special state. It is characterized by this. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that the period not controlled to the advantageous state continues for a long time, in the variable display where it is not determined to be controlled to the advantageous state, the number of preview warning effect patterns is small, so development costs can be suppressed, and since there is little chance of being mischievously incited by the preview warning effect, a suitable second special state can be provided, and a series of executed effects can be made to look more suitable, so the commercial value 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] This is a front view of the pachinko gaming machine in this embodiment. [Figure 2] This is a rear perspective view of the pachinko gaming machine in this embodiment. [Figure 3] This is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine. [Figure 4] This is a flowchart showing an example of the main game control process. [Figure 5] This is a flowchart showing an example of the timer interrupt process for game control. [Figure 6] This is a flowchart showing an example of the special symbol process. [Figure 7] This is an explanatory diagram showing the display result determination table. [Figure 8] This is a diagram showing the jackpot numerical range and the numerical range of the timed-out miss in the variable display of the first special figure in the normal state or the time-saving state. [Figure 9] This is a flowchart showing an example of the main effect control process. [Figure 10] This is a flowchart showing an example of the effect control process. [Figure 11-1] This is a front view showing the pachinko gaming machine in the feature part 069SG. [Figure 11-2] This is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine in the feature part 069SG. [Figure 11-3] (A) is an explanatory diagram showing each random number, (B) is an explanatory diagram showing the display result determination table, (C1) and (C2) are explanatory diagrams showing the jackpot type determination table, and (D) is an explanatory diagram showing the content of various jackpots. [Figure 11-4] This is an explanatory diagram showing the time-saving number determination table for each transition trigger. [Figure 11-5] This is an explanatory diagram showing a specific example of the variation pattern determination table. [Figure 11-6] This is an explanatory diagram showing a specific example of the variation pattern determination table. [Figure 11-7]This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 11-8] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 11-9] This diagram illustrates the effects control commands. [Figure 11-10] This flowchart shows an example of the main game control process. [Figure 11-11] This flowchart shows an example of the normal processing of special symbols. [Figure 11-12] This flowchart shows an example of the normal processing of special symbols. [Figure 11-13] This is a flowchart showing an example of the special symbol stopping process. [Figure 11-14] This is a flowchart showing an example of the special symbol stopping process. [Figure 11-15] This is a state transition diagram used to explain state transitions. [Figure 11-16] This is an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 11-17] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 11-18] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 11-19] (A) is an explanatory diagram showing specific examples of presentation methods related to Battle Rush, and (B) is an explanatory diagram showing specific examples of presentation methods related to Playtime. [Figure 11-20] This is an explanatory diagram showing specific examples of presentation methods related to Extreme Battle Rush. [Figure 11-21] This is an explanatory diagram illustrating specific examples of presentation methods related to variable display count and special display count. [Figure 11-22] This is a time chart showing the timing of the animations that occur when the relief time reduction is reached after the RAM is cleared. [Figure 11-23] This is an explanatory diagram illustrating specific examples of the presentation patterns when a relief time reduction is reached after a RAM clear. [Figure 11-24](A) is a time chart showing the timing of the execution of the special effects when the relief time-saving mode is reached after 900 variable displays following a big win, and (B) is a time chart showing a modified version of the time-saving mode entry effect B. [Figure 11-25] This is an explanatory diagram illustrating a specific example of the presentation patterns when a relief time-saving feature is reached after a big win, with a variable display of 900 spins. [Figure 11-26] This is an explanatory diagram showing an example of the animation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 11-27] This is an explanatory diagram showing an example of the animation sequence when the number of reserved memories is 1 or more when the relief time reduction is reached. [Figure 11-28] This is an explanatory diagram illustrating specific examples of presentation methods for the customer waiting screen. [Figure 11-29] This figure shows an example of a performance operation related to the transition to the customer waiting screen, as a modified example of feature section 069SG. [Figure 11-30] This figure shows a modified example of a performance operation example related to the transition to the customer waiting screen, as a modified example of feature section 069SG 1. [Figure 11-31] This flowchart shows a modified example of feature section 069SG, specifically the timer interrupt processing for game control. [Figure 11-32] This flowchart shows the special symbol stopping process as a modified example of feature section 069SG 2. [Figure 11-33] This flowchart shows the special symbol stopping process as a modified example of feature section 069SG 2. [Figure 11-34] This flowchart shows the display process as a modified example of feature section 069SG. [Figure 11-35] This figure shows a modified example 3 of feature section 069SG. [Figure 11-36] This is a diagram to explain the content of various performances. [Figure 11-37] This diagram shows an example of the visual effects used in countdown announcements. [Figure 11-38] Similarly, this is a diagram showing an example of the animation and actions used in the countdown announcement. [Figure 11-39] This diagram shows an example of the animation and action for the pending change notification. [Figure 11-40] It is a diagram showing an example of a production operation for a pattern chance notice. [Figure 11-41] It is a diagram showing an example of a production operation for an effect display notice. [Figure 11-42] (A) to (D) are diagrams showing a prediction type determination table for advance notice. [Figure 11-43] (A) to (F) are diagrams showing a prediction production pattern determination table for advance notice. [Figure 11-44] It is a flowchart showing an example of a variable display start setting process. [Figure 11-45] It is a flowchart showing an example of a production process during variable display. [Figure 11-46] (A) is a reach notice execution determination table, and (B) to (E) are diagrams showing a button notice production pattern determination table. [Figure 11-47] (A) to (D) are diagrams showing a character notice pattern determination table. [Figure 11-48] (A) to (D) are diagrams showing a movable body motion pattern determination table. [Figure 11-49] (A) to (D) are diagrams showing a movable body notice pattern determination table. [Figure 11-50] (A) to (C) are diagrams for explaining various operation examples according to game states. [Figure 11-51] (A) is a timing chart showing the variable display state of symbols in a sure change state, a deviation shortening non-reach variation pattern in time shortening state A, and (B) is a deviation shortening non-reach variation pattern in time shortening state B. [Figure 11-52] It is an example of a production operation for a deviation variation pattern of shortening non-reach in a sure change state and time shortening state A. [Figure 11-53] It is an example of a production operation for a deviation variation pattern of shortening non-reach in a sure change state and time shortening state A. [Figure 11-54] It is an example of a production operation for a deviation variation pattern of shortening non-reach in time shortening state B. [Figure 11-55] It is an example of a production operation for SP reach E and SP reach D. [Figure 11-56]This diagram compares examples of animation patterns for non-reach misses. [Figure 11-57] This diagram compares examples of animation patterns for non-reach misses. [Figure 11-58] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-59] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-60] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-61] (A) to (C) are timing charts showing examples of control operations in SP Reach E, C, and D. [Figure 11-62] This diagram compares a super reach with a non-reach miss. [Figure 11-63] (A) to (C) are diagrams showing examples of the introductory sequence for entering the bonus round, and (D) is a diagram showing examples of the sequence for entering the bonus round A. [Figure 11-64] (A1) to (A4) are diagrams showing examples of the animations for entering a bonus round, and (B1) to (B4) are diagrams showing examples of the animations for entering a time-saving mode B. [Figure 11-65] This is an explanatory diagram showing a specific example of the variation pattern determination table as Embodiment 2 in feature section 069SG. [Figure 11-66] This figure shows a part of the variable display start setting process as Embodiment 2 in feature section 069SG. [Figure 11-67] This figure shows the variable display effect pattern determination table. [Figure 11-68] This is an example of the animation and actions for SP Reach D. [Figure 11-69] This diagram illustrates the characteristics of different game states. [Figure 12-1] In feature section 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing the jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 12-2](A) and (B) are explanatory diagrams showing the normal symbol win determination table, (C) is an explanatory diagram of the variable display time of the normal symbols, and (D) is an explanatory diagram of the opening time of the second starting prize entry when a normal symbol win occurs. [Figure 12-3] This is an explanatory diagram of the variation patterns corresponding to the variable display results. [Figure 12-4] This is an explanatory diagram of the data storage area for game control. [Figure 12-5] This is an explanatory diagram of the fluctuation pattern determination table under normal conditions. [Figure 12-6] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 12-7] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 12-8] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 12-9] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 12-10] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 12-11] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 12-12] This is a diagram illustrating the probability of winning a prize at the starting prize slot and the interval between winning prizes. [Figure 12-13] This is an explanatory diagram of the period values ​​α, β, and γ. [Figure 12-14] This is an explanatory diagram of the period values ​​α', β', and γ'. [Figure 12-15] This is an explanatory diagram of the period values ​​δ, ε, and ζ. [Figure 12-16] This is an explanatory diagram of the period values ​​δ', ε', and ζ'. [Figure 12-17] This is an explanatory diagram of the period values ​​η, θ, and ι. [Figure 12-18] This is an explanatory diagram of the period values ​​η', θ', and ι'. [Figure 12-19] This is an explanatory diagram of the period values ​​κ, λ, and μ. [Figure 12-20] This is an explanatory diagram of the period values ​​κ', λ', and μ'. [Figure 12-21]This is an explanatory diagram of the period values ​​ν, ξ, and π. [Figure 12-22] This is an explanatory diagram of the period values ​​ν', ξ', and π'. [Figure 12-23] This is a diagram illustrating the values ​​for each period. [Figure 12-24] (A) is an explanatory diagram of the actual shooting values ​​for 10 hours of pachinko gaming machines, and (B) is an explanatory diagram of the design values ​​for pachinko gaming machines. [Figure 12-25] This is an explanatory diagram for calculating the average change time under normal conditions. [Figure 12-26] This is an explanatory diagram for calculating the average fluctuation time in time-saving state A. [Figure 12-27] This is an explanatory diagram for calculating the average fluctuation time in time-saving state B. [Figure 12-28] This is an explanatory diagram for calculating the average fluctuation time during a bonus round. [Figure 12-29] This diagram illustrates the average variation time when the second special symbol is affected by the time-saving state A, time-saving state B, and probability variation state. [Figure 12-30] This diagram illustrates the average variation time when the second special symbol displays variations 110 times in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-31] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-32] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-33](A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the short-time state A, short-time state B, and probability variation state with the number of stored memories in the second special figure being 1, and (B) is an explanatory diagram of the average fluctuation time when 1100 fluctuation displays are executed in the short-time state A, short-time state B, and probability variation state with the number of stored memories in the second special figure being 1. [Figure 12-34] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the short-time state A, short-time state B, and probability variation state with the number of stored memories in the second special figure being 0, and (B) is an explanatory diagram of the average fluctuation time when 1100 fluctuation displays are executed in the short-time state A, short-time state B, and probability variation state with the number of stored memories in the second special figure being 0. [Figure 12-35] It is an explanatory diagram of each period value. [Figure 12-36] It is an explanatory diagram of each period value. [Figure 13-1] It is an explanatory diagram showing a specific example of the fluctuation pattern in the feature part 018SG. [Figure 13-2] (A) is an explanatory diagram showing a specific example of the fluctuation pattern determination table in the low base state, and (B) is an explanatory diagram showing a specific example of the fluctuation pattern determination table in the high base state. [Figure 13-3] It is a diagram showing the execution periods of various effects in the big win fluctuation patterns of the super reaches α, β, and γ. [Figure 13-4] It is a diagram showing the execution periods of various effects in the off fluctuation patterns of the super reaches α, β, and γ. [Figure 13-5] (A) is a diagram for explaining the content of various effects, and (B) is a diagram for explaining the character types. [Figure 13-6] (A) is a diagram showing the display modes of the characters in the SP reach effects A to E, (B) is a diagram showing the lighting patterns of the LEDs in the SP reach effects A to E, and (C) is a diagram showing the output patterns of the BGM and sound effects in the SP reach effects A to E. [Figure 13-7] (A) is a diagram showing an example of each light emission pattern, and (B) is a diagram showing an example of each sound pattern. [Figure 13-8]It is a tree diagram showing the flow of SP reach effects A to E. [Figure 13-9] It is a diagram showing an example of the effect operation from the start of the variable display of SP reach α, β, γ until it develops into the SP reach effect. [Figure 13-10] It is a diagram showing an example of the effect operation of SP reach effect A. [Figure 13-11] It is a diagram showing an example of the effect operation of SP reach effects B and C. [Figure 13-12] It is a diagram showing an example of the effect operation of SP reach effects D and E. [Figure 13-13] It is a diagram showing an example of the effect operation of the correct / incorrect button effect. [Figure 13-14] It is a diagram showing an example of the effect operation of the moving body effect. [Figure 13-15] It is a diagram showing an example of the effect operation of the big win notification of SP reach effects A to E. [Figure 13-16] It is a diagram showing an example of the effect operation of the losing notification of SP reach effects A to E. [Figure 13-17] It is a diagram showing an example of the effect operation of post - effect A. [Figure 13-18] It is a diagram showing an example of the effect operation of post - effect B. [Figure 13-19] It is a diagram showing an example of the effect operation of post - effect B. [Figure 13-20] (A) shows the SP reach effect type determination table A, (B) shows the SP reach effect type determination table B, and (C) shows the SP reach effect type determination table C. [Figure 13-21] It is a diagram for explaining the data table for lighting the frame LED in a smooth rainbow lighting pattern. [Figure 13-22] It is a diagram for explaining the data table for lighting the frame LED in a flash rainbow lighting pattern. [Figure 14] It is a front view of the pachinko gaming machine according to the present embodiment. [Figure 15] It is a rear perspective view of the pachinko gaming machine according to the present embodiment. [[ID=5**]] [Figure 16] It is a diagram for explaining the frame lamp. [Figure 17] This diagram illustrates the special LED circuit board, the fourth symbol unit, and the relationship between the fourth symbol unit and the game effect lamp. [Figure 18] This is a diagram illustrating the display mode of a screen in an image display device. [Figure 19] This is a diagram illustrating the various circuit boards and other components installed in pachinko gaming machines. [Figure 20] This is a diagram to explain the different types of winning combinations. [Figure 21] This is a diagram to explain each random number. [Figure 22] This diagram illustrates the jackpot determination table and the jackpot type determination table. [Figure 23] This is a diagram illustrating an example of a performance control command. [Figure 24] This diagram illustrates an example of a pre-variation pattern on the main side. [Figure 25] This diagram illustrates an example of a post-variation pattern on the main side. [Figure 26] This diagram illustrates the table for determining the subsequent variation pattern when a loss occurs. [Figure 27] This diagram illustrates the table for determining the post-win pattern during a big win. [Figure 28] This diagram illustrates the previous variation pattern determination table. [Figure 29] This diagram illustrates an example of all possible variation patterns on the main side. [Figure 30] This diagram illustrates an example of how performance patterns are randomly selected on the sub-system. [Figure 31] This flowchart shows an example of the main game control process. [Figure 32] This flowchart shows an example of timer interrupt processing for game control. [Figure 33] This is a flowchart showing an example of the special pattern processing. [Figure 34] This is a flowchart showing the process for determining whether a player has started winning an award. [Figure 35] This flowchart shows an example of the normal processing of special symbols. [Figure 36] This flowchart shows an example of the process for setting the variation pattern. [Figure 37] This is a flowchart showing an example of special symbol variation processing. [Figure 38] This is a flowchart showing an example of the special symbol stopping process. [Figure 39] This flowchart shows an example of the pre-bonus processing before a big win is achieved. [Figure 40] This flowchart shows an example of the processing during a jackpot release. [Figure 41] This flowchart shows an example of post-jackpot processing. [Figure 42] This is a flowchart showing an example of the process that ends after a big win. [Figure 43] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 44] This flowchart shows an example of the performance control process. [Figure 45] This flowchart shows an example of the variable display start setting process. [Figure 46] This is a diagram to explain the sequence of events in the production. [Figure 47] This diagram explains the relationship before and after the decision on whether the outcome is correct, the SP first half reach A jackpot, and the SP final reach jackpot. [Figure 48] This is a diagram to explain the scenario of the opening part. [Figure 49] This is a diagram to explain the scenario for the taunting part (SP first half reach A). [Figure 50] This diagram illustrates the scenarios for the winning epilogue part (SP first half reach A) and the losing epilogue part (SP first half reach A). [Figure 51] This is a diagram to explain the scenario for the taunting part (SP first half reach B). [Figure 52]This diagram illustrates the scenarios for the winning epilogue part (SP first half reach B) and the losing epilogue part (SP first half reach B). [Figure 53] This is a diagram to explain the scenario for the special effect animation part (when the SP develops into the second half). [Figure 54] This is a diagram to explain the scenario for the hype segment (SP second half reach A). [Figure 55] This diagram illustrates the scenarios for the winning epilogue part (SP second half reach A) and the losing epilogue part (SP second half reach A). [Figure 56] This is a diagram to explain the scenario for the hype segment (SP second half reach B). [Figure 57] This diagram illustrates the scenarios for the winning epilogue part (SP second half reach B) and the losing epilogue part (SP second half reach B). [Figure 58] This is a diagram to explain the scenario for the build-up part (SP final reach). [Figure 59] This is a diagram to explain the scenario for the build-up part (SP final reach). [Figure 60] This diagram illustrates the scenarios for the winning epilogue part (SP final reach) and the losing epilogue part (SP final reach). [Figure 61] This is a diagram to explain the scenario for each rescue part. [Figure 62] This diagram illustrates the scenario for the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 63] This diagram explains the scenario for the re-draw part (where odd-numbered symbols are derived after button operation) and the fanfare part. [Figure 64] This diagram explains the scenario for the re-draw part (even-numbered symbols are derived after button operation) and the fanfare part. [Figure 65] This diagram explains the mechanism of output to the LED driver. [Figure 66] This is a diagram illustrating the lighting patterns of the game effect lamp. [Figure 67] This is a diagram illustrating the lighting patterns of the game effect lamp. [Figure 68] This is a diagram illustrating the presentation style in the opening section. [Figure 69] This is a diagram illustrating the presentation style in the opening section. [Figure 70] This is a diagram illustrating the presentation style in the opening section. [Figure 71] This is a diagram illustrating the presentation style in the opening section. [Figure 72] This is a diagram illustrating the presentation style in the opening section. [Figure 73] This is a diagram illustrating the presentation style in the opening section. [Figure 74] This is a diagram illustrating the presentation style in the opening section. [Figure 75] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 76] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 77] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 78] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 79] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 80] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 81] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach A). [Figure 82] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach A). [Figure 83] This diagram illustrates the presentation style in the losing epilogue part (SP first half reach A). [Figure 84]This diagram illustrates the presentation style in the losing epilogue part (SP first half reach A). [Figure 85] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 86] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 87] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 88] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 89] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 90] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 91] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach B). [Figure 92] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach B). [Figure 93] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach B). [Figure 94] This diagram illustrates the presentation style in the losing epilogue part (SP first half reach B). [Figure 95] This diagram illustrates the presentation style in the losing epilogue part (SP first half reach B). [Figure 96] This diagram illustrates the presentation style during the special effects animation phase (when the SP mode develops into its later stages). [Figure 97] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 98] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 99] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 100] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 101] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 102] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 103] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 104] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 105] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 106] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 107] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 108] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 109] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 110] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 111] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 112] This diagram illustrates the presentation style in the losing epilogue part (SP second half reach B). [Figure 113] This diagram illustrates the presentation style in the losing epilogue part (SP second half reach B). [Figure 114] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 115]This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 116] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 117] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 118] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 119] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 120] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 121] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 122] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 123] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 124] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 125] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 126] This diagram illustrates the presentation style in the losing epilogue part (SP second half reach B). [Figure 127] This diagram illustrates the presentation style in the losing epilogue part (SP second half reach B). [Figure 128] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 129] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 130] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 131] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 132] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 133] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 134] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 135] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 136] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 137] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 138] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 139] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 140] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 141] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 142] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 143] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 144] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 145] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 146] This diagram illustrates the presentation style in the winning epilogue part (SP final reach). [Figure 147]This diagram illustrates the presentation style in the winning epilogue part (SP final reach). [Figure 148] This diagram illustrates the presentation style in the winning epilogue part (SP final reach). [Figure 149] This diagram illustrates the presentation style in the winning epilogue part (SP final reach). [Figure 150] This diagram illustrates the presentation style in the losing epilogue part (SP final reach). [Figure 151] This diagram illustrates the presentation style in the losing epilogue part (SP final reach). [Figure 152] This is a diagram illustrating the presentation style in the rescue sequence. [Figure 153] This is a diagram illustrating the presentation style in the rescue sequence. [Figure 154] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 155] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 156] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 157] This diagram illustrates the presentation patterns in the re-drawing phase (where an odd or even symbol is generated after a button press). [Figure 158] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 159] This diagram illustrates the presentation patterns in the re-drawing phase (where an odd or even symbol is generated after a button press). [Figure 160] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 161]This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 162] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 163] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 164] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 165] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 166] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 167] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 168] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 169] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 170] This diagram illustrates the presentation style during the re-draw phase (where odd-numbered symbols are derived after button operation). [Figure 171] This diagram illustrates the presentation style during the re-draw phase (where odd-numbered symbols are derived after button operation). [Figure 172] This diagram illustrates the presentation style during the re-draw phase (where odd-numbered symbols are derived after button operation). [Figure 173] This is a diagram illustrating the staging techniques used in the fanfare section. [Figure 174] This diagram illustrates the presentation style during the re-draw phase (where even-numbered symbols are derived after button operation). [Figure 175] This diagram illustrates the presentation style during the re-draw phase (where even-numbered symbols are derived after button operation). [Figure 176] This diagram illustrates the presentation style during the re-draw phase (where even-numbered symbols are derived after button operation). [Figure 177] This is a diagram illustrating the staging techniques used in the fanfare section. [Figure 178] This is a detailed explanatory diagram of section (b11) to (b13). [Figure 179] This is a diagram to explain volume levels. [Figure 180] This is a diagram to explain volume levels. [Figure 181] This is a detailed explanatory diagram of section (r24) to (r27). [Figure 182] This is a detailed explanatory diagram of section (r28) to (r31). [Figure 183] This is a detailed diagram of section (r32) to (r35). [Figure 184] This is a detailed diagram illustrating the operation of the special features in (b18) to (i1). [Figure 185] This is a detailed diagram illustrating the operation of the special features in (b18) to (i1). [Figure 186] This is a detailed diagram illustrating the operation of the special features in (r54) to (s4). [Figure 187] This is a detailed diagram illustrating the operation of the special features in (r54) to (s4). [Figure 188] This diagram illustrates the relationship between the number of subtitles and the number of lines of dialogue. [Figure 189] This is a detailed explanatory diagram of section (A1) to (A23). [Figure 190] This is a detailed diagram of section (A24) to (A46). [Figure 191] This is a detailed explanatory diagram of sections (b4) to (b6) and a comparison diagram of the jackpot rounds. [Figure 192] This is an explanatory diagram showing the relationship between the transparency of subtitles relative to dialogue and the sound output. [Figure 193]These are detailed explanatory diagrams for sections (b4) to (b6) and sections (o3) to (o5). [Figure 194] This is a diagram illustrating a comparative example of subtitles. [Figure 195] This is a detailed diagram of section (B4) to (B11). [Figure 196] This diagram illustrates variations in the pattern display process. [Figure 197] This is a diagram illustrating a variation of the redraw. [Figure 198] This is a diagram illustrating a variation of the redraw. [Figure 199] This is a diagram illustrating a variation of the redraw. [Figure 200] This is a diagram illustrating a variation of the redraw. [Figure 201] This is a detailed diagram explaining the period for determining the design. [Figure 202] This is a detailed diagram explaining the blackout. [Figure 203] This diagram provides a detailed explanation of the game effect lamp when a loss occurs, and also illustrates a variation of the loss scenario. [Figure 204] This is a detailed diagram of section (r48). [Figure 205] This diagram illustrates an example of a parent table in the luminance data table used in the starting part. [Figure 206] This diagram illustrates an example of a subtable for frame lamps in the luminance data table used in the starting part. [Figure 207] This diagram illustrates an example of a parent table in the luminance data table used in the hype segment of SP first half reach A. [Figure 208] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP first half reach A. [Figure 209] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the winning epilogue part of SP first half reach A. [Figure 210]This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the losing epilogue part of SP first half reach A. [Figure 211] This diagram illustrates an example of a parent table in the brightness data table used in the hype segment of SP first half reach B. [Figure 212] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP first half reach B. [Figure 213] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the winning epilogue part of SP first half reach B. [Figure 214] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the losing epilogue part of SP first half reach B. [Figure 215] This diagram illustrates an example of a subtable for frame lamps in the brightness data table used in the mechanism operation part during the latter half of the SP development. [Figure 216] This diagram illustrates an example of a parent table in the luminance data table used in the hype segment of SP's second half reach A. [Figure 217] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP second half reach A. [Figure 218] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP second half reach A. [Figure 219] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the winning epilogue part of SP second half reach A. [Figure 220] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the losing epilogue part of SP second half reach A. [Figure 221]This diagram illustrates an example of a parent table in the luminance data table used in the hype segment of SP's second half reach B. [Figure 222] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP second half reach B. [Figure 223] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the winning epilogue part of SP second half reach B. [Figure 224] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the losing epilogue part of SP second half reach B. [Figure 225] This diagram illustrates an example of a parent table in the luminance data table used in the hype segment of the final reach in SP. [Figure 226] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up segment of the final reach in SP. [Figure 227] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up segment of the final reach in SP. [Figure 228] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the epilogue part of the final reach of the SP. [Figure 229] This diagram illustrates an example of a parent and child table for frame lamps in the luminance data table used in the losing epilogue part of the final reach of the SP. [Figure 230] This diagram illustrates an example of a subtable for frame lamps in the luminance data table used in the relief portion. [Figure 231] This diagram illustrates an example of a parent table in the luminance data table used in the re-drawing part. [Figure 232]This diagram illustrates an example of a subtable for frame lamps in the luminance data table used in the re-drawing part (before operation acceleration). [Figure 233] This diagram illustrates an example of a subtable for frame lamps in the brightness data table used in the re-draw part (symbol upgrade after operation prompt). [Figure 234] This diagram illustrates an example of a subtable for frame lamps in the luminance data table used in the re-drawing part (maintaining the pattern after prompting operation). [Figure 235] This diagram illustrates an example of a subtable for frame lamps in a luminance data table used in the fanfare section. [Figure 236] This is a diagram illustrating an example of a parent table in the Smooth Rainbow Brightness Data Table. [Figure 237] This is a diagram illustrating an example of a child table in the Smooth Rainbow Brightness Data Table. [Figure 238] This is a diagram illustrating an example of a sub-table for frame lamps in the smooth rainbow luminance data table. [Figure 239] This diagram illustrates an example of a sub-table for the bonus lamps and the sub-table for the left-hand lamp in the smooth rainbow brightness data table. [Figure 240] This diagram illustrates an example of a sub-table for attacker lamps in a smooth rainbow luminance data table. [Figure 241] This diagram illustrates an example of a sub-table for frame lamps in the data table for the brightness of the red flashing lights during the operation of the special features. [Figure 242] This diagram illustrates an example of a sub-table for frame lamps in a yellow haze luminance data table. [Figure 243] This diagram illustrates an example of a sub-table for frame lamps in a white flashing (white blink) brightness data table. [Figure 244] This diagram illustrates an example of a parent table in a common red cut-in luminance data table. [Figure 245] This diagram illustrates an example of a subtable in a common red cut-in luminance data table. [Figure 246] This diagram illustrates an example of a sub-table for frame lamps in a common red cut-in luminance data table. [Figure 247] This diagram illustrates an example of a sub-table for frame lamps in a common red cut-in luminance data table. [Figure 248] This diagram illustrates an example of a sub-table for frame lamps in a common red cut-in luminance data table. [Figure 249] This diagram illustrates an example of a sub-table for a special feature lamp in a common red cut-in brightness data table. [Figure 250] This diagram illustrates an example of a sub-table for the left panel lamp in the common red cut-in brightness data table. [Figure 251] This diagram illustrates an example of a sub-table for attacker lamps in a common red cut-in luminance data table. [Figure 252] This diagram illustrates an example of a sub-table for attacker lamps in a common red cut-in luminance data table. [Figure 253] This figure illustrates an example of a parent table in a common green cut-in luminance data table. [Figure 254] This diagram illustrates an example of a subtable in the common green cut-in luminance data table. [Figure 255] This diagram illustrates an example of a sub-table for frame lamps in a common green cut-in luminance data table. [Figure 256] This diagram illustrates an example of a sub-table for frame lamps in a common green cut-in luminance data table. [Figure 257] This diagram illustrates an example of a sub-table for frame lamps in a common green cut-in luminance data table. [Figure 258]This diagram illustrates an example of a sub-table for a special feature lamp in a common green cut-in brightness data table. [Figure 259] This diagram illustrates an example of a sub-table for the left panel lamp in the common green cut-in brightness data table. [Figure 260] This diagram illustrates an example of a sub-table for attacker lamps in a common green cut-in luminance data table. [Figure 261] This diagram illustrates an example of a sub-table for attacker lamps in a common green cut-in luminance data table. [Figure 262] This diagram illustrates an example of a sub-table for frame lamps in a brightness data table without operation prompting. [Figure 263] This figure illustrates an example of a sub-table for frame lamps in the trigger display brightness data table and the operation acceleration brightness data table. [Figure 264] This diagram illustrates an example of a sub-table for frame lamps in a shutter brightness data table. [Figure 265] This diagram illustrates an example of a sub-table for frame lamps in a luminance data table for non-existent lamps. [Figure 266] This diagram illustrates an example of a sub-table for frame lamps in the luminance data table per relief. [Figure 267] This diagram illustrates an example of a sub-table for frame lamps in the luminance data table per relief. [Figure 268] This diagram illustrates an example of a sub-table for frame lamps in a hit-confirming brightness data table. [Figure 269] This diagram illustrates an example of a sub-table for frame lamps in a hit-confirming brightness data table. [Figure 270] This diagram illustrates an example of a sub-table for frame lamps in the re-draw effect brightness data table. [Figure 271] This diagram illustrates an example of a sub-table for frame lamps in the re-draw effect brightness data table. [Figure 272] This is a diagram for explaining an example of a child table in the background luminance data table. [Figure 273] This is a diagram for explaining an example of a grandchild table for a frame lamp in the background luminance data table. [Figure 274] This is a diagram for explaining the comparison of lamp control in the case of winning and losing. [Figure 275] This is a diagram for explaining the comparison of lamp control in the case of winning and losing. [Figure 276] This is a diagram for explaining the comparison of lamp control in the case of winning and losing. [Figure 277] This is a diagram for explaining the sway mode of the symbol. [Figure 278] This is a diagram for explaining a modified example of the re-drawing presentation. [Figure 279] This is a diagram for explaining a modified example of the re-drawing presentation. [Figure 280] This is a diagram for explaining a modified example of the re-drawing presentation. [Figure 281] This is a diagram for explaining the reference to the luminance data table. [Figure 282] This is a diagram for explaining the reference to the luminance data table. [Figure 283] This is a diagram for explaining the reference to the luminance data table. [Figure 284] This is a diagram for explaining the reference to the luminance data table. [Figure 285] This is a diagram for explaining an example of lamp control using the luminance data table. [Figure 286] This is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table.

Embodiments for Carrying Out the Invention

[0009] Embodiments for implementing the gaming machine according to the present invention will be described below based on the drawings.

[0010] (Feature section 069SG form) (SG2020-069) Gaming machine of type 1-1, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. When the variable display is not determined by the determination means to control to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is a "miss", the number of losing variation patterns that the CPU 103 can determine in "Shortened Time State B" (e.g., 2) is less than the number of variable display patterns that can be determined in "Shortened Time State A" (e.g., 3), and less than the number of losing variation patterns that can be determined in "Probability Change State" (e.g., 4)). When the variable display is not controlled to the advantageous state by the determination means, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is a "miss", the average duration of the variable display time of the losing variation pattern determined by the CPU 103 in "Time-Saving State B" (e.g., about 2.2 seconds) is less than the average duration of the variable display time of the losing variation pattern determined in "Time-Saving State A" (e.g., about 5.58 seconds), and less than the average duration of the variable display time of the losing variation pattern determined in "Probability Change State" (e.g., about 4.83 seconds). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to a favorable state, the variable displays for which it is not decided to control to a favorable state have fewer types of variable display patterns and a shorter average period of variable display time. As a result, the rate at which the variable displays are consumed is higher than in other states, thus providing a suitable second special state.

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

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

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

[0014] A gaming machine of form 1-5 is a gaming machine described in any of forms 1-1 to 1-4, It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). The system includes an output means capable of outputting a stop sound when the decorative identification information for each column is displayed in a stopped state. The number of times the stop sound is output in the variable display of 1 varies depending on whether a non-specific display result is shown because the mode of variable display of the decoration identification information does not become a specific mode in the variable display where it is not determined by the determination means to be controlled to the advantageous state in the first special state, and whether a non-specific display result is shown because the mode of variable display of the decoration identification information does not become a specific mode in the variable display where it is not determined by the determination means to be controlled to the advantageous state in the second special state. (For example, in the variable display of 1, when the non-reach deviation variation pattern is in the sure-win state or the short-time state A, the left, middle, and right stop displays at different timings, so it is 3 times. When the non-reach deviation variation pattern is in the short-time state B, the left, middle, and right stop displays at the same timing, so it is 1 time. Refer to FIG. 11-51.) It is characterized by this. According to this feature, it is possible to draw attention to the stop of the decoration identification information by the stop sound, and by the number of times the stop sound is output being different between the first special state and the second special state, different impressions can be given for each state and the interest can be enhanced.

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

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

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

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

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

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

[0021] (SG2020-070) Gaming machine of type 2-1, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. When the variable display is not determined by the determination means to control to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is a "miss", the number of losing variation patterns that the CPU 103 can determine in "Shortened Time State B" (e.g., 2) is less than the number of variable display patterns that can be determined in "Shortened Time State A" (e.g., 3) and less than the number of losing variation patterns that can be determined in "Probability Change State" (e.g., 4)). When the variable display is not controlled to the advantageous state by the determination means, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state and shorter than the average duration of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is a "miss", the average duration of the variable display time of the losing variation pattern determined by the CPU 103 in "Time-Saving State B" (for example, about 2.2 seconds) is less than the average duration of the variable display time of the losing variation pattern determined in "Time-Saving State A" (for example, about 5.58 seconds) and less than the average duration of the variable display time of the losing variation pattern determined in "Probability Change State" (for example, about 4.83 seconds). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to a favorable state, the variable displays for which it is not decided to control to a favorable state have fewer types of variable display patterns and a shorter average period of variable display time. As a result, the rate at which the variable displays are consumed is higher than in other states, thus providing a suitable second special state.

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

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

[0024] A gaming machine of form 2-4 is a gaming machine described in any of forms 2-1 to 2-3, The average duration of the control period controlled to the second special state is shorter than the average duration of the control period controlled to the third special state, and the average duration of the control period controlled to the third special state is shorter than the average duration of the control period controlled to the first special state (for example, it is preferable that the average duration of the control period controlled to the time-saving state B is shorter than the average duration of the control period controlled to the probability variation state, and the average duration of the control period controlled to the probability variation state is shorter than the average duration of the control period controlled to the time-saving state A). It is characterized by the following. According to this feature, in the second special state, the average duration of the control period is shorter than in the third special state, which increases the rate at which the variable display is consumed, thus providing a more favorable second special state. In the first special state, the average duration of the control period is longer, which enhances the enjoyment of the game.

[0025] A gaming machine of form 2-5 is a gaming machine described in any of forms 2-1 to 2-4, When the variable display is not determined to be controlled to the advantageous state by the determination means, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state, and the number of variable display patterns that can be determined in the first special state is less than the number of variable display patterns that can be determined in the third special state (for example, the number of losing variation patterns that the CPU 103 can determine in time-saving state B (e.g., 2) is less than the number of losing variation patterns that can be determined in time-saving state A (e.g., 3), and the number of losing variation patterns that can be determined in time-saving state A (e.g., 3) is less than the number of losing variation patterns that can be determined in probability variation state (e.g., 4)). It is characterized by the following. According to this feature, in the second special state, the number of selectable variable display patterns is reduced to prioritize the consumption of the variable display, while in the third special state, the number of selectable variable display patterns is increased to enhance the enjoyment of the game.

[0026] (SG2020-071) A gaming machine of form 1-12 is a gaming machine described in any of forms 1-1 to 1-11, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. When the variable display is determined by the determination means to be controlled to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2), and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds), and less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the development costs can be reduced by having fewer types of variable display patterns in the variable display that is decided to control the system to an advantageous state. Furthermore, since the system is controlled to an advantageous state without being unnecessarily stimulated, a suitable second special state can be provided.

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

[0028] A gaming machine of form 1-14 is a gaming machine described in any of forms 1-1 to 1-13, It is possible to display identification information in a variable manner. The variable display that is determined to be controlled to the advantageous state by the determination means includes a variable display part that performs a variable display of identification information, and a post-event performance part that notifies game value information that can identify the amount of game value granted in the advantageous state after the completion of the variable display part, The variable display includes a display means capable of performing a specific operation display that causes the identification information to be specifically operated when the identification information is stopped displaying during the execution period of the variable display part in the variable display which has been determined to be controlled to the advantageous state by the determination means, The execution period of the variable display part in the first special state and the execution period of the variable display part in the second special state are different. The execution period of the specific operation display in the first special state and the execution period of the specific operation display in the second special state are common (for example, the variable display time (50 seconds, 40 seconds) of the variable display part of the time-saving state A and the probability variation state are different from the variable display time (25 seconds) of the variable display part of the time-saving state B, while the display time (ta3~ta4) of the jackpot specific operation display in the time-saving state A and the probability variation state and the display time (ta3~ta4) of the jackpot specific operation display in the time-saving state B are common. See Figure 11-61). It is characterized by the following. This feature allows for a reduction in development costs by unifying the execution period of specific action displays in variable displays that are determined to be controlled to an advantageous state in the first special state and the second special state.

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

[0030] (SG2020-072) The gaming machine of form 2-6 is a gaming machine described in any of forms 2-1 to 2-5, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. When the variable display is determined by the determination means to be controlled to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2) and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state and shorter than the average duration of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds) and less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the development costs can be reduced by having fewer types of variable display patterns in the variable display that is decided to control the system to an advantageous state. Furthermore, since the system is controlled to an advantageous state without being unnecessarily stimulated, a suitable second special state can be provided.

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

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

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

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

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

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

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

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

[0039] (SG2020-074) The gaming machine of form 2-11 is a gaming machine described in any of forms 2-1 to 1-10, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods for special identification information (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069 SGS 111), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The variable display pattern determination means can determine, in the case of a variable display of special identification information that is not determined by the determination means to be controlled to the advantageous state, a first non-specific variable display pattern (e.g., "SP Reach A~E Miss") which displays the display result of the variable display of special identification information (e.g., a miss display result) after the mode of the variable display of decorative identification information becomes a specific mode (e.g., a reach mode), and a second non-specific variable display pattern (e.g., "Non-reach Miss") which displays the display result of the variable display of special identification information without the mode of the variable display of decorative identification information becoming a specific mode. In the second special state, the proportion in which the second non-specific variable display pattern is determined when the variable display of special identification information is not determined by the determination means to control it to the advantageous state is higher than the proportion in which the second non-specific variable display pattern is determined when the variable display of special identification information is not determined by the determination means to control it to the advantageous state in the first special state, and is also higher than the proportion in which the second non-specific variable display pattern is determined when the variable display of special identification information is not determined by the determination means to control it to the advantageous state in the third special state (for example, the proportion in which the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "Shortened Time State B" (for example, 97%) is higher than the proportion in which the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "Shortened Time State A" (for example, 95%), and is also higher than the proportion in which the CPU 103 determines a "non-reach miss variation pattern" when the variable display result is "miss" in "Probability Change State" (for example, 95%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to an advantageous state, by setting the mode of the variable display to a specific mode in the variable display where it has not been decided to control the system to an advantageous state, the system is less likely to be unnecessarily stimulated, thus providing a suitable second special state.

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

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

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

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

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

[0045] (SG2020-076) The gaming machine of form 2-14 is a gaming machine described in any of forms 2-1 to 2-13, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods for special identification information (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069 SGS 111), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays of special identification information (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The variable display pattern determination means can determine, when the variable display of special identification information is determined by the determination means to be controlled to the advantageous state, a first specific variable display pattern (e.g., "SP Reach A~C, E Big Win") which displays the display result of the variable display of special identification information after the mode of the variable display of decorative identification information becomes a specific mode, and a second specific variable display pattern (e.g., "SP Reach D (Instant Win or Full Rotation)", "SP Non-Via A") which displays the display result of the variable display of special identification information without the mode of the variable display of decorative identification information becoming a specific mode. In the second special state, the proportion in which the second specific variable display pattern is determined when the special identification information is a variable display that has been determined by the determination means to be controlled to the advantageous state is higher than the proportion in which the second specific variable display pattern is determined when the special identification information is a variable display that has been determined by the determination means to be controlled to the advantageous state in the first special state, and also higher than the proportion in which the second specific variable display pattern is determined when the variable display has been determined by the determination means to be controlled to the advantageous state in the third special state (for example, in the time-saving state B, the proportion in which the "SP Reach D jackpot variation pattern (instant hit effect or full rotation effect)" that does not go through the reach mode is determined (for example, 90%) is higher than the proportion in the time-saving state A in which the "SP non-via A jackpot variation pattern" that does not go through the reach mode is determined (for example, 5%), and also higher than the proportion in the probability variation state in which the "SP non-via A jackpot variation pattern" that does not go through the reach mode is determined (for example, 5%). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the variable display in which it is decided to control the system to an advantageous state is set to a specific mode, thereby ensuring that the system is controlled to an advantageous state without being unnecessarily hyped up, and thus a suitable second special state can be provided.

[0046] The gaming machine of form 2-15 is a gaming machine described in any of forms 2-1 to 2-14, The variable display pattern determination means has common characteristics with the second specific variable display pattern that can be determined in the second special state and the second specific variable display pattern that can be determined in at least one of the first special state and the third special state (for example, the non-reach jackpot variation pattern that the CPU 103 can determine in time-saving state B (e.g., without SP) and the non-reach jackpot variation pattern that can be determined in at least one of time-saving state A and probability variation state (e.g., without SP) are common to each other). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set a second specific variable display pattern that can only be determined by the second special state.

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

[0048] (SG2020-077) The gaming machine of form 1-23 is a gaming machine described in any of forms 1-1 to 1-22, A game machine (e.g., a pachinko game machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) by performing variable display of first identification information (e.g., first special symbol) based on the fulfillment of a first starting condition (e.g., a game ball entering the first starting prize slot), and by performing variable display of second identification information (e.g., second special symbol) based on the fulfillment of a second starting condition (e.g., a game ball entering the second starting prize slot), State control means capable of controlling between a non-special state and a special state in which the second starting condition is more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A first reserved storage means capable of storing information regarding the variable display of the first identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A second reserved storage means capable of storing information regarding the variable display of the second identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), An effect execution means capable of executing an effect that includes an effect that suggests the control to the aforementioned advantageous state, Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The variable display pattern determination means can determine a predetermined variable display pattern (e.g., "not reach") for a predetermined variable display period in which the second reserved storage means can store a reserved memory when no reserved memory is stored in the second reserved storage means in the first special state and the second special state, and the determination means does not determine that the variable display should be controlled to the advantageous state. The aforementioned performance execution means is capable of executing the suggestive performance in the variable display when the variable display is executed in the predetermined variable display pattern in the first special state, and not executing the suggestive performance in the variable display when the variable display is executed in the predetermined variable display pattern in the second special state (for example, when the variable display is executed in the losing variation pattern determined when the number of reserved memories is 0 in "Shortened Time State A", and when the variable display is executed in the losing variation pattern determined when the number of reserved memories is 0 in "Probability Change State", suggestive performances such as "Movable Body Announcement" and "Character Announcement" are executed in the variable display, while when the variable display is executed in the losing variation pattern determined when the number of reserved memories is 0 in "Shortened Time State B", suggestive performances such as "Movable Body Announcement" and "Character Announcement" are not executed in the variable display. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the variable display of the predetermined variable display pattern is not unnecessarily excited by suggestive effects, thus providing a suitable second special state.

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

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

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

[0052] (SG2020-078) The gaming machine of form 2-17 is a gaming machine described in any of forms 2-1 to 2-16, A game machine (e.g., a pachinko game machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) by performing variable display of first identification information (e.g., first special symbol) based on the fulfillment of a first starting condition (e.g., a game ball entering the first starting prize slot), and by performing variable display of second identification information (e.g., second special symbol) based on the fulfillment of a second starting condition (e.g., a game ball entering the second starting prize slot), State control means capable of controlling between a non-special state and a special state in which the second starting condition is more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A first reserved storage means capable of storing information regarding the variable display of the first identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A second reserved storage means capable of storing information regarding the variable display of the second identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), Determination means capable of determining to control to the advantageous state (for example, the part where CPU 103 executes a big win determination process in step 069SGS62 in the special symbol normal process), and Variable display pattern determination means capable of determining one variable display pattern from a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, the part where CPU 103 determines any one from a plurality of types of variation patterns based on the variable display result in the variation pattern setting process of step 069SGS111), and Effect execution means capable of executing an effect including a suggestion effect suggesting that it is controlled to the advantageous state (for example, the part where the effect control CPU 120 can execute "moving body notice" or "character notice"), and Comprising The special state includes a first special state (for example, time shortening state A) controlled when the advantageous state controlled from the non-special state (for example, normal state) ends, a second special state (for example, time shortening state B) controlled on the condition that variable display has been executed a predetermined number of times (for example, 900 times), and a third special state (for example, sure change state) controlled when the advantageous state controlled from the first special state or the second special state ends. The variable display pattern determination means can determine a predetermined variable display pattern (for example, "non-reach") of a predetermined variable display period capable of storing a hold memory in the second hold memory when it is a variable display in which the hold memory is not stored in the second hold memory in the first special state, the second special state, and the third special state, and it is not determined by the determination means to control to the advantageous state. The aforementioned performance execution means is capable of executing the suggestive performance in the variable display when the variable display is executed in the predetermined variable display pattern in the first special state and when the variable display is executed in the predetermined variable display pattern in the third special state, but does not execute the suggestive performance in the variable display when the variable display is executed in the predetermined variable display pattern in the second special state (for example, when the variable display is executed in a losing variation pattern determined when the number of reserved memories is 0 in "Shortened Time State A" and when the variable display is executed in a losing variation pattern determined when the number of reserved memories is 0 in "Probability Change State", suggestive performances such as "Movable Body Announcement" and "Character Announcement" are executed in the variable display, while when the variable display is executed in a losing variation pattern determined when the number of reserved memories is 0 in "Shortened Time State B", suggestive performances such as "Movable Body Announcement" and "Character Announcement" are not executed in the variable display. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the variable display of the predetermined variable display pattern is not unnecessarily excited by suggestive effects, thus providing a suitable second special state.

[0053] (SG2020-079) The gaming machine of form 1-27 is a gaming machine described in any of forms 1-1 to 1-26, A gaming machine (e.g., a pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot state) by displaying variable identification information (e.g., decorative patterns) based on the fulfillment of starting conditions (e.g., when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A reserved storage means capable of storing information regarding the variable display of identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Information transmission means (e.g., CPU 103) capable of transmitting information related to the game (e.g., performance control commands), An effect execution means (for example, a part in which the effect control CPU 120 can execute a pre-announcement effect) that, based on the information received from the information transmission means, suggests that the reserved memory stored in the reserved memory means will be controlled to the advantageous state, and Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The aforementioned performance execution means can determine one pre-announcement performance pattern from among multiple types of pre-announcement performance patterns (for example, "countdown announcement," "hold change announcement," "symbol chance announcement," "effect display announcement"), When the variable display is not determined by the determination means to control it to the advantageous state, the number of pre-announcement performance patterns that the performance execution means can determine in the second special state is less than the number of pre-announcement performance patterns that can be determined in the first special state (for example, the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State B" (for example, 0) is less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State A" (for example, 3), and less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Probability Fluctuation State" (for example, 4)). In the second special state, the proportion of times the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state is lower than the proportion of times the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state in the first special state (for example, the proportion of pre-announcement executions when the variable display result is a miss in "Shortened Time State B" (e.g., 0%) is lower than the proportion of pre-announcement executions when the variable display result is a miss in "Shortened Time State A" (e.g., 30%), and also lower than the proportion of pre-announcement executions when the variable display result is a miss in "Probability Fluctuation State" (e.g., 40%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that there is a long period during which the system is not controlled to an advantageous state, development costs can be reduced by having fewer pre-announcement animation patterns in the variable displays where it is not decided to control the system to an advantageous state, and since the player is less likely to be unnecessarily excited by the pre-announcement animations, a suitable second special state can be provided.

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

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

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

[0057] (SG2020-080) The gaming machine of form 2-18 is a gaming machine described in any of forms 2-1 to 1-17, A gaming machine (e.g., a pachinko machine 1) that can control the game to a favorable state for the player (e.g., a jackpot state) by displaying variable identification information (e.g., decorative patterns) based on the fulfillment of starting conditions (e.g., when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A reserved storage means capable of storing information regarding the variable display of identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Information transmission means (e.g., CPU 103) capable of transmitting information related to the game (e.g., performance control commands), An effect execution means (for example, a part in which the effect control CPU 120 can execute a pre-announcement effect) that, based on the information received from the information transmission means, suggests that the reserved memory stored in the reserved memory means will be controlled to the advantageous state, and Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned performance execution means can determine one pre-announcement performance pattern from among multiple types of pre-announcement performance patterns (for example, "countdown announcement," "hold change announcement," "symbol chance announcement," "effect display announcement"), When the variable display is not determined to be controlled to the advantageous state by the determination means, the number of pre-announcement performance patterns that the performance execution means can determine in the second special state is less than the number of pre-announcement performance patterns that can be determined in the first special state and less than the number of pre-announcement performance patterns that can be determined in the third special state (for example, the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State B" (for example, 0) is less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Shortened Time State A" (for example, 3) and less than the number of types of pre-announcements that the performance control CPU 120 can determine when the variable display result is a miss in "Probability Fluctuation State" (for example, 4)). In the second special state, the proportion in which the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state is lower than the proportion in which the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state in the first special state, and also lower than the proportion in which the pre-announcement effect is executed when the variable display is not determined by the determination means to control it to the advantageous state in the third special state (for example, the proportion in which the pre-announcement effect is executed when the variable display result is a miss in "Shortened Time State B" (for example, 0%) is lower than the proportion in which the pre-announcement effect is executed when the variable display result is a miss in "Shortened Time State A" (for example, 30%), and also lower than the proportion in which the pre-announcement effect is executed when the variable display result is a miss in "Probability Fluctuation State" (for example, 40%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that there is a long period during which the system is not controlled to an advantageous state, development costs can be reduced by having fewer pre-announcement animation patterns in the variable displays where it is not decided to control the system to an advantageous state, and since the player is less likely to be unnecessarily excited by the pre-announcement animations, a suitable second special state can be provided.

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

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

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

[0061] (SG2020-081) The gaming machine of form 1-31 is a gaming machine described in any of forms 1-1 to 1-30, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing effects including action-promoting effects that encourage player actions (for example, the part in which the effect control CPU 120 can execute a "button notification"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The execution rate of the action-promoting effect per variable display in the second special state is lower than the execution rate of the action-promoting effect per variable display in the first special state (for example, the execution rate of the button notification per variable display in "Shortened Time State B" (for example, 10% for a big win, 5% for a miss) is lower than the execution rate of the button notification per variable display in "Shortened Time State A" (for example, 80% for a big win, 20% for a miss), and also lower than the execution rate of the button notification per variable display in "Probability Variation State" (for example, 80% for a big win, 30% for a miss). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the number of times the player is prompted to take action in the first variable display is small, thus providing a suitable second special state.

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

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

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

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

[0066] (SG2020-082) The gaming machine of form 2-22 is a gaming machine described in any of forms 2-1 to 2-21, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing effects including action-promoting effects that encourage player actions (for example, the part in which the effect control CPU 120 can execute a "button notification"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The execution rate of the action-promoting effect per variable display in the second special state is lower than the execution rate of the action-promoting effect per variable display in the first special state, and also lower than the execution rate of the action-promoting effect per variable display in the third special state (for example, the execution rate of the button notification per variable display in "Shortened Time State B" (for example, 10% for a big win, 5% for a miss) is lower than the execution rate of the button notification per variable display in "Shortened Time State A" (for example, 80% for a big win, 20% for a miss), and also lower than the execution rate of the button notification per variable display in "Probability Fluctuation State" (for example, 80% for a big win, 30% for a miss). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the number of times the player is prompted to take action in the first variable display is small, thus providing a suitable second special state.

[0067] (SG2020-083) The gaming machine of form 1-36 is a gaming machine described in any of forms 1-1 to 1-35, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing an effect that includes an action-promoting effect that encourages the player to take action, and a specific effect that notifies the player that they are controlled to the advantageous state (for example, an effect control CPU 120 capable of executing a "win / fail button effect" and a "movable body effect"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The aforementioned performance execution means can perform the action-promoting performance and the specific performance as performance execution patterns for the variable display of 1, and there are a first performance execution pattern (for example, "Pattern A-2, A-3") which performs the action-promoting performance first and then the specific performance, and a second performance execution pattern (for example, "Pattern A-1") which performs the specific performance without performing the action-promoting performance. In the second special state, the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state is higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state (for example, the proportion in the shortened time state B in which the SP Reach D jackpot variation pattern executes the "instant win performance" by executing the "movable body performance" without executing the "win / loss button performance" (for example, 90%) is higher than the proportion in the shortened time state A in which the SP Reach D jackpot variation pattern executes the "instant win performance" by executing the "movable body performance" without executing the "win / loss button performance" (for example, 0%), and is also higher than the proportion in the probability variation state in which the SP Reach D jackpot variation pattern executes the "instant win performance" or "full rotation performance" by executing the "movable body performance" without executing the "win / loss button performance" (for example, 0%). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the system will be less likely to prompt the player to take action when it is announced that it has been decided to control the system to an advantageous state, thus providing a suitable second special state.

[0068] (SG2020-084) The gaming machine of form 2-23 is a gaming machine described in any of forms 2-1 to 2-22, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing an effect including an action-promoting effect that encourages the player to take action, and a specific effect that notifies the player that they are being controlled to the advantageous state (for example, an effect control CPU 120 capable of executing a "button notification" and a "win / fail button effect"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned performance execution means can perform the action-promoting performance and the specific performance as performance execution patterns for the variable display of 1, and there are a first performance execution pattern (for example, "Pattern A-2, A-3") which performs the action-promoting performance first and then the specific performance, and a second performance execution pattern (for example, "Pattern A-1") which performs the specific performance without performing the action-promoting performance. The proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the second special state is higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state, and also higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the third special state (for example, the proportion in which the "instant win performance" is executed in the SP Reach D jackpot variation pattern without executing the "win / fail button performance" in the time-saving state B (for example, 90%) is higher than the proportion in the time-saving state A where the "movable body performance" is executed without executing the "win / fail button performance" in the SP Reach D jackpot variation pattern (for example, 0%), and also higher than the proportion in the probability variation state where the "movable body performance" is executed without executing the "win / fail button performance" in the SP Reach D jackpot variation pattern (for example, 0%). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the system will be less likely to prompt the player to take action when it is announced that it has been decided to control the system to an advantageous state, thus providing a suitable second special state.

[0069] (SG2020-085) The gaming machine of form 1-37 is a gaming machine described in any of forms 1-1 to 1-36, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing effects including action-promoting effects that encourage player actions (for example, the part in which the effect control CPU 120 can execute a "button notification"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The types of action-promoting effects that the aforementioned effect execution means can perform include a first action-promoting effect that prompts the player to perform a single action (for example, an action-promoting display for a "single hit" operation) and a second action-promoting effect that prompts the player to perform an action over a predetermined period of time (for example, an action-promoting display for a "rapid press" or "long press" operation). The aforementioned performance execution means is capable of executing both the first action acceleration performance and the second action acceleration performance in the first special state, and is capable of executing the first action acceleration performance while not executing the second action acceleration performance in the second special state (for example, the performance control CPU 120 is capable of deciding to execute either the "single-shot pattern" or the "rapid-fire pattern, long-press pattern" in the "probability variation state" and "time-saving state A", and is capable of deciding the "single-shot pattern" while not deciding to execute the "rapid-fire pattern, long-press pattern" in "time-saving state B". See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, it is less likely that the player will be prompted to perform cumbersome actions such as operating for a predetermined period of time, taking into account that a long period of time has passed during which the system is not controlled to an advantageous state. Therefore, a suitable second special state can be provided.

[0070] (SG2020-086) The gaming machine of form 2-24 is a gaming machine described in any of forms 2-1 to 2-23, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Action detection means capable of detecting the player's actions (for example, a CPU 120 for controlling the performance, a push sensor 35B), An effect execution means capable of executing effects including action-promoting effects that encourage player actions (for example, the part in which the effect control CPU 120 can execute a "button notification"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The types of action-promoting effects that the aforementioned effect execution means can perform include a first action-promoting effect that prompts the player to perform a single action (for example, an action-promoting display for a "single hit" operation) and a second action-promoting effect that prompts the player to perform an action over a predetermined period of time (for example, an action-promoting display for a "rapid press" or "long press" operation). The performance execution means can execute both the first operation promotion performance and the second operation promotion performance in the first special state and the third special state, and can execute the first operation promotion performance in the second special state while not executing the second operation promotion performance (for example, the performance control CPU 120 can determine to execute either the "one-shot pattern" or the "rapid-fire pattern and long-press pattern" in the "probability variable state" and the "time shortening state A", and can determine to execute the "one-shot pattern" in the "time shortening state B" while not determining to execute the "rapid-fire pattern and long-press pattern". Refer to FIG. 11-50), which is characterized by this. According to this feature, in the second special state controlled through variable display for a predetermined number of times, considering that the period not controlled to the advantageous state continues for a long time, it is possible to provide a suitable second special state because it is less likely to prompt the player to perform troublesome operations such as operating over a predetermined operation period.

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

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

[0073] The gaming machine of form 1-40 is a gaming machine described in any one of forms 1-1 to 1-39, When it is a variable display determined by the determination means to be controlled to the advantageous state, the rate at which the first suggestion effect is executed in the second special state is higher than the rate at which the first suggestion effect is executed in the first special state when it is a variable display determined by the determination means to be controlled to the advantageous state (for example, when the variable display result is a big win, the rate at which the "vibration (small)" pattern is executed in the short-time state B (for example, 0%) is lower than the rate at which the "vibration (small)" pattern is executed in the short-time state A or the probability variable state when the variable display result is a big win (for example, 30%), but when the variable display result is a big win, the rate at which the "vibration (small)" pattern is executed in the short-time state B may be made higher than the rate at which the "vibration (small)" pattern is executed in the short-time state A or the probability variable state when the variable display result is a big win (for example, 30%) part), It is characterized by this. According to this feature, the degree of attention to the suggestive performance can be made different between the first special state and the second special state, thereby improving the interest.

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

[0075] (SG2020-*089*) The gaming machine of form 1-41 is a gaming machine described in any of forms 1-1 to 1-40, which performs variable display of special identification information based on the establishment of a start condition (for example, winning of a game ball into the start winning port), and is a gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, jackpot gaming state, etc.) advantageous to the player, state control means (for example, the part where the CPU 103 can be controlled to a normal state, a time-saving state A in which time-saving control for improving the variation efficiency of a special symbol (especially the second special symbol) is executed, a certain variable state, and a time-saving state B) that can be controlled to a non-special state and a special state in which the start condition is more likely to be established than the non-special state, determination means (for example, the part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the special symbol normal process) that can determine to control to the advantageous state, Decoration variable display means for performing variable display of decoration identification information corresponding to variable display of special identification information (for example, the part where the production control CPU 120 executes variable display of decorative patterns as a plurality of types of decoration identification information in synchronization with the first special symbol and the second special symbol), and Production execution means capable of executing a production including a fanning production that prompts whether or not to specify the mode of variable display of decoration identification information as a specific mode (for example, the part where the production control CPU 120 can execute "character preview" and "reach preview"), and Comprising [[ID=⑤]] The special state includes a first special state (for example, the short-time state A) controlled when the advantageous state controlled from the non-special state (for example, the normal state) ends, and a second special state (for example, the short-time state B) controlled on the condition that variable display has been executed a predetermined number of times (for example, 900 times), The execution ratio of the fanning production per variable display in the second special state is lower than the execution ratio of the fanning production per variable display in the first special state (for example, the execution ratio of "character preview" per variable display in the "short-time state B" (for example, jackpot 10%, loss 5%) is lower than the execution ratio of "character preview" per variable display in the "short-time state A" (for example, jackpot 80%, loss 20%), and is also lower than the execution ratio of "character preview" per variable display in the "probability variable state" (for example, jackpot 80%, loss 30%). Also, the execution ratio of "reach preview" per variable display in the "short-time state B" (for example, 20%) is lower than the execution ratio of "reach preview" per variable display in the "short-time state A" (for example, 40%), and is also lower than the execution ratio of "reach preview" per variable display in the "probability variable state" (for example, 50%). Refer to Fig. 11-50), It is characterized by the above. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that the period not controlled to the advantageous state continues for a long time, the number of times of prompting whether to display a specific display decreases, so a suitable second special state can be provided.

[0076] (SG2020-090) The gaming machine of form 2-26 is a gaming machine described in any of forms 2-1 to 2-25, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), An effect execution means capable of executing an effect that includes an effect that encourages the user to decide whether or not to set the variable display mode of decorative identification information to a specific mode (for example, the part in which the effect control CPU 120 can execute "character announcement" or "reach announcement"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The execution ratio of the excitement effect per variable display in the second special state is lower than the execution ratio of the excitement effect per variable display in the first special state and lower than the execution ratio of the excitement effect per variable display in the third special state (for example, the execution ratio of the "character preview" per variable display in the "time shortening state B" (for example, jackpot 10%, loss 5%) is lower than the execution ratio of the "character preview" per variable display in the "time shortening state A" (for example, jackpot 80%, loss 20%), and lower than the execution ratio of the "character preview" per variable display in the "certain probability state" (for example, jackpot 80%, loss 30%). Also, the execution ratio of the "reach preview" per variable display in the "time shortening state B" (for example, 20%) is lower than the execution ratio of the "reach preview" per variable display in the "time shortening state A" (for example, 40%), and lower than the execution ratio of the "reach preview" per variable display in the "certain probability state" (for example, 50%). See Fig. 11-50), It is characterized by this. According to this feature, in the second special state controlled through a predetermined number of variable displays, considering that the period not controlled to the advantageous state continues for a long time, the number of times the display of the specific display is excited decreases, so a suitable second special state can be provided.

[0077] (SG2020-091) The gaming machine of form 1-42 is a gaming machine described in any of forms 1-1 to 1-41, It is a gaming machine (for example, pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (for example, winning of a game ball in the start winning opening) and can be controlled to an advantageous state (for example, jackpot gaming state, etc.) advantageous to the player, State control means (for example, the part where the CPU 103 can be controlled to the normal state, the time shortening state A where the time shortening control for improving the variation efficiency of the special symbol (especially the second special symbol) is executed, the certain probability state, and the time shortening state B) that can be controlled to a non-special state and a special state where the start condition is more likely to be established than the non-special state, A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), A movable body (for example, movable body 32), An effect execution means capable of executing an effect including a movable body effect that operates the movable body and a specific effect that notifies that the system is controlled to the advantageous state (for example, the part in which the effect control CPU 120 can execute "movable body notification" and "movable body effect"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The aforementioned performance execution means can perform the movable body performance and the specific performance as performance execution patterns for the movable body performance and the specific performance that can be performed in the variable display of 1, and the following are included: a first performance execution pattern (e.g., "Pattern A-2, A-3") in which the movable body performance is performed before the performance period of the specific performance and also during the performance period of the specific performance, and a second performance execution pattern (e.g., "Pattern A-1") in which the movable body performance is not performed before the performance period of the specific performance, but is performed during the performance period of the specific performance. The proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the second special state is higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state (for example, the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Shortened Time State B" (for example, 90%) is higher than the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Shortened Time State A" (for example, 10%), and also higher than the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Probability Change State" (for example, 20%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control the game to an advantageous state, taking into account that a long period of time has passed during which the game has not been controlled to an advantageous state, the movable parts are less likely to be operated unnecessarily even before a specific performance, thus providing a suitable second special state.

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

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

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

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

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

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

[0084] (SG2020-092) The gaming machine of form 2-27 is a gaming machine described in any of forms 2-1 to 2-15, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), A movable body (for example, movable body 32), An effect execution means capable of executing an effect including a movable body effect that operates the movable body and a specific effect that notifies that the system is controlled to the advantageous state (for example, the part in which the effect control CPU 120 can execute "movable body notification" and "movable body effect"), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned performance execution means can perform the movable body performance and the specific performance as performance execution patterns for the movable body performance and the specific performance that can be performed in the variable display of 1, and the following are included: a first performance execution pattern (e.g., "Pattern A-2, A-3") in which the movable body performance is performed before the performance period of the specific performance and also during the performance period of the specific performance, and a second performance execution pattern (e.g., "Pattern A-1") in which the movable body performance is not performed before the performance period of the specific performance, but is performed during the performance period of the specific performance. The proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the second special state is higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the first special state, and also higher than the proportion in which the second performance execution pattern is executed when the decision means determines to control the game to the advantageous state in the third special state (for example, the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Time-Saving State B" (for example, 90%) is higher than the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Time-Saving State A" (for example, 10%), and also higher than the proportion in which "Pattern A-1" is executed when the variable display result is a miss in "Probability Change State" (for example, 20%). See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control the game to an advantageous state, taking into account that a long period of time has passed during which the game has not been controlled to an advantageous state, the movable parts are less likely to be operated unnecessarily even before a specific performance, thus providing a suitable second special state.

[0085] (SG2020-093) The gaming machine of form 1-49 is a gaming machine described in any of forms 1-1 to 1-48, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), An effect execution means capable of executing an effect (for example, the part in which the effect control CPU 120 can execute the "movable body effect" and the "post-effect"), which includes a specific effect that notifies that the variable display is controlled to the advantageous state when it has been determined by the determination means to be controlled to the advantageous state, and a post-effect that is executed after the specific effect and notifies game value information (for example, the planned number of balls to be dispensed) that can identify the magnitude of the game value to be granted in the advantageous state, Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. When the variable display is determined by the determination means to be controlled to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2), and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds), and less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 11-50). The presentation method of the aforementioned post-event performance is the same whether the post-event performance is performed in the first special state or in the second special state (for example, the presentation method of the "post-event performance" that notifies the number of balls to be awarded in the jackpot game state, which is notified in the SP reach performance that the game state will be controlled to a jackpot game state, is the same as the "Shortened Time State B", "Probability Change State", and "Shortened Time State A" as shown in Figure 11-60. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to a favorable state, the variable displays that are decided to be controlled to a favorable state have fewer types of variable display patterns and a shorter average duration of variable display periods, which increases the rate at which the variable displays are consumed. Furthermore, after it is announced that the player will be controlled to a favorable state, the game can be enhanced with the same effects as the first special state, thus providing a suitable second special state.

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

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

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

[0089] (SG2020-094) The gaming machine of form 2-28 is a gaming machine described in any of forms 2-1 to 2-27, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), An effect execution means capable of executing an effect (for example, the part in which the effect control CPU 120 can execute the "movable body effect" and the "post-effect"), which includes a specific effect that notifies that the variable display is controlled to the advantageous state when it has been determined by the determination means to be controlled to the advantageous state, and a post-effect that is executed after the specific effect and notifies game value information (for example, the planned number of balls to be dispensed) that can identify the magnitude of the game value to be granted in the advantageous state, Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. When the variable display is determined by the determination means to be controlled to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2) and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state, and also shorter than the average duration of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds), and also less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 11-50). The presentation method of the aforementioned post-event performance is common to the cases in which the post-event performance is performed in the first special state, the second special state, and the third special state (for example, the presentation method of the "post-event performance" that notifies the number of balls to be awarded in the jackpot game state, which is notified by the SP reach performance that the game state will be controlled to a jackpot game state, is common to "Shortened Time State B", "Probability Change State", and "Shortened Time State A", as shown in Figure 11-60. See Figure 11-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the player is not controlled to an advantageous state, the variable displays that are decided to be controlled to an advantageous state have fewer types of variable display patterns and a shorter average duration of variable display periods, thereby increasing the rate at which the variable displays are consumed. Furthermore, after it is announced that the player will be controlled to an advantageous state, the game can be enhanced with the same effects used in both the first and third special states, thus providing a suitable second special state.

[0090] (SG2020-095) The gaming machine of form 1-53 is a gaming machine described in any of forms 1-1 to 1-52, A game machine (e.g., a pachinko game machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) by performing variable display of first identification information (e.g., first special symbol) based on the fulfillment of a first starting condition (e.g., a game ball entering the first starting prize slot), and by performing variable display of second identification information (e.g., second special symbol) based on the fulfillment of a second starting condition (e.g., a game ball entering the second starting prize slot), State control means capable of controlling between a non-special state and a special state in which the second starting condition is more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A first reserved storage means capable of storing information regarding the variable display of the first identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A second reserved storage means capable of storing information regarding the variable display of the second identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The variable display pattern determination means is In the first special state, if no hold memory is stored in the second hold memory means and the determination means does not decide to control to the advantageous state, a predetermined variable display pattern (e.g., "not reach") for a predetermined variable display period can be determined for which the hold memory can be stored in the second hold memory means. In the second special state, if no hold memory is stored in the second hold memory means, and the determination means does not decide to control it to the advantageous state, a special variable display pattern with a special variable display time shorter than the predetermined variable display period can be determined (for example, when the number of hold memories is 0 in the probability variation state or time-saving state A, the CPU 103 can determine a losing variation pattern with a long variable display time to gain time to store hold memories in the second hold memory (for example, a non-reach A with a variation time of 7 seconds, or an SP reach variation with a variation time of 25 or 40 seconds), while when the number of hold memories is 0 in time-saving state B, the CPU 103 can determine a shortened non-reach variation pattern with a shorter variable display time than a losing variation pattern with a long variable display time (for example, a non-reach A with a variation time of 7 seconds, or an SP reach variation with a variation time of 25 or 40 seconds) (for example, an ultra-shortened non-reach with a variation time of 1.5 seconds, or a shortened non-reach A with a variation time of 3 seconds). See Figure 11-69. It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, even if no hold memory is stored, a predetermined variable display pattern with a long variable display period is determined, taking into account that a long period of time has passed during which the state has not been controlled to an advantageous state. This prevents a decrease in the rate of consumption of the variable displays, thus providing a suitable second special state.

[0091] (SG2020-096) The gaming machine of form 2-29 is a gaming machine described in any of forms 2-1 to 2-28, A game machine (e.g., a pachinko game machine 1) that can control the game to a favorable state for the player (e.g., a jackpot game state) by performing variable display of first identification information (e.g., first special symbol) based on the fulfillment of a first starting condition (e.g., a game ball entering the first starting prize slot), and by performing variable display of second identification information (e.g., second special symbol) based on the fulfillment of a second starting condition (e.g., a game ball entering the second starting prize slot), State control means capable of controlling between a non-special state and a special state in which the second starting condition is more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A first reserved storage means capable of storing information regarding the variable display of the first identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A second reserved storage means capable of storing information regarding the variable display of the second identification information as reserved storage (for example, the part in which the CPU 103 executes the start prize determination process in step S101 of the special symbol process processing), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The variable display pattern determination means is In the first special state or the third special state, if no hold memory is stored in the second hold memory means and the determination means does not decide to control to the advantageous state, a predetermined variable display pattern (e.g., "not reach") for a predetermined variable display period can be determined for which the hold memory can be stored in the second hold memory means. In the second special state, if no hold memory is stored in the second hold memory means, and the determination means does not decide to control it to the advantageous state, a special variable display pattern with a special variable display time shorter than the predetermined variable display period can be determined (for example, when the number of hold memories is 0 in the probability variation state or time-saving state A, the CPU 103 can determine a losing variation pattern with a long variable display time to gain time to store hold memories in the second hold memory (for example, a non-reach A with a variation time of 7 seconds, or an SP reach variation with a variation time of 25 or 40 seconds), while when the number of hold memories is 0 in time-saving state B, the CPU 103 can determine a shortened non-reach variation pattern with a shorter variable display time than a losing variation pattern with a long variable display time (for example, a non-reach A with a variation time of 7 seconds, or an SP reach variation with a variation time of 25 or 40 seconds) (for example, an ultra-shortened non-reach with a variation time of 1.5 seconds, or a shortened non-reach A with a variation time of 3 seconds). See Figure 11-69. It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, even if no hold memory is stored, a predetermined variable display pattern with a long variable display period is determined, taking into account that a long period of time has passed during which the state has not been controlled to an advantageous state. This prevents a decrease in the rate of consumption of the variable displays, thus providing a suitable second special state.

[0092] (SG2020-097) The gaming machine of form 1-54 is a gaming machine described in any of forms 1-1 to 1-53, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), When the control of the aforementioned special state is initiated, the performance execution means (for example, the part in which the performance control CPU 120 can execute the "entry performance") includes a special state start performance that notifies the start of the control of the special state by displaying a special state start indicator, Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The aforementioned performance execution means is When the control of the first special state is initiated, the special state start indicator is displayed in the special state start animation. When control of the second special state is initiated, the special state initiation animation displays the special state initiation indicator, and also displays special indicators that are not displayed when control of the first special state is initiated (for example, when control of time-saving state A is initiated, the time-saving entry animation A displays the entry image 069SG470, and when control of the probability variation state is initiated, the probability variation entry animation displays the entry image 069SG472, which consists of the entry image 069SG470 and the probability variation image 069SG471, while when control of time-saving state B is initiated, the time-saving entry animation B displays the entry image 069SG470 which is the same as the entry image 069SG470 displayed when entering time-saving state A and the probability variation state, and also displays the playtime images 069SG473A and 069SG473B as special indicators that are not displayed when control of the probability variation state or time-saving state A is initiated. See Figures 11-50, 11-63, and 11-64). It is characterized by the following. According to this feature, in the second special state, which is controlled after a predetermined number of variable displays, considering that there is a long period during which the system is not controlled to an advantageous state, the special state start animation displays not only the same special state start display as when the control of the first special state begins, but also a special display that is not displayed when the control of the first special state begins, thereby making the start of the second special state more exciting.

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

[0094] (SG2020-098) The gaming machine of form 2-30 is a gaming machine described in any of forms 2-1 to 2-29, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), When the control of the aforementioned special state is initiated, the performance execution means (for example, the part in which the performance control CPU 120 can execute the "entry performance") includes a special state start performance that notifies the start of the control of the special state by displaying a special state start indicator, Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The aforementioned performance execution means is When the control of the third special state is initiated, the special state start indicator is displayed in the special state start animation. When control of the second special state is initiated, the special state start indicator is displayed in the special state start animation, and special indicators that are not displayed when control of the third special state is initiated are displayed (for example, when control of time-saving state A is initiated, the entry image 069SG470 is displayed in time-saving state entry animation A, and when control of the probability variation state is initiated, the entry image 069SG472 consisting of entry image 069SG470 and probability variation image 069SG471 is displayed in probability variation state entry animation, while when control of time-saving state B is initiated, the entry image 069SG470 common to the entry image 069SG470 displayed when entering time-saving state A and probability variation state is displayed in time-saving state entry animation B, and playtime images 069SG473A and 069SG473B as special indicators that are not displayed when control of probability variation state or time-saving state A is initiated are displayed. See Figures 11-50, 11-63, and 11-64). It is characterized by the following. According to this feature, in the second special state, which is controlled after a predetermined number of variable displays, considering that there is a long period during which the player is not controlled to an advantageous state, the special state start animation displays not only the special state start display which is the same as when the control of the third special state starts, but also a special display which is not displayed when the control of the third special state starts, thereby making the start of the second special state more exciting.

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

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

[0097] (Feature section 099SG form) (SG2020-099) The gaming machine of form 1 of feature section 099SG is, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the second special state by the first count is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the first special state by the first count (for example, as shown in Figure 12-30, the period value ψ obtained by multiplying the period value β, which is the average variation time of 1 in time-saving state B, by 110 is smaller than the period value χ obtained by multiplying the period value α, which is the average variation time of 1 in time-saving state A, by 110). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0098] (SG2020-100) Gaming machine of type 2, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the second special state by the first count is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the first special state by the first count, and is also smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the third special state by the first count (for example, as shown in Figure 12-30, the period value ψ obtained by multiplying the period value β, which is the average variation time of a variation of 1 in time-saving state B, by 110 is smaller than the period value χ obtained by multiplying the period value α, which is the average variation time of a variation of 1 in time-saving state A, by 110, and the portion of the period value ψ that is smaller than the period value ω obtained by multiplying the period value γ, which is the average variation time of a variation of 1 in probability-changing state, by 110). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0099] (SG2020-101) Gaming machine of type 3, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the second special state by the second count is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the first special state by the second count (for example, as shown in Figure 12-30, the period value ψ' obtained by multiplying the period value β, which is the average variation time of a variation of 1 in time-saving state B, by 1100 is smaller than the period value χ' obtained by multiplying the period value α, which is the average variation time of a variation of 1 in time-saving state A, by 1100). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0100] (SG2020-102) Gaming machine of type 4, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the second special state by the second count is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the first special state by the second count, and is also smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state and is performed in the third special state by the second count (for example, as shown in Figure 12-30, the period value ψ' obtained by multiplying the period value β, which is the average variation time of a variation of 1 in time-saving state B, by 1100 is smaller than the period value χ' obtained by multiplying the period value α, which is the average variation time of a variation of 1 in time-saving state A, by 1100, and the portion of the period value ψ' that is smaller than the period value ω' obtained by multiplying the period value γ, which is the average variation time of a variation of 1 in probability-changing state, by 1100). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0101] (SG2020-103) Gaming machine of type 5, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The system further includes a holding memory means (for example, a first special feature holding memory unit 099SG151A or a second special feature holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 0 by the first count is smaller than the period val...

Claims

[Claim 1] A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A state control means capable of controlling between a non-special state and a special state that is more advantageous to the player than the non-special state, A reserved storage means capable of storing information related to variable display as reserved storage, A determination means capable of determining to control the state to the aforementioned advantageous state, Multiple light-emitting means, A light emission control means for controlling the light emission means, Equipped with, The light emission control means controls the light emission means using a luminance data table composed of luminance data, It is possible to perform a notification effect that indicates whether or not the system is controlled to the aforementioned advantageous state. The notification sequence, which is performed when it is determined that the game will be controlled to the advantageous state, consists of an introductory part until it is announced whether or not the game will be controlled to the advantageous state, and a first epilogue part in which it is announced that the game will be controlled to the advantageous state. The notification sequence, which is performed when it is determined that the game will not be controlled to the advantageous state, consists of an introductory part until it is announced whether or not the game will be controlled to the advantageous state, and a second epilogue part in which it is announced that the game will not be controlled to the advantageous state. The aforementioned light emission control means is In both the introductory part of the notification performance executed when it is determined that the system will be controlled to the advantageous state, and the introductory part of the notification performance executed when it is determined that the system will not be controlled to the advantageous state, the light-emitting means is controlled using a luminance data table corresponding to a common introductory part. In the first epilogue part of the notification performance, which is executed when it is determined that the system will be controlled to the advantageous state, the light-emitting means is controlled using the luminance data table corresponding to the first epilogue part. In the second epilogue part of the notification performance, which is executed when it is determined that the aforementioned advantageous state will not be controlled, the light-emitting means is controlled using the luminance data table corresponding to the second epilogue part. When an error occurs, the light-emitting means is controlled using an error brightness data table. If the error occurs while the light-emitting means is being controlled using the luminance data table corresponding to the first epilogue part, the light-emitting means is controlled using the error luminance data table, and the time data set in the luminance data table corresponding to the first epilogue part is updated. In the luminance data table corresponding to the first epilogue part, the average time between the use of a luminance data point of 1 and the switch to the next luminance data point is set to be shorter than the average time between the use of a luminance data point of 1 and the switch to the next luminance data point in the luminance data table corresponding to the second epilogue part. The luminance data used first in the luminance data table corresponding to the second epilogue part and the luminance data used last in the luminance data table corresponding to the common introductory part are different luminance data. In the introductory part, there is a specific scene where the sound of the character's dialogue and the sound of their actions are output. In certain scenes, the sound of a character's dialogue is output at a higher volume than the sound of their actions. In the first epilogue part, it is possible to display a first subtitle corresponding to the first line of dialogue and a second subtitle corresponding to the second line of dialogue output after the first line of dialogue. In the introductory part, it is possible to display a third subtitle corresponding to the third line of dialogue and a fourth subtitle corresponding to the fourth line of dialogue output after the third line of dialogue. The interval between the display of the first subtitle and the display of the second subtitle is longer than the interval between the display of the third subtitle and the display of the fourth subtitle. The aforementioned special state includes a first special state and a second special state, The reserved memory stored in the reserved memory means can be used to perform a pre-announcement effect that suggests it will be controlled to the advantageous state, The proportion of pending memories for which the pre-announcement effect is executed that are not determined to be controlled to the advantageous state by the determination means differs between the first special state and the second special state. A gaming machine characterized by the following features.