Gaming machine

JP7936670B2Active Publication Date: 2026-10-16SANKYO CO LTD
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Patent Information

Application Number
JP2021147716
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-10
Publication Date
2026-10-16
Estimated Expiration
2041-09-10

AI Technical Summary

Benefits of technology

音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。

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Abstract

To provide a game machine with enhanced marketability.SOLUTION: A game machine includes game control means and the like, and can control a game state to a special state in which a start condition is likely to be satisfied. When switching background images, background fade-out display of a first background image is executed, and background fade-in display of a second background image is executed. Identification information fade-out display is executed at the start of variable display, and identification information fade-in display is executed at the end of variable display. The period of the background fade-out display is longer than the period of the identification information fade-out display. The special state includes a first special state that is controlled when an advantageous state is completed and a second special state that is controlled on the condition that variable display is executed a predetermined number of times. The number of variable display patterns in the second special state of variable display not controlled to be in the advantageous state is less than the number of the first special state, and the average period of a variable display period of the variable display pattern in the second special state of variable display not controlled to be in the advantageous state is shorter than the average period of the first special state.SELECTED DRAWING: Figure 11-50
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Description

Technical Field

[0001] The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state favorable to a player.

Background Art

[0002] In pachinko gaming machines and the like as gaming machines, for example, after a normal jackpot occurs, the machine is controlled to a normal game state, the probability of determining to win a jackpot is set to about 1 / 300, and when no jackpot occurs even after the number of executed special symbol games reaches 1000 times, the game state is controlled to a ceiling variable probability state, and the probability of determining to win a jackpot is increased to about 1 / 100. It is also disclosed that when no jackpot occurs in 1000 games in the normal game state, a time-saving state may be generated instead of the ceiling variable probability state (see, for example, Patent Document 1). Further, some pachinko gaming machines perform variable display of a plurality of types of decorative identification information (decorative symbols) in correspondence with variable display of specific identification information (special symbols) (see, for example, Patent Document 2).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of Invention

Problem to be Solved by the Invention

[0004] Gaming machines having the functions and configurations of Patent Document 1 and Patent Document 2 still have room for improvement in marketability.

[0005] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a gaming machine with enhanced marketability.

Means for Solving the Problem

[0006] (A) When a variable display of specific identification information is performed and a specific display result is derived as a result of the variable display of said specific identification information, it is advantageous for the player. and any one of several advantageous states with different degrees of advantage A gaming machine that can be controlled to be in a favorable state, Game control means, Movable body and, A light-emitting body, A means of operation that can be operated by the player, Sound output means, An effect execution means capable of executing a specific effect that can notify that the system is controlled to the advantageous state, an operation effect that prompts operation on the operation means in the specific effect, a movable body effect that moves the movable body, and a post-effect effect that is executed after the movable body effect, Equipped with 、 before The game control means performs a variable display of the specific identification information, The aforementioned performance execution means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information. It is possible to switch between and display multiple types of background images, including a first background image and a second background image. When switching the background image from the first background image to the second background image, a background fade-out display is performed in which the transparency of the first background image is gradually increased and then erased. At the same time, while the background fade-out display of the first background image is being performed, a background fade-in display is performed in which the transparency of the second background image is gradually decreased. As for the aforementioned specific effects, it is possible to execute a first specific effect that displays a specific character, a second specific effect that displays a special character, and a third specific effect that does not display either the specific character or the special character. As a post-event performance, a first post-event performance can be performed in which the specific character is displayed after the movable body performance is performed in the first specific performance. As a post-event effect, a second post-event effect can be performed in which the special character is displayed after the movable body effect is performed in the second specific effect. As a post-event performance, after the movable body performance is performed in the third specific performance, a third post-event performance can be performed in a performance mode related to the third specific performance, in which neither the specific character nor the special character is displayed. As the aforementioned operation performance, a first operation performance that executes the aforementioned operation performance can be performed in the first specific performance, As the aforementioned operation performance, a second operation performance can be executed in the second specific performance, It is possible to make the light-emitting element light up in the aforementioned post-event effect, the aforementioned operation effect, and the aforementioned movable body effect. In the aforementioned post-event effects, the aforementioned operation effects, and the aforementioned movable body effects, the sound output means can output the effect sounds. 、 The aforementioned first post-event performance can be performed in two cases: when controlled to a first advantageous state, and when controlled to a first special advantageous state which has a higher degree of advantage than the first advantageous state. The second post-event performance can be executed in two cases: when controlled to a second advantageous state, and when controlled to a second special advantageous state which has a higher degree of advantage than the second advantageous state. The aforementioned third post-event performance can be performed in two cases: when controlled to a third advantageous state, and when controlled to a third special advantageous state which has a higher degree of advantage than the third advantageous state. The aforementioned first post-event production Controlled to the first specially advantageous state When executing in the case of the second post-event performance Controlled to the second specially advantageous state It is possible to make the light-emitting element emit light using a specific light emission pattern common to when it is executed in a particular case. The third post-event production Controlled to the third specially advantageous state When performed in such a case, it is possible to make the light-emitting body emit light using a light-emitting pattern different from the specified light-emitting pattern. In the first operation and performance, it is possible to make the light-emitting element emit light using a light-emitting pattern common to that of the second operation and performance. The most advantageous state among the above multiple advantageous states The proportion controlled by the first specific performance, the second specific performance, and the third specific performance are performed, It is characterized by the following:

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

[0008] [Figure 1] This is a front view of the pachinko gaming machine in the present embodiment. [Figure 2] This is a rear perspective view of the pachinko gaming machine in the present 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 a game control main process. [Figure 5] This is a flowchart showing an example of a game control timer interrupt process. [Figure 6] This is a flowchart showing an example of a special symbol process. [Figure 7] This is an explanatory diagram showing a display result determination table. [Figure 8] This is a diagram showing the numerical range of jackpots and the numerical range of misses with time reduction in the variable display of the first special symbol in the normal state or the time reduction state. [Figure 9] This is a flowchart showing an example of a performance control main process. [Figure 10] This is a flowchart showing an example of a performance control process. [Figure 11-1] This is a front view showing the pachinko gaming machine in the characteristic portion 069SG. [Figure 11-2] This is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine in the characteristic portion 069SG. [Figure 11-3] (A) is an explanatory diagram showing each random number, (B) is an explanatory diagram showing a display result determination table, (C1) and (C2) are explanatory diagrams showing a jackpot type determination table, and (D) is an explanatory diagram showing the contents of various jackpots. [Figure 11-4] This is an explanatory diagram showing a time reduction count determination table for each transition trigger. [Figure 11-5] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 11-6] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 11-7]This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 11-8] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 11-9] This diagram illustrates the effects control commands. [Figure 11-10] This flowchart shows an example of the main game control process. [Figure 11-11] This flowchart shows an example of the normal processing of special symbols. [Figure 11-12] This flowchart shows an example of the normal processing of special symbols. [Figure 11-13] This is a flowchart showing an example of the special symbol stopping process. [Figure 11-14] This is a flowchart showing an example of the special symbol stopping process. [Figure 11-15] This is a state transition diagram used to explain state transitions. [Figure 11-16] This is an explanatory diagram for explaining the "Playtime" (relief time reduction) feature. [Figure 11-17] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 11-18] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 11-19] (A) is an explanatory diagram showing specific examples of presentation methods related to Battle Rush, and (B) is an explanatory diagram showing specific examples of presentation methods related to Playtime. [Figure 11-20] This is an explanatory diagram showing specific examples of presentation methods related to Extreme Battle Rush. [Figure 11-21] This is an explanatory diagram illustrating specific examples of presentation methods related to variable display count and special display count. [Figure 11-22] This is a time chart showing the timing of the animations that occur when the relief time reduction is reached after the RAM is cleared. [Figure 11-23] This is an explanatory diagram illustrating specific examples of the presentation patterns when a relief time reduction is reached after a RAM clear. [Figure 11-24](A) is a time chart showing the timing of the execution of the special effects when the relief time-saving mode is reached after 900 variable displays following a big win, and (B) is a time chart showing a modified version of the time-saving mode entry effect B. [Figure 11-25] This is an explanatory diagram illustrating a specific example of the presentation patterns when a relief time-saving feature is reached after a big win, with a variable display of 900 spins. [Figure 11-26] This is an explanatory diagram showing an example of the animation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 11-27] This is an explanatory diagram showing an example of the animation sequence when the number of reserved memories is 1 or more when the relief time reduction is reached. [Figure 11-28] This is an explanatory diagram illustrating specific examples of presentation methods for the customer waiting screen. [Figure 11-29] This figure shows an example of a performance operation related to the transition to the customer waiting screen, as a modified example of feature section 069SG. [Figure 11-30] This figure shows a modified example of a performance operation example related to the transition to the customer waiting screen, as a modified example of feature section 069SG 1. [Figure 11-31] This flowchart shows a modified example of feature section 069SG, specifically the timer interrupt processing for game control. [Figure 11-32] This flowchart shows the special symbol stopping process as a modified example of feature section 069SG 2. [Figure 11-33] This flowchart shows the special symbol stopping process as a modified example of feature section 069SG 2. [Figure 11-34] This flowchart shows the display process as a modified example of feature section 069SG. [Figure 11-35] This figure shows a modified example 3 of feature section 069SG. [Figure 11-36] This is a diagram to explain the content of various performances. [Figure 11-37] This diagram shows an example of the visual effects used in countdown announcements. [Figure 11-38] Similarly, this is a diagram showing an example of the animation and actions used in the countdown announcement. [Figure 11-39] This diagram shows an example of the animation and action for the pending change notification. [Figure 11-40] This is a diagram showing an example of the performance operation of a symbol chance notification. [Figure 11-41] This is a diagram showing an example of the performance operation of an effect display notification. [Figure 11-42] (A) to (D) are diagrams showing a pre-read notification type determination table. [Figure 11-43] (A) to (F) are diagrams showing a pre-read notification performance pattern determination table. [Figure 11-44] This is a flowchart showing an example of variable display start setting processing. [Figure 11-45] This is a flowchart showing an example of in-variable-display performance processing. [Figure 11-46] (A) is a ready-to-win notification execution determination table, and (B) to (E) are diagrams showing a button notification performance pattern determination table. [Figure 11-47] (A) to (D) are diagrams showing a character notification pattern determination table. [Figure 11-48] (A) to (D) are diagrams showing a movable body operation pattern determination table. [Figure 11-49] (A) to (D) are diagrams showing a movable body notification pattern determination table. [Figure 11-50] (A) to (C) are diagrams for explaining various operation examples for each game state. [Figure 11-51] (A) is a timing chart showing the variable display mode of symbols in the non-winning shortened non-ready-to-win variation pattern of the probability-varying state and time-saving state A, and (B) is a timing chart showing the variable display mode of symbols in the non-winning shortened non-ready-to-win variation pattern of time-saving state B. [Figure 11-52] This is a performance operation example of the shortened non-ready-to-win non-winning variation pattern in the probability-varying state and time-saving state A. [Figure 11-53] This is a performance operation example of the shortened non-ready-to-win non-winning variation pattern in the probability-varying state and time-saving state A. [Figure 11-54] This is a performance operation example of the shortened non-ready-to-win non-winning variation pattern in time-saving state B. [Figure 11-55] This is a performance operation example of SP ready-to-win E and SP ready-to-win D. [Figure 11-56]This diagram compares examples of animation patterns for non-reach misses. [Figure 11-57] This diagram compares examples of animation patterns for non-reach misses. [Figure 11-58] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-59] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-60] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 11-61] (A) to (C) are timing charts showing examples of control operations in SP Reach E, C, and D. [Figure 11-62] This diagram compares a super reach with a non-reach miss. [Figure 11-63] (A) to (C) are diagrams showing examples of the introductory sequence for entering the bonus round, and (D) is a diagram showing examples of the sequence for entering the bonus round A. [Figure 11-64] (A1) to (A4) are diagrams showing examples of the animations for entering a bonus round, and (B1) to (B4) are diagrams showing examples of the animations for entering a time-saving mode B. [Figure 11-65] This is an explanatory diagram showing a specific example of the variation pattern determination table as Embodiment 2 in feature section 069SG. [Figure 11-66] This figure shows a part of the variable display start setting process as Embodiment 2 in feature section 069SG. [Figure 11-67] This figure shows the variable display effect pattern determination table. [Figure 11-68] This is an example of the animation and actions for SP Reach D. [Figure 11-69] This diagram illustrates the characteristics of different game states. [Figure 12-1] In feature section 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing the jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 12-2](A) and (B) are explanatory diagrams showing the normal symbol win determination table, (C) is an explanatory diagram of the variable display time of the normal symbols, and (D) is an explanatory diagram of the opening time of the second starting prize slot when a normal symbol win occurs. [Figure 12-3] This is an explanatory diagram of the variation patterns corresponding to the variable display results. [Figure 12-4] This is an explanatory diagram of the data storage area for game control. [Figure 12-5] This is an explanatory diagram of the fluctuation pattern determination table under normal conditions. [Figure 12-6] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 12-7] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 12-8] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 12-9] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 12-10] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 12-11] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 12-12] This is a diagram illustrating the probability of winning a prize at the starting prize slot and the interval between winning prizes. [Figure 12-13] This is an explanatory diagram of the period values ​​α, β, and γ. [Figure 12-14] This is an explanatory diagram of the period values ​​α', β', and γ'. [Figure 12-15] This is an explanatory diagram of the period values ​​δ, ε, and ζ. [Figure 12-16] This is an explanatory diagram of the period values ​​δ', ε', and ζ'. [Figure 12-17] This is an explanatory diagram of the period values ​​η, θ, and ι. [Figure 12-18] This is an explanatory diagram of the period values ​​η', θ', and ι'. [Figure 12-19] This is an explanatory diagram of the period values ​​κ, λ, and μ. [Figure 12-20] This is an explanatory diagram of the period values ​​κ', λ', and μ'. [Figure 12-21]This is an explanatory diagram of the period values ​​ν, ξ, and π. [Figure 12-22] This is an explanatory diagram of the period values ​​ν', ξ', and π'. [Figure 12-23] This is a diagram explaining the values ​​for each period. [Figure 12-24] (A) is an explanatory diagram of the actual shooting values ​​for 10 hours of pachinko gaming machines, and (B) is an explanatory diagram of the design values ​​for pachinko gaming machines. [Figure 12-25] This is an explanatory diagram for calculating the average change time under normal conditions. [Figure 12-26] This is an explanatory diagram for calculating the average fluctuation time in time-saving state A. [Figure 12-27] This is an explanatory diagram for calculating the average fluctuation time in time-saving state B. [Figure 12-28] This is an explanatory diagram for calculating the average fluctuation time during a bonus round. [Figure 12-29] This diagram illustrates the average variation time when the second special symbol is affected by the time-saving state A, time-saving state B, and probability variation state. [Figure 12-30] This diagram illustrates the average variation time when the second special symbol displays variations 110 times in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-31] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-32] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state. [Figure 12-33](A) is an explanatory diagram of the average variation time when 110 variations in display are executed in a state where the number of reserved memories of the second special figure is 1 in the time-saving state A, the time-saving state B, and the variable probability state, and (B) is an explanatory diagram of the average variation time when 1100 variations in display are executed in a state where the number of reserved memories of the second special figure is 1 in the time-saving state A, the time-saving state B, and the variable probability state. [Figure 12-34] (A) is an explanatory diagram of the average variation time when 110 variations in display are executed in a state where the number of reserved memories of the second special figure is 0 in the time-saving state A, the time-saving state B, and the variable probability state, and (B) is an explanatory diagram of the average variation time when 1100 variations in display are executed in a state where the number of reserved memories of the second special figure is 0 in the time-saving state A, the time-saving state B, and the variable probability state. [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 variation pattern in the feature unit 018SG. [Figure 13-2] (A) is an explanatory diagram showing a specific example of the variation pattern determination table in the low base state, and (B) is an explanatory diagram showing a specific example of the variation pattern determination table in the high base state. [Figure 13-3] It is a diagram showing the execution periods of various effects in the jackpot variation patterns of super ready-to-win α, β, and γ. [Figure 13-4] It is a diagram showing the execution periods of various effects in the losing variation patterns of super ready-to-win α, β, and γ. [Figure 13-5] (A) is a diagram for explaining the content of various effects, and (B) is a diagram for explaining the character type. [Figure 13-6] (A) is a diagram showing the display mode of the character in the SP ready-to-win effects A to E, (B) is a diagram showing the LED lighting pattern in the SP ready-to-win effects A to E, and (C) is a diagram showing the output pattern of BGM and sound effects in the SP ready-to-win 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]This is a tree diagram showing the flow of SP reach performances A to E. [Figure 13-9] This is a diagram showing an example of performance operations from the start of variable display of SP reach α, β, γ to the development into the SP reach performance. [Figure 13-10] This is a diagram showing an example of performance operations of SP reach performance A. [Figure 13-11] This is a diagram showing an example of performance operations of SP reach performances B and C. [Figure 13-12] This is a diagram showing an example of performance operations of SP reach performances D and E. [Figure 13-13] This is a diagram showing an example of performance operations of the success / failure button performance. [Figure 13-14] This is a diagram showing an example of performance operations of the movable body performance. [Figure 13-15] This is a diagram showing an example of performance operations of the big win notification for SP reach performances A to E. [Figure 13-16] This is a diagram showing an example of performance operations of the loss notification for SP reach performances A to E. [Figure 13-17] This is a diagram showing an example of performance operations of post-performance A. [Figure 13-18] This is a diagram showing an example of performance operations of post-performance B. [Figure 13-19] This is a diagram showing an example of performance operations of post-performance B. [Figure 13-20] (A) is a diagram showing SP reach performance type definition table A, (B) is a diagram showing SP reach performance type definition table B, and (C) is a diagram showing SP reach performance type definition table C. [Figure 13-21] This is a diagram for explaining the data table for lighting the frame LED with the lighting pattern of smooth rainbow light emission. [Figure 13-22] This is a diagram for explaining the data table for lighting the frame LED with the lighting pattern of flash rainbow light emission. [Figure 14] This is a front view showing the gaming machine in Embodiment 1. [Figure 15] This is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine. [Figure 16] This is a diagram exemplifying performance control commands. [Figure 17] This is an explanatory diagram showing each random number. [Figure 18] This is an explanatory diagram showing the display result determination table. [Figure 19] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 20] This is an explanatory diagram of the fluctuation pattern. [Figure 21] This is an explanatory diagram of the variation pattern determination table. [Figure 22] This is an explanatory diagram showing the data storage area for game control. [Figure 23] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 24] This flowchart shows an example of the main game control process. [Figure 25] This flowchart shows an example of timer interrupt processing for game control. [Figure 26] This is a flowchart showing an example of the special pattern processing. [Figure 27] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 28] This flowchart shows an example of the normal processing of special symbols. [Figure 29] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 30] This flowchart shows an example of the performance control process. [Figure 31] This flowchart shows an example of the variable display start setting process. [Figure 32] This is a diagram to explain the decorative patterns and sub-patterns. [Figure 33] (A1)(A2) shows the first performance mode, (B1)(B2) shows the second performance mode, (C1)(C2) shows the third performance mode, and (D1)(D2) shows the fourth performance mode. [Figure 34](A1) and (A2) are diagrams showing the relationship between the variable display area and decorative symbols in the first performance mode, and (B1) and (B2) are diagrams showing the relationship between the variable display area and decorative symbols in the second performance mode. [Figure 35] (C1) and (C2) are diagrams showing the relationship between the variable display area and decorative symbols in the third performance mode, (D1) and (D2) are diagrams showing the relationship between the variable display area and decorative symbols in the fourth performance mode, and (E) is a diagram for explaining the variable display of decorative symbols and small symbols. [Figure 36] (A) is the action to start the variation of the decorative pattern, (B) is the action to stop the variation, and (C) is the loop action. [Figure 37] (A) is a diagram comparing the duration of various actions of decorative patterns and the control of lamp illumination, and (B) is a diagram showing an example of loop illumination control of the lamp. [Figure 38] (A1)~(A4) and (B1)~(B4) are diagrams illustrating examples of how the hold display works. [Figure 39] This diagram shows the variable display flow of decorative symbols in the first performance mode. [Figure 40] This figure shows the flow of variable display of decorative patterns, following Figure 39. [Figure 41] This diagram shows the variable display flow of decorative symbols in the second performance mode. [Figure 42] This figure shows the flow of variable display of decorative patterns, following Figure 41. [Figure 43] This figure shows the details of the variable display flow of the decorative pattern in Figure 41. [Figure 44] This diagram shows the flow of variable display of decorative patterns as an example of modification 1. [Figure 45] This figure shows the flow of variable display of decorative patterns, following Figure 44. [Figure 46] This diagram shows the variable display flow of decorative symbols in the third performance mode. [Figure 47] This is a diagram to explain how the decorative patterns appear. [Figure 48] This diagram shows the variable display flow of decorative symbols in the fourth performance mode. [Figure 49]This diagram shows the sequence of stop displays for decorative symbols in the first performance mode (second performance mode). [Figure 50] This diagram shows the sequence of stop displays for decorative patterns, following Figure 49. [Figure 51] Figures (A) to (G) show the sequence of stop displays for decorative symbols when there are 3 reserved symbols in the first performance mode (second performance mode). [Figure 52] Figures (A) and (B) show the sequence of stop displays for decorative symbols in the fourth performance mode (third performance mode). [Figure 53] (A1) is a diagram showing the first background image, (A2) is a diagram showing the first predetermined background image, and (B) is a diagram explaining the background change. [Figure 54] This diagram shows the background change sequence in the first performance mode. [Figure 55] This is a timing chart showing the flow of each part of the variable display in the first performance mode. [Figure 56] This is a timing chart showing the flow of each part of the variable display in the second performance mode. [Figure 57] This is a timing chart showing the flow of each part of the variable display in the third and fourth performance modes. [Figure 58] (A) is a timing chart showing the state of each part at the start of variable display in the first performance mode, (B) is in the second performance mode, and (C) is in the third and fourth performance modes. [Figure 59] This diagram shows an example of how a demo performance for customers works. [Figure 60] This figure shows an example of what happens when a winning combination is triggered during a customer waiting demo. [Figure 61] This diagram shows the flow of the pseudo-consecutive win notification. [Figure 62] (A) is a diagram showing an example of pseudo-consecutive win count display and symbol color, (B) is a diagram showing the types of pseudo-consecutive win count display and symbol color, and (C) is a diagram showing the pseudo-consecutive win count display color determination table. [Figure 63] This diagram shows the flow of the reach animation. [Figure 64]This is a diagram showing the flow of the reach performance following Figure 63. [Figure 65] This is a diagram showing an operation example of each unit in the reach performance. [Figure 66] This is a diagram showing the flow of the SP reach performance. [Figure 67] This is a diagram showing the flow of the SP reach performance following Figure 66. [Figure 68] This is a diagram showing an operation example of each unit in the SP reach performance. [Figure 69] (A1) to (A7) are diagrams showing Modification 2 of the present invention. [Figure 70] (A) to (D) are diagrams showing Modification 3 of the present invention. [Mode for Carrying Out the Invention]

[0009] The mode for carrying out the gaming machine according to the present invention will be described below based on the drawings.

[0010] (Feature Unit 069SG Mode) The gaming machine of Mode 1-1 (SG2020-069) is A gaming machine (for example, pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (for example, a game ball entering a start winning port) and can be controlled to an advantageous state advantageous to the player (for example, a jackpot gaming state or the like), the gaming machine comprising State control means (for example, a part where CPU 103 can control a normal state, a time-saving state A that executes time-saving control for improving the variation efficiency of special symbols (particularly the second special symbol), a probability-varying state, and a time-saving state B) that can control a non-special state and a special state in which the start condition is more likely to be established than in the non-special state Determination means (for example, a part where 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 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, in consideration of the fact that the period during which control is not performed to the advantageous state has continued for a long time, for variable displays for which control to the advantageous state is not determined, the number of types of variable display patterns is small and the average period of the variable display period is shortened, so that the consumption speed of variable displays is higher than in other states, thereby making it possible to provide a suitable second special state.

[0011] The gaming machine of Embodiment 1-2 is the gaming machine described in Embodiment 1-1, wherein Variable display of a plurality of columns of decorative identification information (for example, decorative symbols displayed in decorative symbol display areas 5L, 5R, and 5C) can be performed, The start order of variable display of the decorative identification information in each column is common between the case where a non-specific display result is displayed without the variable display mode of the decorative identification information becoming a specific mode in a variable display for which control to the advantageous state is not determined by the determination unit in the first special state, and the case where a non-specific display result is displayed without the variable display mode of the decorative identification information becoming a specific mode in a variable display for which control to the advantageous state is not determined by the determination unit in the second special state, The time required for the variable display speed of the decorative identification information in each column that has started variable display to reach the maximum speed differs between the case where a non-specific display result is displayed without the variable display mode of the decorative identification information becoming a specific mode in a variable display for which control to the advantageous state is not determined by the determination unit in the first special state, and the case where a non-specific display result is displayed without the variable display mode of the decorative identification information becoming a specific mode in a variable display for which control to the advantageous state is not determined by the determination unit in the second special state (for example, the start order of variable display of the decorative symbols in the decorative symbol display areas 5L, 5R, and 5C is common between the case of a non-ready-to-win loss variation pattern in the probability variation state and time-saving state A, and the case of a non-ready-to-win loss variation pattern in time-saving state B, but the time required for the decorative symbols in the decorative symbol display areas 5L, 5R, and 5C to reach the maximum speed is shorter in time-saving state B than in the probability variation state and time-saving state A (tb1 to tb2 < ta1 to ta3). See FIG. 11-51), It is characterized by the following. This feature allows for a different impression to be created for each state, enhancing interest, as the variable display start order of the decorative identification information for each column is the same in the first special state and the second special state, but the time it takes to reach the maximum speed differs.

[0012] A gaming machine of form 1-3 is a gaming machine described in form 1-1 or form 1-2, 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 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 differs depending on whether the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the first special state where the determination means does not decide to control the variable display to the advantageous state, or whether the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the second special state where the determination means does not decide to control the variable display to the advantageous state (for example, the number of times the symbol stop sound is output in the variable display of 1 is 3 times in the non-reach miss variation pattern in the probability variation state and time reduction state A because the left, middle, and right symbols stop at different timings, and 1 time in the non-reach miss variation pattern in time reduction state B because the left, middle, and right symbols stop at the same timing. See Figure 11-51). It is characterized by the following. This feature allows the stopping sound to draw attention to the stopping of decorative identification information, and by having different numbers of stopping sounds output for the first special state and the second special state, it is possible to create different impressions for each state and enhance interest.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0043] The gaming machine of form 1-21 is a gaming machine described in any of forms 1-1 to 1-20, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. The system includes a display means capable of performing a first specific action display that performs a specific action on decorative identification information when the variable display mode becomes a specific mode, and a second specific action display (for example, a pattern stop action display) that performs a specific action on the decorative identification information when the decorative identification information is stopped. In the first specific variable display pattern, the display means executes the first specific operation display and the second specific operation display, but in the second specific variable display pattern, the display means does not execute the first specific operation display but executes the second specific operation display (for example, in the variation pattern of SP Reach E which goes through Reach, the Reach specific operation display and the Jackpot specific operation display are executed, but in the variation pattern of SP Reach D which does not go through Reach, the Reach specific operation display is not executed but the Jackpot specific operation display is executed. See Figure 11-55). It is characterized by the following. According to this feature, since the first specific operation 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, in the case of a variable display for which control to the advantageous state is not determined by the determination means, the suggestion performance is not executed by the performance execution means, and in the case of a variable display for which control to the advantageous state is determined by the determination means, the suggestion performance is executed by the performance execution means (for example, in the time-saving state B, in the case of a losing variation pattern, the "movable body advance notice" or the "character advance notice" is not executed, and in the case of a jackpot variation pattern, the "movable body advance notice" or the "character advance notice" may be executed), This is a feature thereof. According to this feature, in the second special state, it is possible to draw attention to whether or not the suggestion performance is executed, thereby enhancing interest.

[0050] The gaming machine of Embodiment 1-25 is the gaming machine according to any one of Embodiments 1-1 to 1-24, which is capable of performing variable display of decorative identification information (for example, decorative symbols), wherein the variable display pattern determination means includes a variable display pattern that displays the display result of the variable display after the mode of the variable display of the decorative identification information becomes a specific mode, and the suggestion performance includes a promotion performance that promotes whether or not the mode of the variable display will become the specific mode (for example, the suggestion performance that suggests control to the jackpot gaming state may include a "ready-to-win advance notice" or a "button advance notice" as the promotion performance that promotes whether or not the mode of the variable display will be a ready-to-win mode (whether or not a ready-to-win state is established)), This is a feature thereof. According to this feature, in the second special state, it is possible to draw attention to whether or not the suggestion performance is executed, thereby enhancing interest.

[0051] The gaming machine of Embodiment 1-26 is the gaming machine according to any one of Embodiments 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), a determination means capable of determining to control to the aforementioned advantageous state (for example, a part where the CPU 103 executes a jackpot determination process at step 069SGS62 in the special symbol normal process), a variable display pattern determination means capable of determining one variable display pattern from a plurality of types of variable display patterns with different variable display periods based on the determination result of the aforementioned determination means (for example, a part where the CPU 103 determines any one of the plurality of types of variation patterns based on the variable display result in the variation pattern setting process at step 069SGS111), an effect execution means capable of executing an effect including a suggestive effect that suggests being controlled to the aforementioned advantageous state (for example, a part where the effect control CPU 120 is capable of executing a "movable body advance notice" or a "character advance notice"), comprising, 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 a predetermined number of times (for example, 900 times) of variable displays have been executed, and a third special state (for example, probability variation state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, the variable display pattern determination means is capable of determining a predetermined variable display pattern (for example, "non-reach") with a predetermined variable display period that allows pending storage to be stored in the second pending storage means, in a case where there is no pending storage stored in the second pending storage means in the first special state, the second special state and the third special state, and the variable display is not determined by the determination means to 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 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 rate at which the first pre-read notification performance pattern is executed in the second special state is lower than the rate at which the first pre-read notification performance pattern is executed in the first special state (for example, as pre-read notification performance patterns that can be commonly executed by the performance control CPU 120 in the time-saving state A, the time-saving state B, and the probability-varying state, there are a first pre-read notification performance pattern (for example, the "blue" pattern of "retention change notification", "symbol chance pattern notification", "effect display notification"), and a second pre-read notification performance pattern with a higher rate of being controlled to the advantageous state than when the first pre-read notification performance pattern is executed (for example, the "red" pattern of "retention change notification", "symbol chance pattern notification", "effect display notification"), and the rate at which the first pre-read notification performance pattern is executed in the time-saving state B (for example, 0%, see FIG. 11-43(D)) is lower than the rate at which the first pre-read notification performance pattern is executed in the time-saving state A and the probability-varying state (for example, 10%, see FIG. 11-43(C)), which is characterized in that. According to this feature, in the second special state, the player is less likely to be unnecessarily provoked by the first pre-read notification performance, so a suitable second special state can be provided.

[0055] The gaming machine of aspect 1-29 is the gaming machine according to any one of aspects 1-1 to 1-28, wherein As pre-read notification performance patterns that can be commonly executed by the performance execution means in the first special state and the second special state, there are a first pre-read notification performance pattern, and a second pre-read notification performance pattern with a higher rate of being controlled to the advantageous state than when the first pre-read notification performance pattern is executed, The rate at which the second pre-read notification performance pattern is executed in the second special state is higher than the rate at which the second pre-read notification performance pattern is executed in the first special state (for example, as pre-read notification performance patterns that can be commonly executed by the performance control CPU 120 in the time-saving state A, the time-saving state B, and the probability-varying state, there are a first pre-read notification performance pattern (for example, the "blue" pattern of "reservation change notification", "symbol chance line notification", and "effect display notification"), and a second pre-read notification performance pattern (for example, the "red" pattern of "reservation change notification", "symbol chance line notification", and "effect display notification") that has a higher rate of being controlled to the advantageous state than when the first pre-read notification performance pattern is executed, and the rate at which the second pre-read notification performance pattern is executed in the time-saving state B (for example, 90%, see FIG. 11-43(D)) is higher than the rate at which the second pre-read notification performance pattern is executed in the time-saving state A and the probability-varying state (for example, 50 to 70%, see FIG. 11-43(C)), This is a feature of the configuration. According to this feature, since the second pre-read notification performance is easily executed in the second special state, a preferable second special state can be provided.

[0056] The gaming machine of Embodiment 1-30 is the gaming machine according to any one of Embodiments 1-1 to 1-29, wherein The pre-read notification performance pattern executable by the performance execution means in the first special state and the pre-read notification performance pattern executable by the performance execution means in the second special state are common (for example, the pre-read notification performance pattern executable by the performance control CPU 120 in the time-saving state A and the probability-varying state and the pre-read notification performance pattern executable by the performance control CPU 120 in the time-saving state B are common (for example, "symbol chance line notification")), This is a feature of the configuration. According to this feature, by not setting a pre-read notification performance pattern that can be determined only in the second special state, development costs can be reduced and the program capacity can be decreased.

[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, in consideration of the fact that the period during which control is not performed to the advantageous state has continued for a long time, in variable displays where control to the advantageous state is not determined, the small number of pre-read notice effect patterns can suppress development costs, and the player is less likely to be unnecessarily agitated by the pre-read notice effects, thereby making it possible to provide a suitable second special state.

[0058] The gaming machine of aspect 2-19 is the gaming machine according to any one of aspects 2-1 to 2-18, wherein The pre-read notice effect patterns that can be determined by the effect execution means in the second special state are common with the pre-read notice effect patterns that can be determined by the effect execution means in at least one of the first special state and the third special state (for example, the pre-read notice effect patterns that can be determined by the effect control CPU 120 in the time-saving state B are common with the pre-read notice effect patterns that can be determined by the effect control CPU 120 in at least one of the time-saving state A and the probability-varying state (for example, the part of "symbol chance combination notice")), which is characterized in that. According to this feature, by not setting pre-read notice effect patterns that can be determined only in the second special state, it is possible to reduce development costs and cut down program capacity.

[0059] The gaming machine of aspect 2-20 is the gaming machine according to any one of aspects 2-1 to 2-19, wherein The pre-read notice effect patterns that can be determined by the effect execution means in the second special state are common with the pre-read notice effect patterns that can be determined by the effect execution means in both the first special state and the third special state (for example, the pre-read notice effect patterns that can be determined by the effect control CPU 120 in the time-saving state B are common with the pre-read notice effect patterns that can be determined by the effect control CPU 120 in both the time-saving state A and the probability-varying state (for example, the part of "symbol chance combination notice")), which is characterized in that. According to this feature, by not setting the second specific variable display pattern that can only be determined in the second special state, it is possible to reduce development costs and cut down the program capacity.

[0060] The gaming machine of aspect 2-21 is the gaming machine according to any one of aspects 2-1 to 2-20, wherein The number of the pre-read notice effect patterns that can be determined by the effect execution means in the second special state is less than the number of the pre-read notice effect patterns that can be determined by the effect execution means in the first special state, and the number of the pre-read notice effect patterns that can be determined by the effect execution means in the first special state is less than the number of the pre-read notice effect patterns that can be determined by the effect execution means in the third special state (for example, in the "time-saving state B", when the variable display result is a loss, the number of types of pre-read notices that can be determined by the effect control CPU 120 (for example, 0) is less than the number of types of pre-read notices that can be determined by the effect control CPU 120 when the variable display result is a loss in the "time-saving state A" (for example, 3), and is also less than the number of types of pre-read notices that can be determined by the effect control CPU 120 when the variable display result is a loss in the "probability-varying state" (for example, 4)), It is characterized in that. According to this feature, in the second special state, the number of determinable pre-read notice effect patterns is reduced to prioritize the progress of variable display, while in the third special state, the number of determinable pre-read notice effect patterns is increased, whereby the interest of the game can be enhanced.

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

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

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

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

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

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

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

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

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

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

[0071] (SG2020-087) The gaming machine according to modes 1 to 38 is the gaming machine according to any one of modes 1 to 1 to 1 to 37, A gaming machine (e.g., pachinko gaming machine 1) that performs variable display based on establishment of a start condition (e.g., entry of a game ball into a start winning opening) and can be controlled to an advantageous state advantageous to the player (e.g., a jackpot game state), a state control means capable of controlling a non-special state and a special state in which the start condition is more easily established than in the non-special state (e.g., a portion where the CPU 103 can control a normal state, a time saving state A in which time saving control for improving the variation efficiency of special symbols (particularly the second special symbol) is executed, a probability variation state, and a time saving state B), a determination means capable of determining to control to the advantageous state (e.g., a portion where the CPU 103 executes a jackpot determination process in step 069SGS62 in the special symbol normal process), an effect execution means capable of executing effects including a suggestion effect suggesting that control to the advantageous state is performed (e.g., a portion where the effect control CPU 120 can execute a "movable body advance notice"), comprising, The special states include a first special state (e.g., time-shortening state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-shortening state B) that is controlled on condition that variable display has been executed a predetermined number of times (e.g., 900 times), The effect execution means is capable of executing 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)") having a higher ratio of being controlled to the advantageous state than when the first suggestion effect is executed, based on the determination result of the determination means, The execution ratio of the suggestion effect per one variable display in the second special state is lower than the execution ratio of the suggestion effect per one variable display in the first special state (for example, the execution ratio of "movable body announcement" per one variable display in "time-shortening state B" (e.g., 0% for jackpot, 0% for miss) is lower than the execution ratio of "movable body announcement" per one variable display in "time-shortening state A" (e.g., 90% for jackpot, 30% for miss), and is also lower than the execution ratio of "movable body announcement" per one variable display in "probability-varying state" (e.g., 90% for jackpot, 40% for miss). See Fig. 11-50), It is characterized in that. According to this feature, in the second special state controlled after a predetermined number of variable displays, the number of times suggesting control to the advantageous state is reduced in consideration of the fact that the period not controlled to the advantageous state has continued for a long time, so that a preferable second special state can be provided.

[0072] The gaming machine of aspect 1-39 is the gaming machine according to any one of aspects 1-1 to 1-38, The rate at which the suggestive performance is executed in the second special state in the case of variable display for which control to the advantageous state has been determined by the determination means is higher than the rate at which the suggestive performance is executed in the first special state in the case of variable display for which control to the advantageous state has been determined by the determination means (for example, when the variable display result is a jackpot, the rate at which the "movable body advance notice" is executed in the time-saving state B (for example, 0%) is lower than the rate at which the "movable body advance notice" is executed in the time-saving state A or the probability-varying state when the variable display result is a jackpot (for example, 90%), but the rate at which the "movable body advance notice" is executed in the time-saving state B when the variable display result is a jackpot may be set to be higher than the rate at which the "movable body advance notice" is executed in the time-saving state A or the probability-varying state when the variable display result is a jackpot), This is a characteristic feature. According to this feature, it is possible to improve interest by varying the degree of attention paid to the suggestive performance between the first special state and the second special state.

[0073] The gaming machine of Embodiment 1-40 is the gaming machine according to any one of Embodiments 1-1 to 1-39, and The rate at which the first suggestive performance is executed in the second special state in the case of variable display for which control to the advantageous state has been determined by the determination means is higher than the rate at which the first suggestive performance is executed in the first special state in the case of variable display for which control to the advantageous state has been determined by the determination means (for example, when the variable display result is a jackpot, the rate at which the "vibration (small)" pattern is executed in the time-saving state B (for example, 0%) is lower than the rate at which the "vibration (small)" pattern is executed in the time-saving state A or the probability-varying state when the variable display result is a jackpot (for example, 30%), but the rate at which the "vibration (small)" pattern is executed in the time-saving state B when the variable display result is a jackpot may be set to be higher than the rate at which the "vibration (small)" pattern is executed in the time-saving state A or the probability-varying state when the variable display result is a jackpot (for example, 30%)), This is a characteristic feature. According to this feature, by varying the degree of attention to the suggestion presentation between the first special state and the second special state, it is possible to enhance the interest of the game.

[0074] (SG2020-088) The gaming machine of Embodiment 2-25 is the gaming machine according to any one of Embodiments 2-1 to 2-24, wherein A gaming machine (e.g., pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., a game ball entering a start winning opening) and is capable of being controlled to an advantageous state advantageous to the player (e.g., a jackpot game state), the gaming machine comprising: State control means capable of controlling a non-special state and a special state in which the start condition is more likely to be established than in the non-special state (e.g., a part where the CPU 103 can control a normal state, a time-saving state A in which time-saving control for improving the variation efficiency of special symbols (particularly the second special symbol) is executed, a probability variation state, and a time-saving state B); Determination means capable of determining to control to the advantageous state (e.g., a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the special symbol normal process); Presentation execution means capable of executing a presentation including a suggestion presentation that suggests being controlled to the advantageous state (e.g., a part where the presentation control CPU 120 can execute a "movable body notice"); , 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 condition that variable display has been executed a predetermined number of times (e.g., 900 times), and a third special state (e.g., probability variation state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The presentation execution means is capable of executing a plurality of types of suggestion presentations including a first suggestion presentation (e.g., "vibration (small)") and a second suggestion presentation (e.g., "vibration (large)") having a higher ratio of being controlled to the advantageous state than when the first suggestion presentation is executed, based on the determination result of the determination means. The execution ratio of the suggestive performance per variable display in the second special state is lower than the execution ratio of the suggestive performance per variable display in the first special state, and also lower than the execution ratio of the suggestive performance per variable display in the third special state (for example, the execution ratio of "movable body advance notice" per variable display in "time-saving state B" (e.g., 0% for jackpot, 0% for loss) is lower than the execution ratio of "movable body advance notice" per variable display in "time-saving state A" (e.g., 90% for jackpot, 30% for loss), and also lower than the execution ratio of "movable body advance notice" per variable display in "probability variation state" (e.g., 90% for jackpot, 40% for loss). See Figure 11-50), This is characterized. According to this feature, in the second special state controlled after a predetermined number of variable displays, the number of times the control to the advantageous state is suggested is reduced in consideration of the fact that the period not controlled to the advantageous state has continued for a long time, so that a suitable second special state can be provided.

[0075] (SG2020-089) The game machine of aspect 1-41 is the game machine according to any one of aspects 1-1 to 1-40, A game machine (e.g., pachinko game machine 1) that performs variable display of special identification information based on the satisfaction of a start condition (e.g., entry of a game ball into a start winning port) and can be controlled to an advantageous state advantageous to the player (e.g., a jackpot game state, etc.), State control means capable of controlling to a non-special state and a special state in which the start condition is more easily satisfied than in the non-special state (e.g., a part where the CPU 103 can control a normal state, a time-saving state A for executing time-saving control that improves the variation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), Determination means capable of determining to perform control to the advantageous state (e.g., a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the special symbol normal process), decorative variable display means for performing variable display of decorative identification information in response to variable display of special identification information (for example, a part where a performance control CPU 120 executes variable display of decorative patterns as a plurality of types of decorative identification information in synchronization with a first special pattern or a second special pattern), performance execution means capable of executing a performance including a teasing performance that teases whether or not the mode of the variable display of the decorative identification information is to be a specific mode (for example, a part where the performance control CPU 120 is capable of executing a "character advance notice" or a "ready-to-win advance notice"), , the special states include a first special state (for example, a time-saving state A) that is controlled when the advantageous state controlled from the non-special state (for example, a normal state) ends, and a second special state (for example, a time-saving state B) that is controlled on condition that variable display has been executed a predetermined number of times (for example, 900 times), the execution ratio of the teasing performance per one variable display in the second special state is lower than the execution ratio of the teasing performance per one variable display in the first special state (for example, the execution ratio of the "character advance notice" per one variable display in the "time-saving state B" (for example, 10% for a jackpot, 5% for a miss) is lower than the execution ratio of the "character advance notice" per one variable display in the "time-saving state A" (for example, 80% for a jackpot, 20% for a miss), and is also lower than the execution ratio of the "character advance notice" per one variable display in a "probability variation state" (for example, 80% for a jackpot, 30% for a miss). Also, the execution ratio of the "ready-to-win advance notice" per one variable display in the "time-saving state B" (for example, 20%) is lower than the execution ratio of the "ready-to-win advance notice" per one variable display in the "time-saving state A" (for example, 40%), and is also lower than the execution ratio of the "ready-to-win advance notice" per one variable display in the "probability variation state" (for example, 50%). See FIGS. 11 to 50), it is characterized in that. According to this feature, in the second special state controlled after a predetermined number of variable displays, the number of times of teasing about whether or not to display the specific display is reduced in consideration of the fact that the period not controlled to the advantageous state has continued for a long time, so that a preferable 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 choose 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 suggestive performance per one variable display in the second special state is lower than the execution ratio of the suggestive performance per one variable display in the first special state, and is lower than the execution ratio of the suggestive performance per one variable display in the third special state (for example, the execution ratio of "character announcement" per one variable display in "time-saving state B" (for example, 10% for a big win, 5% for a loss) is lower than the execution ratio of "character announcement" per one variable display in "time-saving state A" (for example, 80% for a big win, 20% for a loss), and is lower than the execution ratio of "character announcement" per one variable display in "probability-varying state" (for example, 80% for a big win, 30% for a loss). In addition, the part where the execution ratio of "ready-to-win announcement" per one variable display in "time-saving state B" (for example, 20%) is lower than the execution ratio of "ready-to-win announcement" per one variable display in "time-saving state A" (for example, 40%), and is lower than the execution ratio of "ready-to-win announcement" per one variable display in "probability-varying state" (for example, 50%). See Fig. 11-50), This is a feature of the present invention. According to this feature, in the second special state controlled after a predetermined number of variable displays, the number of times the player is teased as to whether or not the specific display will be presented is reduced in consideration of the fact that the period during which control is not performed to the advantageous state has continued for a long time, so that a preferable second special state can be provided.

[0077] (SG2020-091) The gaming machine according to Embodiment 1-42 is the gaming machine according to any one of Embodiments 1-1 to 1-41, A gaming machine (for example, pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (for example, a game ball entering a start winning opening) and can be controlled to an advantageous state advantageous to the player (for example, a big win gaming state, etc.), A state control means (for example, a part where the CPU 103 can control a normal state, a time-saving state A for executing time-saving control that improves the variation efficiency of special symbols (especially second special symbols), a probability-varying state, and a time-saving state B) capable of controlling a non-special state and a special state in which the start condition is more likely to be established than in the non-special state, and 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 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 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 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 "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.

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

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

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

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

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

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

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

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

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

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

[0095] (SG2020-119) The gaming machine of form 1-56 is a gaming machine described in any of forms 1-1 to 1-55, A gaming machine (for example, a pachinko machine 1) that can control the game to a favorable state for the player (for example, a jackpot game state) by displaying variable special identification information based on when the starting conditions are met (for example, when a game ball enters the starting prize slot), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods for special identification information (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069 SGS 111), A variable decorative display means that performs a variable display of decorative identification information in response to the variable display of special identification information (for example, the part in which the performance control CPU 120 synchronizes with the first special symbol and the second special symbol to perform a variable display of decorative symbols as multiple types of decorative identification information), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays of special identification information (e.g., 900 times) have been performed. The aforementioned advantageous state includes a first advantageous state (for example, jackpot A (6R), jackpot B (6R)) and a second advantageous state (for example, jackpot C (10R)) which is more advantageous to the player than the first advantageous state. The variable decorative display means is capable of performing a special variable decorative display (for example, SP Reach D (full rotation)) in which, when the determination means determines that the system should be controlled to the advantageous state, the system displays a specific display result, which is shown as the result of the variable display of the decorative identification information that the determination means has determined to be controlled to the advantageous state, for a predetermined period of time, and then stops displaying it. The proportion in which the special decorative variable display is executed when the determination means decides to control the game to the second advantageous state in the second special state is higher than the proportion in which the special decorative variable display is executed when the determination means decides to control the game to the second advantageous state in the first special state (for example, the proportion in which the performance control CPU 120 executes the "full rotation performance" when "Big Win C (10R)" is determined as the type of big win in time-saving state B (for example, 100%) is higher than the proportion in which the performance control CPU 120 executes "SP Reach D (Full Rotation)" when "Big Win C (10R)" is determined as the type of big win in time-saving state A (for example, 0% (not executed)), and is also higher than the proportion in which the performance control CPU 120 executes "SP Reach D (Full Rotation)" when "Big Win C (10R)" is determined as the type of big win in probability variation state (for example, 0% (not executed)). See Figure 11-69). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, if it is decided to control to a second advantageous state with a higher degree of advantage, taking into account 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 account 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 number of times 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 number of times (for example, as shown in Figure 12-30, the period value ψ' obtained by multiplying the period value β, which is the average variation time 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 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 display holding memory unit 099SG151A or a second special display holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 0 by the first count is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the first special state is 0 by the first count (for example, as shown in Figure 12-21, the period value ξ obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 0 in the time-saving state B by 110 is smaller than the period value ν obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 0 in the time-saving state A by 110). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0102] (SG2020-104) Gaming machine of type 6, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The system further includes a holding memory means (for example, a first special display holding memory unit 099SG151A or a second special display holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the second special state is 0, by the first count, is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the first special state is 0, and the average variable display period for 1 variable display that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the third special state is 0, It is smaller than the period value obtained by multiplying by 1 count (for example, as shown in Figure 12-21, the period value ξ obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 0 in time-saving state B and the result is a miss by 110 is smaller than the period value ν obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 0 in time-saving state A and the result is a miss by 110, and the period value ξ is smaller than the period value π obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 0 in probability variation state and the result is a miss by 110), It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0103] (SG2020-105) Gaming machine of type 7, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The system further includes a holding memory means (for example, a first special display holding memory unit 099SG151A or a second special display holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 0 by the second count is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the first special state is 0 by the second count (for example, as shown in Figure 12-22, the period value ξ' obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 0 in the time-saving state B by 1100 is smaller than the period value ν' obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 0 in the time-saving state A by 1100). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0104] (SG2020-106) Gaming machine of type 8, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The system further includes a holding memory means (for example, a first special display holding memory unit 099SG151A or a second special display holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the second special state is 0, by the second count, is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the first special state is 0, and the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the third special state is 0, by the second count The period value obtained by multiplying by 1100 is smaller than the period value obtained by multiplying by 1100 (for example, as shown in Figure 12-22, the period value ξ' obtained by multiplying by 1100 the average variable display period for variable displays that start when the number of second special symbol reserve memories is 0 in time-saving state B and the variable display result is a miss is smaller than the period value ν' obtained by multiplying by 1100 the average variable display period for variable displays that start when the number of second special symbol reserve memories is 0 in time-saving state A and the period value ξ' is smaller than the period value π' obtained by multiplying by 1100 the average variable display period for variable displays that start when the number of second special symbol reserve memories is 0 in probability variation state and the variable display result is a miss). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0105] (SG2020-107) Gaming machine of type 9, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The system further includes a holding memory means (for example, a first special display holding memory unit 099SG151A or a second special display holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 1 by the first count is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the first special state is 1 by the first count (for example, as shown in Figure 12-19, the period value λ obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 1 in the time-saving state B by 110 is smaller than the period value κ obtained by multiplying the average variable display period for a variable display that results in a miss when the number of reserved memories for the second special state is 1 in the time-saving state A by 110). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0106] (SG2020-108) Gaming machine of type 10, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The system further includes a holding memory means (for example, a first special display holding memory unit 099SG151A or a second special display holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the second special state is 1, by the first count, is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the first special state is 1, and the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the third special state is 1, It is smaller than the period value obtained by multiplying by 1 count (for example, as shown in Figure 12-19, the period value λ obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 1 in time-saving state B and the result is a miss by 110 is smaller than the period value κ obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 1 in time-saving state A and the result is a miss by 110, and the period value λ is smaller than the period value μ obtained by multiplying the average variable display period of variable displays that start when the number of second special symbol reserve memories is 1 in probability variation state and the result is a miss by 110), It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0107] (SG2020-109) Gaming machine of type 11, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The system further includes a holding memory means (for example, a first special display holding memory unit 099SG151A or a second special display holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the second special state is 1 by the second count is smaller than the period value obtained by multiplying the average variable display period for 1 variable display that is not controlled by the favorable state and is started when the number of reserved memories stored in the reserved memory means in the first special state is 1 by the second count (for example, as shown in Figure 12-20, the period value λ' obtained by multiplying the average variable display period for variable displays that result in a miss when the number of reserved memories for the second special state is 1 in the time-saving state B by 1100 is smaller than the period value κ' obtained by multiplying the average variable display period for variable displays that result in a miss when the number of reserved memories for the second special state is 1 in the time-saving state A by 1100). It is characterized by the following. This feature allows the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in the non-special state, to progress faster than in the first special state, thereby improving the enjoyment of playing in the second special state.

[0108] (SG2020-110) Gaming machine of type 12, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions are met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), The system includes a state control means (for example, the part in which the CPU 103 executes the special symbol process processing shown in Figure 6) that can control between a non-special state (for example, the normal state) and a special state (for example, a time-saving state A, a time-saving state B, a probability change state) in which the starting conditions are more likely to be met than in the non-special state. The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. The termination condition for the first special state includes the execution of a first variable display (for example, 110 times) in the first special state. The termination condition for the second special state includes the execution of a second variable display (e.g., 1100 times) that is greater than the first number of times in the second special state. The termination condition for the third special state includes the execution of a third variable display (e.g., 110 times) which is less than the second number of times, in the third special state. The system further includes a holding memory means (for example, a first special display holding memory unit 099SG151A or a second special display holding memory unit 099SG151B) capable of storing information related to variable displays as holding memory, The period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the second special state is 1, by the second count, is smaller than the period value obtained by multiplying the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the first special state is 1, by the second count, and the average variable display period for a variable display of 1 that is not controlled by the favorable state, which is started when the number of reserved memories stored in the reserved memory means in the third special state is 1, by the second count The period value obtained by multiplying by 1100 is smaller than the period value obtained by multiplying by 1100 (for example, as shown in Figure 12-20, the period value λ' obtained by multiplying by 1100 the average variable display period for variable displays that start when the number of second special symbol reserve memories is 1 in time-saving state B and the variable display result is a miss is smaller than the period value κ' obtained by multiplying by 1100 the average variable display period for variable displays that start when the number of second special symbol reserve memories is 1 in time-saving state A and the variable display result is a miss is smaller than the period value μ' obtained by multiplying 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.

[0109] (SG2020-111) Gaming machine of type 13, 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 display holding memory unit 099SG151A or a second special display 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 an...

Claims

[Claim 1] A gaming machine that performs variable display of specific identification information, and when a specific display result is derived as a result of the variable display of the specific identification information, it is possible to control the player to one of several advantageous states that are advantageous to the player and have different degrees of advantage, Game control means, Movable body and, A light-emitting body, A means of operation that can be operated by the player, Sound output means, An effect execution means capable of executing a specific effect that can notify that the system is controlled to the advantageous state, an operation effect that prompts operation on the operation means in the specific effect, a movable body effect that moves the movable body, and a post-effect effect that is executed after the movable body effect, Equipped with, The game control means performs a variable display of the specific identification information, The aforementioned performance execution means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information. Multiple types of background images, including a first background image and a second background image, can be switched and displayed. When switching the background image from the first background image to the second background image, a background fade-out display is performed in which the transparency of the first background image is gradually increased until it disappears. At the same time, while the background fade-out display of the first background image is being performed, a background fade-in display is performed in which the transparency of the second background image is gradually decreased. As for the aforementioned specific effects, it is possible to execute a first specific effect that displays a specific character, a second specific effect that displays a special character, and a third specific effect that does not display either the specific character or the special character. As a post-event performance, a first post-event performance can be performed in which the specific character is displayed after the movable body performance is performed in the first specific performance. As a post-event effect, a second post-event effect can be performed in which the special character is displayed after the movable body effect is performed in the second specific effect. As a post-event performance, after the movable body performance is performed in the third specific performance, a third post-event performance can be performed in a performance mode related to the third specific performance, in which neither the specific character nor the special character is displayed. As the aforementioned operation performance, a first operation performance that executes the aforementioned operation performance can be performed in the first specific performance, As the aforementioned operation performance, a second operation performance can be executed in the second specific performance, It is possible to make the light-emitting element light up in the aforementioned post-event effect, the aforementioned operation effect, and the aforementioned movable body effect. In the aforementioned post-event effects, the aforementioned operation effects, and the aforementioned movable body effects, the sound output means can output the effect sounds. The first post-event performance can be performed in two cases: when controlled to a first advantageous state, and when controlled to a first special advantageous state which has a higher degree of advantage than the first advantageous state. The aforementioned second post-event performance can be performed in two cases: when controlled to a second advantageous state, and when controlled to a second special advantageous state which has a higher degree of advantage than the second advantageous state. The third post-event performance can be performed in two cases: when controlled to a third advantageous state, and when controlled to a third special advantageous state which has a higher degree of advantage than the third advantageous state. When the first post-event performance is executed when controlled to the first special advantageous state, it is possible to make the light-emitting element emit light using a specific light emission pattern that is the same as when the second post-event performance is executed when controlled to the second special advantageous state. When the third post-event performance is executed when controlled to the third specially advantageous state, it is possible to make the light-emitting element emit light using a light-emitting pattern different from the specific light-emitting pattern. In the first operation and performance described above, it is possible to make the light-emitting element emit light using a light-emitting pattern common to that of the second operation and performance described above. The proportion of the advantageous state that is controlled to the most advantageous state among the aforementioned multiple advantageous states differs depending on whether the first specific performance, the second specific performance, or the third specific performance is executed. A gaming machine characterized by the following features.

Citation Information

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