Game machine

The gaming machine addresses the challenge of distinguishing between continuous and pseudo-continuous game elements by incorporating a pseudo-continuous change game with multiple variable cycles and performance control means, thereby enhancing player recognition and engagement.

JP2025070165AActive Publication Date: 2025-05-02NEWGIN KK
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Patent Information

Application Number
JP2023180295
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-19
Publication Date
2025-05-02
Estimated Expiration
2043-10-19

AI Technical Summary

Technical Problem

Existing gaming machines struggle to seamlessly distinguish between continuous performances and pseudo-continuous effects, making it difficult for players to recognize the type of game being executed.

Method used

A gaming machine that incorporates a pseudo-continuous change game composed of multiple variable cycles, along with performance control means to execute distinct performances, allowing players to recognize bonus indications and expectation levels across various game scenarios.

Benefits of technology

Enhances player recognition of game types, maintaining engagement by clearly differentiating between continuous and pseudo-continuous game elements, thereby improving overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which makes it difficult for a player to discern whether a specific performance is executed over a plurality of non-pseudo continuous variation games or over a plurality of variation cycles in one pseudo continuous variation game.SOLUTION: A ripple performance as a specific performance, or a countdown performance is a performance that can be executed over a plurality of non-pseudo continuous variation games and a performance that can be executed over a plurality of variation cycles in one pseudo continuous variation game regardless of whether it is in a first mode where a grant of a privilege can be recognized or in a second mode where a degree of expectation for a grant of a privilege can be recognized.SELECTED DRAWING: Figure 18
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, a pachinko game machine, which is a type of game machine, is configured to be able to execute various effects. For example, the game machine described in Patent Document 1 is configured to be able to execute a pseudo consecutive effect executed over a plurality of variation cycles in a pseudo consecutive variation game. Also, for example, the game machine described in Patent Document 2 is configured to be able to execute a continuous effect executed over a plurality of non-pseudo consecutive variation games. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2011-206405 A [Patent Document 2] JP 2013-102881 A Summary of the Invention [Problem to be solved by the invention]

[0004] In such a gaming machine, since the continuous performance and the pseudo consecutive performance are different performances, it is easy to recognize whether the performance being executed is a continuous performance or a pseudo consecutive performance. As a result, it is easy to recognize whether multiple non-pseudo consecutive fluctuation games are being executed or multiple fluctuation cycles in one pseudo consecutive fluctuation game are being executed while the performance is being executed. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine capable of executing a pseudo-consecutive fluctuation game consisting of a plurality of fluctuation cycles, and a non-pseudo-consecutive fluctuation game different from the pseudo-consecutive fluctuation game, and is equipped with an effect execution means that executes an effect, and an effect control means that controls the effect execution means, and the effect includes a specific effect, which includes the specific effect according to a first aspect and the specific effect according to a second aspect, the specific effect according to the first aspect is an effect that allows the player to recognize that a bonus will be awarded, and the specific effect according to the second aspect is an effect that allows the player to recognize the expectation that a bonus will be awarded, and the specific effect, regardless of whether it is the specific effect according to the first aspect or the specific effect according to the second aspect, is an effect that can be executed across a plurality of the non-pseudo-consecutive fluctuation games, and is an effect that can be executed across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games. Effect of the Invention

[0006] According to the present invention, it becomes difficult for a player to recognize whether a specific effect is executed over a plurality of non-pseudo consecutive fluctuation games or over a plurality of fluctuation cycles in one pseudo consecutive fluctuation game. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing the external appearance of a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view of the game board. [Diagram 3] FIG. 3 is a diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a diagram showing an example of a fluctuation pattern. [Diagram 5] FIG. 5 is a diagram showing an example of a display mode of the ripple effect. [Figure 6] FIG. 6 is a diagram showing an example of a performance pattern of the pseudo ripple performance. [Figure 7] FIG. 7 is a diagram showing an example of a performance pattern of the continuous ripple performance. [Figure 8]FIG. 8 is a diagram showing an example of a performance pattern of the continuous ripple performance. [Figure 9] FIG. 9 is a diagram showing an example of a display mode of the countdown effect. [Figure 10] FIG. 10 is a diagram showing an example of a display mode of the count display effect. [Figure 11] FIG. 11 is a diagram showing an example of a presentation pattern of the pseudo countdown presentation. [Figure 12] FIG. 12 is a diagram showing an example of a performance pattern of the continuous countdown performance. [Figure 13] FIG. 13 is a diagram showing an example of a performance pattern of the continuous countdown performance. [Figure 14] FIG. 14 is a diagram showing an example of a display mode of the curtain effect. [Figure 15] FIG. 15 is a diagram showing an example of a performance pattern of the curtain performance. [Figure 16] FIG. 16 is a diagram showing an example of a representation of the customization representation. [Figure 17] FIG. 17 is a diagram showing an example of a representation of the customization representation. [Figure 18] FIG. 18 is a diagram showing an example of an execution mode of the pseudo ripple effect. [Figure 19] FIG. 19 is a diagram showing an example of an execution mode of the continuous ripple effect. [Figure 20] FIG. 20 is a diagram showing an example of an execution mode of the pseudo countdown effect. [Figure 21] FIG. 21 is a diagram showing an example of an execution mode of the continuous countdown effect. [Figure 22] FIG. 22 is a diagram showing an example of an execution mode of the pseudo-ripple effect when power supply is temporarily stopped during execution of the pseudo-ripple effect. [Figure 23] FIG. 23 is a diagram showing an example of an execution mode of the continuous ripple effect when the power supply is temporarily stopped during execution of the continuous ripple effect. [Figure 24]FIG. 24 is a diagram showing an example of an execution mode of the pseudo countdown performance when the countdown performance is customized during execution of the pseudo countdown performance. [Diagram 25] FIG. 25 is a diagram showing an example of an execution mode of the continuous countdown performance when the countdown performance is customized during execution of the continuous countdown performance. [Figure 26] FIG. 26 is a diagram showing an example of an execution mode of a curtain effect when the curtain effect is customized during its execution in a pseudo consecutive variation game. [Figure 27] FIG. 27 is a diagram showing an example of an execution mode of a curtain effect when the curtain effect is customized during its execution in a non-pseudo consecutive variation game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An example of an embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0009] As shown in Fig. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various game components. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.

[0010] The pachinko gaming machine 10 includes a speaker SP. The speaker SP can execute a performance of outputting a predetermined sound (hereinafter referred to as a sound performance). For example, the predetermined sound is a piece of music, a human voice, a sound effect, etc. The pachinko gaming machine 10 includes a decorative lamp LA. The decorative lamp LA can execute a performance (hereinafter referred to as a light emission performance) by turning on, blinking, and turning off a built-in light-emitting body (not shown). The pachinko gaming machine 10 includes a launch handle HD that is operated when launching a game ball. As an example, the launch handle HD is provided on the surface side (front side) of the mounting frame 11b.

[0011] The pachinko gaming machine 10 includes an effect button BT. The effect button BT includes a single operable portion (operation unit). As an example, the effect button BT includes a button-type operation unit that can be pressed. The pachinko gaming machine 10 includes a cross button JB. The cross button JB includes a plurality of operation units that can be operated. As an example, the cross button JB includes an up button JBu, a down button JBd, a left button JBl, and a right button JBr as a plurality of operation units that can be operated. As an example, the up button JBu, the down button JBd, the left button JBl, and the right button JBr each include a button-type operation unit that can be pressed.

[0012] The game board YB will now be described. As shown in Fig. 2, a game area YBa having a substantially circular shape in a front view is formed on the front surface of the game board YB. A display window YBb is formed in the approximate center of the game area YBa. A launch passage YBc is formed on the left side of the game area YBa to guide game balls launched by operating the launch handle HD to the game area YBa. The game board YB is provided with a backflow prevention valve YBd to prevent game balls launched by operating the launch handle HD from returning back to the launch passage YBc.

[0013] The pachinko game machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved display device 19c, a second reserved display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e are provided at positions on the game board YB that are visible to the player.

[0014] The first special symbol display device 19a can execute a first special symbol changing game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and then a first special symbol is displayed in a static manner. The second special symbol display device 19b can execute a second special symbol changing game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and then a second special symbol is displayed in a static manner. Each special symbol is a symbol for notifying the result of an internal lottery (a lottery for a special symbol to win). Hereinafter, the first special game and the second special game are collectively referred to as a "special game". There are a jackpot symbol as a jackpot display result and a miss symbol as a miss display result for the special symbol. If a jackpot is won in the lottery for a special symbol, the jackpot symbol is displayed in a static manner in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol is displayed in a static manner ends.

[0015] The first reservation display device 19c displays information that can identify the number of first special games whose execution has been put on hold (hereinafter referred to as the first reservation number) because the reservation conditions have been met but the start conditions have not yet been met. The second reservation display device 19d displays information that can identify the number of second special games whose execution has been put on hold (hereinafter referred to as the second reservation number) because the reservation conditions have been met but the start conditions have not yet been met. As an example, the upper limit number for each reservation number is 4. Without being limited to this, the upper limit number for each reservation number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first reservation number and the second reservation number may be different.

[0016] The normal symbol display device 19e can execute a normal game in which a predetermined symbol is variably displayed and then a normal symbol is stopped and displayed. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). There are normal winning symbols and normal losing symbols. If the lottery for a winning normal symbol is won, the normal winning symbol is stopped and displayed in the normal game. After that, a normal winning game is awarded after the end of the normal game in which the normal winning symbol is stopped and displayed.

[0017] The pachinko game machine 10 may be equipped with a normal reserve display device, a right-hit display device, and a round display device. The normal reserve display device displays information that can identify the number of normal games whose execution is reserved because the reserve condition has been met but the start condition has not yet been met (hereinafter referred to as the normal reserve number). The right-hit display device displays information instructing a right hit. A right hit is a shot of a game ball with a stronger shot strength set so that the game ball flows down the area of ​​the game area YBa to the right of the display window YBb. It should be noted that a left hit is a shot of a game ball with a weaker shot strength set so that the game ball flows down the area of ​​the game area YBa to the left of the display window YBb. The round display device notifies the upper limit number of round games, which will be described later.

[0018] The pachinko game machine 10 includes a performance display device EH. The performance display device EH has a display area R capable of displaying an image. The performance display device EH is attached to the game board YB so that the display area R can be viewed through the display window YBb. As an example, the performance display device EH is a liquid crystal device. The performance display device EH can execute a performance (hereinafter, referred to as a display performance) in which a predetermined object is displayed as an image. For example, the predetermined object is a performance pattern, a character, a landscape, a letter, a number, and a symbol. In the performance display device EH, objects are arranged as images on a plurality of layers, and a display screen is generated based on the plurality of layers. At this time, when objects arranged on different layers overlap, a display screen is generated in the overlapping portion by giving priority to an object arranged on a layer with a higher priority. Then, the generated display screen is displayed on the performance display device EH. The performance display device EH, the speaker SP, and the decorative lamp LA are each a performance device capable of executing a performance. The performance display device EH, the speaker SP, and the decorative lamp LA form a performance device group ES consisting of a plurality of performance devices. That is, the performance effect device group ES includes the performance effect display device EH, the speaker SP, and the decorative lamp LA. The performance effect device group ES is an example of a performance effect execution means that executes a performance. The performance effect device group ES also functions as an alarm device that can execute an alarm.

[0019] As an example, the display performance in the performance display device EH includes a performance pattern change game (hereinafter referred to as a performance game) using multiple rows of performance patterns. In the performance game, after multiple rows of performance patterns are displayed in a changeable manner, a combination of performance patterns (hereinafter referred to as a pattern combination) is finally displayed in a stopped state. The performance patterns are patterns (images) decorated with characters, patterns, etc., and are patterns for diversifying the display performance. As an example, the performance game is performed by displaying the performance patterns of the left pattern row, the center pattern row, and the right pattern row in a changeable manner in a predetermined direction. The performance game is started together with the special game. The performance game is ended together with the special game. In the performance game, a pattern combination corresponding to the special pattern displayed in the special game is displayed in a stopped state. When a big win pattern is displayed in the special game, a big win pattern combination is displayed in the performance game. When a losing pattern is displayed in the special game, a losing pattern combination is displayed in the performance game. Hereinafter, the first special game and the correspondingly executed effect game will be collectively referred to as the "first variation game." The second special game and the correspondingly executed effect game will be collectively referred to as the "second variation game." The first variation game and the second variation game will be collectively referred to as the "variation game."

[0020] The presentation game may include a reach presentation. The reach presentation is a presentation that forms a reach and finally stops and displays a predetermined symbol combination. For example, a reach is a state in which the same presentation symbol is temporarily stopped and displayed in the left and right symbol rows among the presentation symbols, and the presentation symbol in the center symbol row among the presentation symbols continues to be displayed variably. There are normal reach presentation and super reach presentation. In the following explanation, the normal reach presentation may be referred to as the NR presentation, and the super reach presentation may be referred to as the SR presentation. The SR presentation is a presentation in which the expectation of a jackpot symbol combination being stopped and displayed (hereinafter referred to as the jackpot expectation) is higher than that of the NR presentation. As an example, the SR presentation is executed via the NR presentation.

[0021] In the game area YBa, a plurality of winning holes (ball winning holes) into which game balls can enter are formed. The winning holes include at least a first start hole 12, a second start hole 13, and a big win hole 14. The first start hole 12 is a winning hole into which game balls enter when the conditions for awarding prize balls and the conditions for starting the first variable game are met. The first start hole 12 is located below the performance display device EH, and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start hole 12 (see FIG. 3).

[0022] The second starting hole 13 is a winning hole through which the game ball enters when the conditions for awarding the prize ball and the conditions for starting the second variable game are satisfied. The second starting hole 13 is located to the right of the first starting hole 12. The second starting hole 13 is provided with a normal opening and closing piece 13a, which is, for example, in the form of a door. The second starting hole 13 is closed so that the game ball does not enter or is difficult to enter when a normal winning game is not awarded. The second starting hole 13 is opened so that the game ball enters or is easy to enter when a normal winning game is awarded. The game board YB is provided with a normal solenoid SL1 as a means for operating the normal opening and closing piece 13a (see FIG. 3). The game board YB is provided with a second starting sensor SE2 for detecting the game ball that has entered the second starting hole 13 (see FIG. 3). The second starting hole 13 is a so-called "normal electric device."

[0023] The big prize opening 14 is an opening through which the game balls enter when the conditions for awarding the prize balls are met. The big prize opening 14 is located at the lower right of the performance display device EH. The big prize opening 14 is provided with a special opening / closing piece 14a, which is, for example, in the form of a door. The big prize opening 14 is closed so that the game balls do not enter when a big prize game is not awarded. The big prize opening 14 is opened so that the game balls enter or can enter easily when a big prize game is awarded. The game board YB is provided with a special solenoid SL2 as a means for operating the special opening / closing piece 14a (see FIG. 3). The game board YB is provided with a count sensor SE3 for detecting the game balls that enter the big prize opening 14 (see FIG. 3).

[0024] A gate 17 is provided in the game area YBa. The gate 17 is located on the right side of the game area YBa, above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. A gate sensor SE4 that detects game balls that enter and pass through is provided in the gate opening 17a (see FIG. 3). The gate 17 is an entry opening through which game balls enter when the start condition of a normal game is satisfied. The gate 17 is an entry opening through which the condition for awarding prize balls is not satisfied even if the game ball enters. The game area YBa is provided with an outlet opening 18 through which game balls can enter. The outlet opening 18 is an entry opening through which game balls that have not entered any of the first start opening 12, the second start opening 13, and the big prize opening 14 are collected from the game area YBa.

[0025] Next, the big win game will be described. In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). As an example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 14 is opened is performed a predetermined number of times. One round game ends when a number condition in which a predetermined number of game balls enter the hole or a time condition in which a predetermined time has elapsed is met. In the round game, the large prize winning hole 14 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). As an example, the predetermined performance is an ending performance that allows the end of the jackpot game to be recognized. The jackpot game ends with the ending time elapses. In the following explanation, the period from when the jackpot game starts to when the opening time has elapsed will be referred to as the opening period, the period from when the opening period ends to when the final round of game ends will be referred to as the round period, and the period from when the round period ends to when the jackpot game ends will be referred to as the ending period.

[0026] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter, referred to as a probability variation function). The high probability function is a function for varying the probability of winning a jackpot in a special pattern winning lottery (hereinafter referred to as the jackpot probability). The pachinko game machine 10 has a low probability state in which the high probability function is not activated, and a high probability state in which the high probability function is activated, as states in which the jackpot probability can differ. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is an advantageous state for the player, as it makes it easier to win a jackpot in a special pattern winning lottery. The high probability state is what is known as a "probability varying state (high probability state)."

[0027] The pachinko game machine 10 is provided with a ball entry assistance function. The ball entry assistance function is a function for assisting in winning through the second starting hole 13. The pachinko game machine 10 has two states in which the probability of a game ball entering the second starting hole 13 is different: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of a game ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it becomes easier for a game ball to enter the second starting hole 13 (easy ball entry state).

[0028] For example, the high ball entry rate state can be realized by performing one of the three controls described below, which are arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low ball entry rate state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 13 in one normal winning game longer than the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of openings of the second start port 13 in one normal winning game compared to the low ball entry rate state, and a control that makes one opening time of the second start port 13 in a normal winning game longer than the low ball entry rate state.

[0029] The high ball winning rate state may be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0030] The game state in the pachinko game machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is a low probability state and a low ball entry rate state is referred to as a "low probability non-time-saving state". A game state that is a high probability state and a low ball entry rate state is referred to as a "high probability non-time-saving state". A game state that is a low probability state and a high ball entry rate state is referred to as a "low probability time-saving state". A game state that is a high probability state and a high ball entry rate state is referred to as a "high probability time-saving state".

[0031] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back side (rear) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 executes a predetermined process and outputs a control signal to the sub-board 50. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40.

[0032] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to execute processes related to the progress of the game. The main ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like.

[0033] The main ROM 42 stores a plurality of types of variation patterns. The variation pattern is information that specifies the variation time from the start to the end of the variation game. The variation pattern is information that specifies the variation content (presentation content) of the variation game. There are a big win variation pattern and a miss variation pattern. The big win variation pattern specifies the variation content that finally stops and displays a big win symbol combination after a reach presentation in a presentation game. The miss variation pattern specifies the variation content that finally stops and displays a miss symbol combination after a reach presentation or without a reach presentation in a presentation game. The details of the variation patterns will be described later.

[0034] The main RAM 43 stores various information that is rewritten according to the processing result of the main CPU 41. For example, the information stored in the main RAM 43 is a flag, a counter, a timer, etc. As an example, the pachinko gaming machine 10 is configured to be able to back up (hold) the information stored in the main RAM 43 even when the power supply is cut off. As an example, the pachinko gaming machine 10 is provided with a backup power source, and is configured to be able to back up the information stored in the main RAM 43 by the power supplied from the backup power source even when the power supply is cut off. Note that the pachinko gaming machine 10 may be configured to be able to back up at least a part of the information stored in the main RAM 43 even after the power supply is cut off, since the main RAM 43 is a non-volatile memory that can hold the stored contents even when the power supply is cut off.

[0035] As an example, among the information stored in the main RAM 43, the information that is backed up even when the power supply is cut off (hereinafter referred to as main backup information) includes game information related to the progress of the game. As an example, the game information includes information related to the special game, information related to the jackpot game, information related to the game state, and information related to the payout of prize balls. The information related to the special game includes, for example, information that can identify the special reserved number, various random number information, information that can identify the lottery result of the winning lottery (jackpot and small win), information that can identify the fluctuation pattern of the special game, and information that can identify the special pattern derived in the special game. The information related to the jackpot game includes information that can identify the progress of the jackpot game. The information related to the game state includes information that can identify the operation status (including the remaining number of times of operation) of the probability change function and the ball entry assistance function. The information related to the payout of prize balls includes information that can identify the number of prize balls that have not been paid out.

[0036] The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be capable of generating software random numbers by a random number generation process performed by the main CPU 41.

[0037] The main board 40 includes a RAM clear switch 46. As an example, the RAM clear switch 46 includes an operation unit that can be pressed. The main CPU 41 can input an operation signal that can specify the operation state of the RAM clear switch 46. The operation state of the operation unit is information that indicates whether or not the operation unit is being operated. In other words, the operation state of the operation unit includes a state in which the operation unit is being operated and a state in which the operation unit is not being operated.

[0038] The main board 40 is connected to each of the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main CPU 41 can input each detection signal output by each of the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 when they detect the game ball. The main board 40 is connected to each of the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e. The main CPU 41 can control the display contents of each of the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e separately. The main board 40 is connected to each of the normal solenoid SL1 and the special solenoid SL2. The main CPU 41 can control the opening state of the second start opening 13 by controlling the operation of the normal solenoid SL1. The main CPU 41 can control the opening state of the big prize opening 14 by controlling the operation of the special solenoid SL2.

[0039] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to the presentation. The sub-ROM 52 stores the sub-control program and a judgment value used in a predetermined lottery. The sub-ROM 52 stores display presentation data used for display presentation, light-emitting presentation data used for light-emitting presentation, and sound presentation data used for sound presentation. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 includes a flag, a counter, and a timer. The sub-substrate 50 is configured to be able to generate software random numbers by the random number generation process by the sub-CPU 51. The sub-substrate 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers by the random number generation circuit.

[0040] As an example, the pachinko gaming machine 10 is configured to be able to back up (retain) information stored in the sub-RAM 53 even when the power supply is cut off. As an example, the pachinko gaming machine 10 is configured to be able to back up information stored in the sub-RAM 53 even when the power supply is cut off, by power supplied from a backup power source. Note that the pachinko gaming machine 10 may be configured to be able to back up information stored in the sub-RAM 53 even after the power supply is cut off, by making the sub-RAM 53 a non-volatile memory that can retain stored contents even when the power supply is cut off.

[0041] As an example, among the information stored in the secondary RAM 53, information that is backed up even when the power supply is cut off (hereinafter referred to as secondary backup information) includes presentation information related to the execution of presentation. As an example, the presentation information includes information related to presentation executed during a variable game and information related to presentation executed during a jackpot game. Information related to presentation executed during a variable game is, for example, information that can identify the special reserved number, information that can identify the game state, information that can identify presentation executed in a variable game being executed, and information that can identify presentation executed in a pending variable game. Information related to presentation executed during a jackpot game is, for example, information that can identify the number of times a round game is executed, information that can identify the number of prize balls acquired during a jackpot game, information that can identify the number of prize balls acquired during a consecutive win period, and information that can identify presentation executed during a jackpot game.

[0042] The sub-substrate 50 is connected to the performance display device EH. The sub-CPU 51 can control the display content in the display area R of the performance display device EH. The sub-substrate 50 is connected to a speaker SP. The sub-CPU 51 can control the output content of the speaker SP. The sub-substrate 50 is connected to a decorative lamp LA. The sub-CPU 51 can control the light emission mode of the decorative lamp LA. The sub-CPU 51 is an example of a performance control means that controls the performance device group ES as a performance execution means.

[0043] The sub-substrate 50 is connected to the performance button BT. The sub-CPU 51 can input an operation signal indicating the operation state of the performance button BT. The sub-substrate 50 is connected to the cross button JB. The sub-CPU 51 can input an operation signal indicating the operation state of the cross button JB. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the up button JBu. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the down button JBd. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the left button JBl. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the right button JBr.

[0044] Next, various processes performed by the main CPU 41 will be described. The power-on process will now be described. When the main CPU 41 is started by starting the power supply, the main CPU 41 executes a power-on process. In the power-on process, the main CPU 41 judges whether the RAM clear switch 46 is operated based on the operation signal of the RAM clear switch 46. If the RAM clear switch 46 is operated, the main CPU 41 initializes the main backup information. After initializing the main backup information, the main CPU 41 stores a control command (hereinafter, referred to as an initialization command) capable of identifying that the main backup information has been initialized in the output buffer of the main RAM 43. As an example, the control command stored in the output buffer is output to the sub-substrate 50 when an output condition is satisfied. As an example, one control command is output to the sub-substrate 50 every time an output condition is satisfied. As an example, the output condition is satisfied every predetermined control period (for example, 16 ms). The control command stored in the output buffer is an example of the main backup information. The control command stored in the output buffer is an example of the game information. After that, the main CPU 41 ends the power-on process. If the RAM clear switch 46 is not operated, the main CPU 41 does not initialize the main backup information, and stores a control command (hereinafter referred to as a restore command) capable of identifying that the main backup information was not initialized in the output buffer of the main RAM 43. Thereafter, the main CPU 41 restores based on the main backup information, and then terminates the power-on process. In the following description, when the term "output buffer" is simply referred to, it refers to the output buffer of the main RAM 43.

[0045] Next, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.

[0046] The special symbol input process will be described. In the special symbol input process, the main CPU 41 judges whether the game ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When the game ball has entered the first start hole 12, the main CPU 41 judges whether the first reserved number stored in the main RAM 43 is less than the upper limit number. When the first reserved number is less than the upper limit number, the main CPU 41 adds 1 to the first reserved number to update it. In this way, the reservation condition of the first special game can be met when the first reserved number is less than the upper limit number and the game ball is detected by the first start sensor SE1. Next, the main CPU 41 controls the first reserved display device 19c to display information that can identify the updated first reserved number. The main CPU 41 stores a control command (hereinafter, referred to as a first reserved number command) that can identify the first reserved number after the addition in the output buffer.

[0047] Next, the main CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The main CPU 41 stores the random number information so that it is possible to identify that the information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers by a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is established.

[0048] The main CPU 41 executes a look-ahead process based on the acquired random numbers for the first special game. In the look-ahead process, the main CPU 41 predetermines the variation content of the first special game. As an example, the main CPU 41 specifies whether the acquired winning random number is a value that will win a big win lottery described later. In the look-ahead process, the main CPU 41 may specify which winning pattern the value of the winning symbol random number is a value that will win. In the look-ahead process, the main CPU 41 may specify which variation pattern the value of the variation pattern random number is a value that will win. The main CPU 41 stores control information (hereinafter, referred to as a look-ahead command) that can specify the variation content of the first special game that has been looked-ahead in an output buffer.

[0049] When the main CPU 41 stores the look-ahead command in the output buffer, when the game ball has not entered the first start port 12, and when the first reserved number is not less than the upper limit number, the main CPU 41 judges whether the game ball has entered the second start port 13 based on whether a detection signal has been input from the second start sensor SE2. When the game ball has entered the second start port 13, the main CPU 41 judges whether the second reserved number stored in the main RAM 43 is less than the upper limit number. When the second reserved number is less than the upper limit number, the main CPU 41 adds 1 to the second reserved number and updates it. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 stores a control command (hereinafter, referred to as the second reserved number command) that can identify the second reserved number after the addition in the output buffer. The reserved condition of the second special game can be established when the second reserved number is less than the upper limit number and the game ball is detected by the second start sensor SE2.

[0050] Next, the main CPU 41 acquires random numbers generated in the main board 40, and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the order in which the random number information is stored. By storing the random number information used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the main RAM 43, if the game ball has not entered the second start hole 13, and if the second reserved number is not less than the upper limit number, the main CPU 41 ends the special symbol input process.

[0051] Next, the special symbol start process will be described. The main CPU 41 judges whether the start condition of the special game is satisfied. The main CPU 41 judges positively when neither the jackpot game nor the special game is being played, and judges negatively when the jackpot game or the special game is being played. If the start condition of the special game is not satisfied, the main CPU 41 ends the special symbol start process. If the start condition of the special game is satisfied, the main CPU 41 judges whether the second reserved number is greater than zero.

[0052] If the second reserved number is greater than zero, the main CPU41 executes a process to execute a second special game. Specifically, the main CPU41 updates the second reserved number by subtracting 1. The main CPU41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU41 stores a second reserved number command that can identify the second reserved number after subtraction in the output buffer. Next, the main CPU41 acquires the random number information that was stored first among the random number information for the second special game from the main RAM43. The main CPU41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU41 performs a jackpot lottery with a jackpot probability according to the current probability state.

[0053] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 performs a jackpot pattern lottery using a winning pattern random number that can be specified from the random number information, and determines the jackpot pattern to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the main CPU 41 ends the special pattern start process. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies the variation content that finally stops and displays the jackpot pattern combination after NR presentation in a presentation game. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies the variation content that finally stops and displays the jackpot pattern combination after SR presentation in a presentation game.

[0054] If the jackpot is not won, the main CPU 41 performs a miss variation process. In the miss variation process, the main CPU 41 determines a miss pattern to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of miss variation patterns. After that, the main CPU 41 ends the special pattern start process. As an example, the miss variation pattern includes a miss variation pattern that specifies a variation content that finally stops and displays a miss pattern combination in a performance game without going through a reach performance. As an example, the miss variation pattern includes a miss variation pattern that specifies a variation content that finally stops and displays a miss pattern combination in a performance game after going through an NR performance. As an example, the miss variation pattern includes a miss variation pattern that specifies a variation content that finally stops and displays a miss pattern combination in a performance game after going through an SR performance. In the following description, the variation content that stops and displays a jackpot pattern combination may be referred to as a jackpot variation content, and the variation content that stops and displays a miss pattern combination may be referred to as a miss variation content.

[0055] When the second reserved number is zero, the main CPU 41 judges whether or not the first reserved number is greater than zero. When the first special reserved number is zero, the main CPU 41 determines whether or not to store the standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can specify whether or not the standby command has been output. The standby command is a control command that can specify that the machine has been controlled to a standby state. The standby state is a state in which the pachinko game machine is not executing a jackpot game, is not executing a variable game, and is not on hold for a variable game.

[0056] As an example, when the main CPU 41 determines from the output information of the main RAM 43 that the standby command has been output, it ends the special symbol start process without storing the standby command in the output buffer. As an example, when the main CPU 41 determines from the output information of the main RAM 43 that the standby command has not been output, it stores the standby command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that the standby command has been output. After that, the main CPU 41 ends the special symbol start process.

[0057] If the first reserved number is greater than zero, the main CPU 41 executes a process to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that can identify the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information that is stored first among the random number information for the first special game from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability according to the current probability state.

[0058] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the main CPU 41 ends the special pattern start process.

[0059] If the jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns. After that, the main CPU 41 ends the special symbol start process. In the jackpot variation process and the loss variation process, the main CPU 41 stores a variation start command and a special symbol command in the output buffer. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each variation process. As an example, the variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed. In the big win variation process and the loss variation process, the main CPU 41 updates the output information in the main RAM 43 so that it is possible to identify that the standby command has not been output.

[0060] When the special symbol start process is completed, the main CPU 41 executes the first special game or the second special game by a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable game in the output buffer.

[0061] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the variable time determined in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. As described above, the main CPU 41 is configured to execute the special symbol input process and the special symbol start process to perform a lottery when a game ball enters the start hole.

[0062] The jackpot game processing will now be described. The jackpot game process is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game process after the special game ends. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main CPU 41 awards the specified type of jackpot game. As an example, there are a first jackpot and a second jackpot. The first jackpot is a jackpot based on the first jackpot symbol among the jackpot symbols. The second jackpot is a jackpot based on the second jackpot symbol different from the first jackpot symbol. In the following description, the jackpot game based on the first jackpot is referred to as the first jackpot game, and the jackpot game based on the second jackpot is referred to as the second jackpot game.

[0063] First, the main CPU 41 stores a control command (hereinafter, referred to as an opening command) capable of identifying the start of the opening time in the output buffer. As an example, the opening command may include information capable of identifying the type of jackpot game. When the opening time has elapsed, the main CPU 41 performs processing for executing a round game. That is, the main CPU 41 controls the special solenoid SL2 using the opening control data for the identified jackpot game to open the jackpot opening 14. As an example, the main CPU 41 controls the special solenoid SL2 so as to open the jackpot opening 14 until the number condition or the time condition is established, regardless of the type of jackpot game identified.

[0064] The main CPU 41 performs the process for executing such a round game until the number of round games set for the jackpot game is completed. As an example, it is set that 10 round games are executed in both the first jackpot game and the second jackpot game. As an example, it is set that 10 game balls enter the big prize winning hole 14 as a number condition in each round game. As an example, it is set that 29 seconds pass as a time condition in each round game. Therefore, in the first jackpot game and the second jackpot game, a total of 100 game balls (10 times x 10 balls) can be expected to enter the big prize winning hole 14. Here, if the number of prize balls set for the big prize winning hole 14 is 15, the number of prize balls (hereinafter, referred to as the expected number of balls) that can be expected to be awarded in the first jackpot game and the second jackpot game is 1500 balls. The main CPU41 stores in the output buffer a control command (hereinafter referred to as a round command) capable of identifying the start of a jackpot round game each time a round game is started. When the final round game ends, the main CPU41 stores in the output buffer a control command (hereinafter referred to as an ending start command) capable of identifying the start of an ending time. When the ending time has elapsed, the main CPU41 ends the jackpot game. The main CPU41 stores in the output buffer a control command (hereinafter referred to as an ending end command) capable of identifying the elapse of the ending time. Thereby, when a jackpot is won in the winning lottery, a variation game can be executed based on the result of the winning lottery, and a jackpot game is awarded based on the result of the winning lottery after the variation game ends.

[0065] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process for transitioning the probability state, and a winning rate transition process for transitioning the winning rate state. As an example, the game state transition process is executed after the end of the big win game process. As an example, in the game state transition process, the winning rate transition process and the probability transition process are executed in this order.

[0066] First, the goal scoring rate transition process will be described. In the ball entry rate transition process, the main CPU 41 sets an operation flag in the main RAM 43 when the first jackpot game or the second jackpot game ends. That is, the main CPU 41 controls to a high ball entry rate state when the first jackpot game or the second jackpot game ends. The main CPU 41 counts the number of times the special game is executed after the end of the jackpot game by updating the value of the execution counter stored in the main RAM 43 every time the special game is started after the end of the second jackpot game. The main CPU 41 erases the operation flag stored in the main RAM 43 when the special game in which the number of times the special game is executed after the end of the jackpot game reaches the number of times of operation ends. That is, the main CPU 41 controls to a low ball entry rate state when the special game that has been activated ends after the end of the second jackpot game. The main CPU 41 does not erase the operation flag until the next jackpot game is awarded after the end of the first jackpot game. When the main CPU 41 starts a big win game and the operation flag is set, the main CPU 41 erases the operation flag. In other words, the main CPU 41 controls the big win game to a low ball entry rate state.

[0067] Next, the probability transition process will be described. In the probability transition process, the main CPU 41 sets a high probability flag in the main RAM 43 when the first jackpot game ends. That is, the main CPU 41 controls to a high probability state when the first jackpot game ends. After the first jackpot game ends, the main CPU 41 does not erase the high probability flag until the next jackpot game is awarded. After the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. That is, the main CPU 41 controls to a low probability state when the second jackpot game ends. When the main CPU 41 starts a jackpot game and the high probability flag is set, the main CPU 41 erases the high probability flag. That is, the main CPU 41 controls to a low probability state during a jackpot game.

[0068] By the probability transition process and the ball entry rate transition process, after the first jackpot game ends, the pachinko game machine 10 is controlled to a high probability state and a high ball entry rate state. That is, after the first jackpot game ends, the pachinko game machine 10 is controlled to a high probability time-shortening state. Also, after the second jackpot game ends, the pachinko game machine 10 is controlled to a low probability state and a high ball entry rate state. After that, when the special game of the operating number ends, the pachinko game machine 10 is controlled to a low ball entry rate state. That is, after the second jackpot game ends, the pachinko game machine 10 is controlled to a low probability time-shortening state, and then, when the special game of the operating number ends, it is controlled to a low probability non-time-shortening state.

[0069] In this way, the main CPU 41 can control the game state to be advantageous to the player, triggered by the end of the jackpot game. In other words, the pachinko game machine 10 can execute a variable game based on the result of the winning lottery, and after the end of the variable game, a game state advantageous to the player is given based on the result of the winning lottery. The first jackpot game is a jackpot game that is controlled to a more advantageous game state than after the end of the jackpot game and after the end of the second jackpot game.

[0070] As an example, when the game state transitions, the main CPU 41 stores a control command (hereinafter, referred to as a state designation command) capable of identifying the current game state in the output buffer. That is, the state designation command includes a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a low-probability time-shortening state, and a state designation command capable of identifying a high-probability time-shortening state. As an example, when the power supply is started, the main CPU 41 stores a state designation command capable of identifying the current game state in the output buffer, regardless of whether the main backup information is initialized or not. That is, when the power supply is started, if the main backup information is initialized, a state designation command capable of identifying a low-probability non-time-shortening state is stored in the output buffer. On the other hand, when the power supply is started, if the main backup information is not initialized, a state designation command capable of identifying the game state when the power supply was cut off is stored in the output buffer.

[0071] The normal symbol input process will be described. The normal symbol input process is an example of a timer interrupt process. In the normal symbol input process, the main CPU 41 judges whether or not a gaming ball has entered the gate 17 based on whether or not a detection signal has been input from the gate sensor SE4. When the gaming ball has entered the gate 17, the main CPU 41 judges whether or not the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number of normal reserved numbers is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.

[0072] Next, the main CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for winning normal symbols, winning symbol random numbers used in determining normal symbols, etc. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.

[0073] Next, the normal symbol start process will be described. The normal symbol start process is an example of a timer interrupt process. In the normal symbol start process, the main CPU 41 judges whether or not the start condition of the normal game is met. The main CPU 41 judges positively when neither the normal win game nor the normal game is being played, and judges negatively when the normal win game is being played or the normal game is being played. If the start condition of the normal game is not met, the main CPU 41 ends the normal symbol start process. If the start condition of the normal game is met, the main CPU 41 judges whether or not the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start process.

[0074] If the normal reserved number is greater than zero, the main CPU41 performs processing to execute a normal game. Specifically, the main CPU41 updates the normal reserved number by subtracting 1. The main CPU41 acquires the random number information stored first from the random number information for the normal game from the main RAM43. The main CPU41 performs a normal win lottery to determine whether or not a normal win is won, using a winning random number specified from the acquired random number information. The main CPU41 performs a normal win lottery with a normal win probability according to the current ball entry rate state. As an example, the normal win probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in a low ball entry rate state is zero or approximately zero.

[0075] If a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be specified from the random number information to perform a normal win pattern lottery and determine the normal win pattern to be stopped and displayed in the normal game. If a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.

[0076] The main CPU 41 determines a variation pattern from among a plurality of normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that sets a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be a plurality of variation patterns that can be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a variation pattern determination lottery for the normal game and determine a variation pattern from among a plurality of normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.

[0077] When the normal symbol start process is completed, the main CPU 41 executes a normal game by a process separate from the normal symbol start process. When the main CPU 41 executes a normal game, it controls the normal symbol display device 19e to start a variable display of a predetermined symbol. The main CPU 41 measures a variable time set in a variable pattern. When the variable time set in a variable pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.

[0078] The normal winning game process will now be described. The normal winning game process is a process for awarding a normal winning game. When the main CPU 41 stops and displays the normal winning symbol in the normal game, the main CPU 41 executes the normal winning game process after the normal game ends. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal winning symbol determined in the normal symbol start process, and opens the second start port 13.

[0079] Next, various processes executed by the secondary CPU 51 will be described. The effect game process will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during the execution of the special game. When the sub-CPU51 inputs a variation start command and a special symbol command, it controls the effect device group ES including the effect display device EH to execute the effect game.

[0080] The sub-CPU51 determines the symbol combination to be stopped and displayed in the performance game based on the special symbol command. The sub-CPU51 determines the symbol combination for the jackpot when the jackpot symbol can be specified from the special symbol command. As an example, the symbol combination for the jackpot is a symbol combination in which multiple performance symbols are the same. The sub-CPU51 determines the symbol combination for the loss when the loss symbol can be specified from the special symbol command. When determining the symbol combination for the loss, the sub-CPU51 determines the symbol combination for the loss including the reach when the condition for executing the reach performance (hereinafter referred to as the reach condition) is established. As an example, the symbol combination for the loss including the reach is a symbol combination in which the performance symbols in the left and right rows are the same among the multiple performance symbols, while the performance symbols in the center row are different. When determining the symbol combination for the loss, the sub-CPU51 determines the symbol combination for the loss not including the reach when the reach condition is not established. As an example, a losing symbol combination that does not include a reach is a symbol combination in which a plurality of performance symbols are different from each other. As an example, the sub-CPU 51 judges whether a reach condition is established or not based on a variation pattern that can be specified from the input variation start command.

[0081] The sub-CPU51 determines the specific change contents (effect contents) of the performance game based on the change pattern. The sub-CPU51 controls the performance display device EH so as to start the change display of the performance symbols in each symbol row based on the determined change contents. In other words, the sub-CPU51 starts the performance game.

[0082] When a predetermined timing arrives after the start of the performance game, the sub-CPU51 causes the symbol combination to be temporarily stopped and displayed. The sub-CPU51 causes the symbol combination to be stopped and displayed in a confirmed state upon input of a variation end command. The sub-CPU51 may cause the symbol combination to be stopped and displayed in a confirmed state upon the passage of a variation time set in the variation pattern. In this case, the variation end command may be omitted.

[0083] The fluctuation pattern will be explained. As shown in FIG. 4, the variation pattern includes a miss variation pattern and a big win variation pattern. As an example, the miss variation pattern includes a variation pattern H01, a variation pattern H02, a variation pattern H03, a variation pattern H04, a variation pattern H05, a variation pattern H06, a variation pattern H07, and a variation pattern H08. As an example, the big win variation pattern includes a variation pattern H09, a variation pattern H10, a variation pattern H11, a variation pattern H12, and a variation pattern H13. As an example, the variation pattern H01 to the variation pattern H04, the variation pattern H09, and the variation pattern H10 are variation patterns associated with one variation cycle. Here, the variation cycle is defined as one cycle from when the variation display of the performance pattern starts to when the performance pattern of all columns is stopped and displayed. In other words, the fluctuation pattern H01 to the fluctuation pattern H04, the fluctuation pattern H09, and the fluctuation pattern H10 are fluctuation patterns associated with the stop display of the performance patterns of all columns being performed once after the start of the variable display of the performance patterns.

[0084] As an example, the fluctuation pattern H05 to the fluctuation pattern H07, the fluctuation pattern H11, and the fluctuation pattern H12 are fluctuation patterns associated with two fluctuation cycles. In other words, the fluctuation pattern H05 to the fluctuation pattern H07, the fluctuation pattern H11, and the fluctuation pattern H12 are fluctuation patterns associated with two repetitions of the performance pattern of all columns being stopped and displayed after the performance pattern's variable display has started. As an example, the fluctuation pattern H08 and the fluctuation pattern H13 are fluctuation patterns associated with three fluctuation cycles. In other words, the fluctuation pattern H08 and the fluctuation pattern H13 are fluctuation patterns associated with three repetitions of the performance pattern of all columns being stopped and displayed after the performance pattern's variable display has started.

[0085] As an example, in a variation pattern in which multiple variation cycles are associated, a pseudo consecutive stimulating performance is associated in a variation cycle prior to the final variation cycle. The pseudo consecutive stimulating performance is a performance that suggests or notifies whether the next variation cycle will be executed or not. As an example, the pseudo consecutive stimulating performance is a performance that suggests or notifies that the next variation cycle will be executed by displaying a pseudo consecutive pattern combination stationarily. In other words, in a variation pattern in which multiple variation cycles are associated, a pseudo consecutive pattern combination stationarily displayed in a variation cycle prior to the final variation cycle is associated. As an example, a pseudo consecutive pattern combination is a combination in which one of the performance patterns in the reach formation row is the next performance pattern in the variation order of the other performance pattern in the reach formation row, and the performance pattern of the remaining pattern row (middle pattern row) is the same as one of the performance patterns in the reach formation row, such as

[0112] . The pseudo consecutive pattern combination is an example of a losing pattern combination. In other words, the variable content that stops and displays a pseudo consecutive pattern combination is an example of a losing variable content.

[0086] As an example, each variation pattern is determined to have a performance content in the final variation cycle. As an example, the variation pattern H01 is determined to have a performance content in which a losing symbol combination is stopped and displayed without going through a reach as the performance content in the final variation cycle. As an example, the variation pattern H02 and the variation pattern H05 are determined to have a performance content in which a losing symbol combination is stopped and displayed through a pseudo consecutive stirring performance as the performance content in the final variation cycle. As an example, the losing symbol combination in the case where a performance content in which a losing symbol combination is stopped and displayed through a pseudo consecutive stirring performance is determined as the performance content in the final variation cycle is a combination such as

[0132] in which one performance pattern of the reach formation column is the next performance pattern in the variation order of the other performance pattern of the reach formation column, and the performance pattern of the remaining pattern column (middle pattern column) is different from both performance patterns of the reach formation column.

[0087] As an example, the variation pattern H03 and the variation pattern H06 are set to have a performance content in which a losing symbol combination is stopped and displayed after NR performance as the performance content in the final variation cycle. As an example, the variation pattern H04, the variation pattern H07, and the variation pattern H08 are set to have a performance content in which a losing symbol combination is stopped and displayed after SR performance as the performance content in the final variation cycle. As an example, the variation pattern H09 and the variation pattern H11 are set to have a performance content in which a winning symbol combination is stopped and displayed after NR performance as the performance content in the final variation cycle. As an example, the variation pattern H10, the variation pattern H12, and the variation pattern H13 are set to have a performance content in which a winning symbol combination is stopped and displayed after SR performance as the performance content in the final variation cycle.

[0088] As an example, the period during which each variation cycle is executed (hereinafter, referred to as the variation period) differs depending on the performance contents. As an example, the variation period of a variation cycle in which the performance contents including the reach performance are set is longer than the variation period of a variation cycle in which the performance contents not including the reach performance are set. As an example, the variation period of a variation cycle in which the performance contents including the SR performance are set is longer than the variation period of a variation cycle in which the performance contents including the NR performance are set. As an example, the variation period of a variation cycle in which the performance contents of a big win are set is longer than the variation period of a variation cycle in which the performance contents of a miss with the other performance contents being the same are set. As an example, a variation cycle in which the performance contents including the pseudo consecutive stimulating performance are set is longer than the variation period of a variation cycle in which the performance contents not including the reach performance are set. As an example, a variation cycle in which the performance contents including the pseudo consecutive stimulating performance are set is shorter than the variation period of a variation cycle in which the performance contents including the reach performance are set. As an example, the fluctuation period of a fluctuation cycle in which the performance content including the pseudo consecutive promotion performance is determined is longer when the fluctuation cycle is the final fluctuation cycle than when the fluctuation cycle is a non-final fluctuation cycle.

[0089] That is, in a variation pattern associated with multiple variation cycles, the variation period of the final variation cycle is longer than the variation period of the non-final variation cycle. Also, in a variation pattern associated with one variation cycle, there is a variation pattern in which a variation period is set shorter than the variation period of the non-final variation cycle in a variation pattern associated with multiple variation cycles. Also, in a variation pattern associated with one variation cycle, there is a variation pattern in which a variation period is set longer than the variation period of the non-final variation cycle in a variation pattern associated with multiple variation cycles.

[0090] In the pachinko game machine 10, when the variation game starts, one of these variation patterns is determined. Then, the variation game is executed according to the determined variation pattern. A variation game based on a variation pattern associated with a plurality of variation cycles is a pseudo consecutive variation game. A variation game based on a variation pattern associated with one variation cycle is a non-pseudo consecutive variation game. In other words, a pseudo consecutive variation game is a variation game that includes a plurality of variation cycles, and a non-pseudo consecutive variation game is a variation game that is composed of one variation cycle.

[0091] Next, an example of various effects that can be executed in the pachinko gaming machine 10 will be described. First, the ripple effect will be described. The ripple effect is an effect that suggests or notifies the probability of a jackpot in the variation game that is the subject of execution. As an example, the variation game that is the subject of execution of the ripple effect is a variation game that is being executed or a variation game that is on hold. The ripple effect is an effect that can be executed over multiple variation cycles in one pseudo consecutive variation game. The ripple effect is an effect that can be executed over multiple non-pseudo consecutive variation games. The ripple effect is an example of a specific effect. In the following description, when distinguishing between a ripple effect that can be executed over multiple variation cycles and a ripple effect that can be executed over multiple variation games, they are referred to as a pseudo ripple effect and a continuous ripple effect, respectively.

[0092] As shown in FIG. 5, the ripple effect may include a ripple display effect that displays a ripple image. As an example, the ripple display effect includes a first ripple display effect, a second ripple display effect, and a third ripple display effect. The first ripple display effect is a display effect that displays a first ripple image hg1. The second ripple display effect is a display effect that displays a second ripple image hg2. The third ripple display effect is a display effect that displays a third ripple image hg3. As an example, the first ripple image hg1 is an image that imitates a white ripple. As an example, the second ripple image hg2 is an image that imitates a red ripple. As an example, the third ripple image hg3 is an image that imitates a gold ripple. As an example, the first ripple image hg1, the second ripple image hg2, and the third ripple image hg3 are images that are superimposed on the effect pattern and the background image, and are images that can be seen through a part of the effect pattern and the background image. As an example, the first ripple image hg1, the second ripple image hg2, and the third ripple image hg3 are images that suggest or notify the jackpot expectation of the variable game to be executed. As an example, the second ripple image hg2 is an image that suggests or notifies that the jackpot expectation of the variable game to be executed is higher than that of the first ripple image hg1. As an example, the third ripple image hg3 is an image that suggests or notifies that the jackpot expectation of the variable game to be executed is higher than that of the second ripple image hg2. As an example, the third ripple image hg3 is an image that suggests or notifies that the variable game to be executed will be a jackpot.

[0093] As shown in Figures 6, 7, and 8, the ripple effect is composed of one or more ripple display effects. The number of ripple display effects composed of the ripple effect and the type of ripple display effect differ depending on the effect pattern. As an example, the effect patterns of the ripple effect include an effect pattern that can be selected in the pseudo-ripple effect and an effect pattern that can be selected in the continuous ripple effect. As an example, the effect patterns that can be selected in the pseudo-ripple effect include ripple effect pattern RP01, ripple effect pattern RP02, ripple effect pattern RP03, ripple effect pattern RP04, ripple effect pattern RP05, ripple effect pattern RP06, ripple effect pattern RP07, ripple effect pattern RP08, and ripple effect pattern RP09. As an example, presentation patterns that can be selected in the continuous ripple presentation include ripple presentation pattern RP11, ripple presentation pattern RP12, ripple presentation pattern RP13, ripple presentation pattern RP14, ripple presentation pattern RP15, ripple presentation pattern RP16, ripple presentation pattern RP17, ripple presentation pattern RP18, ripple presentation pattern RP19, ripple presentation pattern RP20, ripple presentation pattern RP21, ripple presentation pattern RP22, ripple presentation pattern RP23, and ripple presentation pattern RP24. There are ripple performance pattern RP25, ripple performance pattern RP26, ripple performance pattern RP27, ripple performance pattern RP28, ripple performance pattern RP29, ripple performance pattern RP30, ripple performance pattern RP31, ripple performance pattern RP32, ripple performance pattern RP33, ripple performance pattern RP34, ripple performance pattern RP35, ripple performance pattern RP36, ripple performance pattern RP37, ripple performance pattern RP38, ripple performance pattern RP39 and ripple performance pattern RP40.

[0094] The ripple effect pattern RP01, the ripple effect pattern RP05, and the ripple effect pattern RP08 are effect patterns that can be selected when a variation game based on a variation pattern associated with one variation cycle is to be executed. The ripple effect pattern RP02 to the ripple effect pattern RP04, the ripple effect pattern RP06, the ripple effect pattern RP07, and the ripple effect pattern RP09 are effect patterns that can be selected when a variation game based on a variation pattern associated with two variation cycles is to be executed. The ripple effect pattern RP01 to the ripple effect pattern RP04 are effect patterns in which a first ripple display effect is executed in the first variation cycle. The ripple effect pattern RP05 to the ripple effect pattern RP07 are effect patterns in which a second ripple display effect is executed in the first variation cycle. The ripple effect pattern RP08 and the ripple effect pattern RP09 are effect patterns in which a third ripple display effect is executed in the first variation cycle. The ripple effect pattern RP02 is a performance pattern in which the first ripple display effect is executed in the second fluctuation cycle. The ripple effect pattern RP03 and the ripple effect pattern RP06 are performance patterns in which the second ripple display effect is executed in the second fluctuation cycle. The ripple effect pattern RP04, the ripple effect pattern RP07, and the ripple effect pattern RP09 are performance patterns in which the third ripple display effect is executed in the second fluctuation cycle.

[0095] Ripple effect pattern RP11 to ripple effect pattern RP16 are effect patterns that can be selected when a newly reserved variation game is to be executed in a situation where one or more variation games are on hold. Ripple effect pattern RP17 to ripple effect pattern RP26 are effect patterns that can be selected when a newly reserved variation game is to be executed in a situation where two or more variation games are on hold. Ripple effect pattern RP27 to ripple effect pattern RP40 are effect patterns that can be selected when a newly reserved variation game is to be executed in a situation where three variation games are on hold.

[0096] The ripple effect pattern RP11 to ripple effect pattern RP13, the ripple effect pattern RP17 to ripple effect pattern RP22, and the ripple effect pattern RP27 to ripple effect pattern RP35 are effect patterns in which a first ripple display effect is executed in the first variation game among a plurality of variation games in which the ripple effect is executed. The ripple effect pattern RP14, the ripple effect pattern RP15, the ripple effect pattern RP23 to ripple effect pattern RP25, and the ripple effect pattern RP36 to ripple effect pattern RP39 are effect patterns in which a second ripple display effect is executed in the first variation game among a plurality of variation games in which the ripple effect is executed. The ripple effect pattern RP16, the ripple effect pattern RP26, and the ripple effect pattern RP40 are effect patterns in which a third ripple display effect is executed in the first variation game among a plurality of variation games in which the ripple effect is executed.

[0097] The ripple effect pattern RP11, the ripple effect pattern RP17 to the ripple effect pattern RP19, and the ripple effect pattern RP27 to the ripple effect pattern RP31 are effect patterns in which the first ripple display effect is executed in the second variation game among the plurality of variation games in which the ripple effect is executed. The ripple effect pattern RP12, the ripple effect pattern RP14, the ripple effect pattern RP20, the ripple effect pattern RP21, the ripple effect pattern RP23, the ripple effect pattern RP24, the ripple effect pattern RP32 to the ripple effect pattern RP34, and the ripple effect pattern RP36 to the ripple effect pattern RP38 are effect patterns in which the second ripple display effect is executed in the second variation game among the plurality of variation games in which the ripple effect is executed. Ripple performance pattern RP13, ripple performance pattern RP15, ripple performance pattern RP16, ripple performance pattern RP22, ripple performance pattern RP25, ripple performance pattern RP26, ripple performance pattern RP35, ripple performance pattern RP39, and ripple performance pattern RP40 are performance patterns in which it is determined that a third ripple display performance is executed in the second variation game among multiple variation games in which ripple performances are executed.

[0098] The ripple effect pattern RP17 and the ripple effect patterns RP27 to RP29 are effect patterns in which the first ripple display effect is executed in the third variation game among the plurality of variation games in which the ripple effect is executed. The ripple effect pattern RP18, the ripple effect pattern RP20, the ripple effect pattern RP23, the ripple effect patterns RP30 to RP33, the ripple effect pattern RP36, and the ripple effect pattern RP37 are effect patterns in which the second ripple display effect is executed in the third variation game among the plurality of variation games in which the ripple effect is executed. Ripple performance pattern RP19, ripple performance pattern RP21, ripple performance pattern RP22, ripple performance pattern RP24 to ripple performance pattern RP26, ripple performance pattern RP34, ripple performance pattern RP35, and ripple performance pattern RP38 to ripple performance pattern RP40 are performance patterns in which a third ripple display performance is executed in the third variation game among multiple variation games in which a ripple performance is executed.

[0099] The ripple effect pattern RP27 is a presentation pattern in which the first ripple display effect is executed in the fourth variation game among a plurality of variation games in which the ripple effect is executed. The ripple effect pattern RP28, the ripple effect pattern RP30, the ripple effect pattern RP32, and the ripple effect pattern RP36 are presentation patterns in which the second ripple display effect is executed in the fourth variation game among a plurality of variation games in which the ripple effect is executed. The ripple effect pattern RP29, the ripple effect pattern RP31, the ripple effect patterns RP33 to RP35, and the ripple effect patterns RP37 to RP40 are presentation patterns in which the third ripple display effect is executed in the fourth variation game.

[0100] In this way, one ripple display performance is composed of a first ripple display performance, a second ripple display performance, and a third ripple display performance. In one ripple performance, after the first ripple display performance is executed, the first ripple display performance, the second ripple display performance, and the third ripple display performance may be executed. Also, in one ripple performance, after the second ripple display performance is executed, the second ripple display performance or the third ripple display performance may be executed. Also, in one ripple performance, after the third ripple display performance is executed, only the third ripple display performance may be executed out of the first ripple display performance, the second ripple display performance, and the third ripple display performance.

[0101] Next, the countdown effect will be described. The countdown effect is an effect that suggests or notifies the probability of a jackpot in the variation game to be executed. As an example, the variation game to be executed in the countdown effect is a variation game being executed or a variation game on hold. The countdown effect is an effect that can be executed over multiple variation cycles in one pseudo consecutive variation game. The countdown effect is an effect that can be executed over multiple non-pseudo consecutive variation games. The countdown effect is an example of a specific effect. In the following description, when distinguishing between a countdown effect that can be executed over multiple variation cycles and a countdown effect that can be executed over multiple variation games, they are referred to as a pseudo countdown effect and a continuous countdown effect, respectively.

[0102] As shown in FIG. 9 and FIG. 10, the countdown effect may include a count display effect that displays a count image. As an example, the count display effect includes a first count display effect, a second count display effect, a third count display effect, a fourth count display effect, a fifth count display effect, a sixth count display effect, a seventh count display effect, an eighth count display effect, a ninth count display effect, and a tenth count display effect. The first count display effect is a display effect that displays a first count image cg1. The second count display effect is a display effect that displays a second count image cg2. The third count display effect is a display effect that displays a third count image cg3. The fourth count display effect is a display effect that displays a fourth count image cg4. The fifth count display effect is a display effect that displays a fifth count image cg5. The sixth count display effect is a display effect that displays a sixth count image cg6. The seventh count display effect is a display effect that displays a seventh count image cg7. The eighth count display effect is a display effect that displays an eighth count image CG8. The ninth count display effect is a display effect that displays a ninth count image CG9. The tenth count display effect is a display effect that displays a tenth count image CG10.

[0103] As an example, the first count image cg1 to the third count image cg3 are images imitating the Arabic numeral "3". As an example, the fourth count image cg4 to the sixth count image cg6 are images imitating the Arabic numeral "2". As an example, the seventh count image cg7 to the ninth count image cg9 are images imitating the Arabic numeral "1". As an example, the tenth count image cg10 is an image imitating the Arabic numeral "0". As an example, the first count image cg1, the fourth count image cg4, and the seventh count image cg7 are images imitating white Arabic numerals. As an example, the second count image cg2, the fifth count image cg5, and the eighth count image cg8 are images imitating red Arabic numerals. As an example, the third count image cg3, the sixth count image cg6, the ninth count image cg9, and the tenth count image cg10 are images that imitate gold Arabic numerals.

[0104] As an example, the first count image cg1 to the tenth count image cg10 are images that suggest or notify the jackpot expectation of the variation game to be executed. As an example, the third count image cg3, the sixth count image cg6, the ninth count image cg9, and the tenth count image cg10 are images that suggest or notify the jackpot expectation of the variation game to be executed is higher than that of the eighth count image cg8. As an example, the eighth count image cg8 is an image that suggests or notifies the jackpot expectation of the variation game to be executed is higher than that of the fifth count image cg5. As an example, the fifth count image cg5 is an image that suggests or notifies the jackpot expectation of the variation game to be executed is higher than that of the second count image cg2. As an example, the second count image cg2 is an image that suggests or notifies the jackpot expectation of the variation game to be executed is higher than that of the seventh count image cg7. As an example, the seventh count image cg7 is an image that suggests or notifies that the jackpot expectation of the variable game to be executed is higher than that of the fourth count image cg4. As an example, the fourth count image cg4 is an image that suggests or notifies that the jackpot expectation of the variable game to be executed is higher than that of the first count image cg1. In other words, the count images suggest or notify that the jackpot expectation of the variable game to be executed is higher in the order of the third count image cg3, the sixth count image cg6, the ninth count image cg9, and the tenth count image cg10>the eighth count image cg8>the fifth count image cg5>the second count image cg2>the seventh count image cg7>the fourth count image cg4>the first count image cg1. The third count image CG3, the sixth count image CG6, the ninth count image CG9, and the tenth count image CG10 are images that suggest or notify that the variable game to be executed will be a jackpot.

[0105] As shown in Figures 11, 12, and 13, the countdown performance includes one or more count display performances. The number of count display performances and the type of count display performances included in the countdown performance vary depending on the performance pattern. As an example, the performance patterns of the countdown performance include a performance pattern that can be selected in a pseudo countdown performance and a performance pattern that can be selected in a continuous countdown performance. As an example, presentation patterns that can be selected in the pseudo countdown presentation include countdown presentation pattern CP01, countdown presentation pattern CP02, countdown presentation pattern CP03, countdown presentation pattern CP04, countdown presentation pattern CP05, countdown presentation pattern CP06, countdown presentation pattern CP07, countdown presentation pattern CP08, countdown presentation pattern CP09, countdown presentation pattern CP10, countdown presentation pattern CP11, countdown presentation pattern CP12, countdown presentation pattern CP13, countdown presentation pattern CP14, countdown presentation pattern CP15, countdown presentation pattern CP16, and countdown presentation pattern CP17.

[0106] As an example, examples of performance patterns that can be selected in the continuous countdown performance include countdown performance pattern CP21, countdown performance pattern CP22, countdown performance pattern CP23, countdown performance pattern CP24, countdown performance pattern CP25, countdown performance pattern CP26, countdown performance pattern CP27, countdown performance pattern CP28, countdown performance pattern CP29, countdown performance pattern CP30, countdown performance pattern CP31, countdown performance pattern CP32, countdown performance pattern CP33, countdown performance pattern CP34, countdown performance pattern CP35, and countdown performance pattern CP36. There are countdown performance pattern CP36, countdown performance pattern CP37, countdown performance pattern CP38, countdown performance pattern CP39, countdown performance pattern CP40, countdown performance pattern CP41, countdown performance pattern CP42, countdown performance pattern CP43, countdown performance pattern CP44, countdown performance pattern CP45, countdown performance pattern CP46, countdown performance pattern CP47, countdown performance pattern CP48, countdown performance pattern CP49, countdown performance pattern CP50, countdown performance pattern CP51, countdown performance pattern CP52 and countdown performance pattern CP53.

[0107] The countdown presentation pattern CP01 is a presentation pattern that may be selected when a variation game based on a variation pattern associated with two variation cycles is to be executed. The countdown presentation pattern CP02 to the countdown presentation pattern CP17 are presentation patterns that may be selected when a variation game based on a variation pattern associated with three variation cycles is to be executed. The countdown presentation pattern CP01 to the countdown presentation pattern CP07 and the countdown presentation pattern CP12 to the countdown presentation pattern CP14 are presentation patterns in which a first count display presentation is executed in the first variation cycle. The countdown presentation pattern CP08 to the countdown presentation pattern CP10, the countdown presentation pattern CP15, and the countdown presentation pattern CP16 are presentation patterns in which a second count display presentation is executed in the first variation cycle. The countdown presentation pattern CP11 and the countdown presentation pattern CP17 are presentation patterns in which a third count display presentation is executed in the first variation cycle.

[0108] Countdown performance patterns CP01 to CP04 and countdown performance pattern CP12 are performance patterns in which a fourth count display performance is executed in the second fluctuation cycle. Countdown performance patterns CP05, countdown performance pattern CP06, countdown performance pattern CP08, countdown performance pattern CP09, countdown performance pattern CP13, and countdown performance pattern CP15 are performance patterns in which a fifth count display performance is executed in the second fluctuation cycle. Countdown performance patterns CP07, countdown performance pattern CP10, countdown performance pattern CP11, countdown performance pattern CP14, countdown performance pattern CP16, and countdown performance pattern CP17 are performance patterns in which a sixth count display performance is executed in the second fluctuation cycle.

[0109] Countdown performance pattern CP02 is a performance pattern in which a seventh count display performance is executed in the third fluctuation cycle. Countdown performance pattern CP03, countdown performance pattern CP05, and countdown performance pattern CP08 are performance patterns in which an eighth count display performance is executed in the third fluctuation cycle. Countdown performance pattern CP04, countdown performance pattern CP06, countdown performance pattern CP07, and countdown performance patterns CP09 to CP11 are performance patterns in which a ninth count display performance is executed in the third fluctuation cycle. Countdown performance patterns CP12 to CP17 are performance patterns in which a tenth count display performance is executed in the third fluctuation cycle.

[0110] Countdown performance pattern CP21, countdown performance pattern CP22, countdown performance pattern CP33 to countdown performance pattern CP38, and countdown performance pattern CP45 to countdown performance pattern CP47 are performance patterns that can be selected when a newly reserved variation game is to be executed in a situation where one or more variation games are reserved. Countdown performance pattern CP23 to countdown performance pattern CP32, countdown performance pattern CP39 to countdown performance pattern CP44, and countdown performance pattern CP48 to countdown performance pattern CP53 are performance patterns that can be selected when a newly reserved variation game is to be executed in a situation where two or more variation games are reserved.

[0111] Countdown presentation pattern CP22 to countdown presentation pattern CP28, countdown presentation pattern CP45, and countdown presentation pattern CP48 to countdown presentation pattern CP50 are presentation patterns in which a first count display presentation is executed in the first variation game among a plurality of variation games in which a countdown presentation is executed. Countdown presentation pattern CP29 to countdown presentation pattern CP31, countdown presentation pattern CP46, countdown presentation pattern CP51, and countdown presentation pattern CP52 are presentation patterns in which a second count display presentation is executed in the first variation game among a plurality of variation games in which a countdown presentation is executed. Countdown presentation pattern CP32, countdown presentation pattern CP47, and countdown presentation pattern CP53 are presentation patterns in which a third count display presentation is executed in the first variation game among a plurality of variation games in which a countdown presentation is executed. The countdown presentation pattern CP21, the countdown presentation pattern CP36, and the countdown presentation pattern CP39 to the countdown presentation pattern CP41 are presentation patterns in which the fourth count display presentation is executed in the first variation game among the plurality of variation games in which the countdown presentation is executed. The countdown presentation pattern CP37, the countdown presentation pattern CP42, and the countdown presentation pattern CP43 are presentation patterns in which the fifth count display presentation is executed in the first variation game among the plurality of variation games in which the countdown presentation is executed. The countdown presentation pattern CP38 and the countdown presentation pattern CP44 are presentation patterns in which the sixth count display presentation is executed in the first variation game among the plurality of variation games in which the countdown presentation is executed. The countdown presentation pattern CP33 is a presentation pattern in which the seventh count display presentation is executed in the first variation game among the plurality of variation games in which the countdown presentation is executed.The countdown effect pattern CP34 is a performance pattern in which the eighth count display effect is executed in the first variation game among the plurality of variation games in which the countdown effect is executed. The countdown effect pattern CP35 is a performance pattern in which the ninth count display effect is executed in the first variation game among the plurality of variation games in which the countdown effect is executed.

[0112] Countdown presentation patterns CP22 to CP25 and countdown presentation pattern CP48 are presentation patterns in which a fourth count display presentation is executed in the second variation game among a plurality of variation games in which a countdown presentation is executed. Countdown presentation pattern CP26, countdown presentation pattern CP27, countdown presentation pattern CP29, countdown presentation pattern CP30, countdown presentation pattern CP49, and countdown presentation pattern CP51 are presentation patterns in which a fifth count display presentation is executed in the second variation game among a plurality of variation games in which a countdown presentation is executed. Countdown presentation pattern CP28, countdown presentation pattern CP31, countdown presentation pattern CP32, countdown presentation pattern CP50, countdown presentation pattern CP52, and countdown presentation pattern CP53 are presentation patterns in which a sixth count display presentation is executed in the second variation game among a plurality of variation games in which a countdown presentation is executed. The countdown presentation pattern CP21 and the countdown presentation pattern CP39 are presentation patterns in which the seventh count display presentation is executed in the second variation game among the plurality of variation games in which the countdown presentation is executed. The countdown presentation pattern CP40 and the countdown presentation pattern CP42 are presentation patterns in which the eighth count display presentation is executed in the second variation game among the plurality of variation games in which the countdown presentation is executed. The countdown presentation pattern CP41, the countdown presentation pattern CP43, and the countdown presentation pattern CP44 are presentation patterns in which the ninth count display presentation is executed in the second variation game among the plurality of variation games in which the countdown presentation is executed.Countdown effect pattern CP33 to countdown effect pattern CP38 and countdown effect pattern CP45 to countdown effect pattern CP47 are effect patterns in which a tenth count display effect is executed in the second variation game among a plurality of variation games in which the countdown effect is executed.

[0113] The countdown presentation pattern CP23 is a presentation pattern in which the seventh count display presentation is executed in the third variation game among the plurality of variation games in which the countdown presentation is executed. The countdown presentation pattern CP24, the countdown presentation pattern CP26, and the countdown presentation pattern CP29 are presentation patterns in which the eighth count display presentation is executed in the third variation game among the plurality of variation games in which the countdown presentation is executed. The countdown presentation pattern CP25, the countdown presentation pattern CP27, the countdown presentation pattern CP28, and the countdown presentation patterns CP30 to CP32 are presentation patterns in which the ninth count display presentation is executed in the third variation game among the plurality of variation games in which the countdown presentation is executed. The countdown presentation patterns CP39 to CP44, and the countdown presentation patterns CP48 to CP53 are presentation patterns in which the tenth count display presentation is executed in the third variation game among the plurality of variation games in which the countdown presentation is executed.

[0114] Thus, in the countdown performance of 1, after a count display performance that displays an image imitating a red Arabic numeral, a count display performance that displays an image imitating a white Arabic numeral is not executed. In addition, in the countdown performance of 1, after a count display performance that displays an image imitating a gold Arabic numeral, a count display performance that displays an image imitating a white Arabic numeral and a count display performance that displays an image imitating a red Arabic numeral are not executed. In addition, in the countdown performance of 1, after a count display performance that displays an image imitating a specific Arabic numeral, a count display performance that displays an image imitating the same Arabic numeral is not executed. In addition, in the countdown performance of 1, after a count display performance that displays an image imitating an Arabic numeral "2", a count display performance that displays an image imitating an Arabic numeral "3" is not executed. In addition, in the countdown performance of 1, after a count display performance that displays an image imitating an Arabic numeral "1", a count display performance that displays an image imitating an Arabic numeral "2" and a count display performance that displays an image imitating an Arabic numeral "3" are not executed. In addition, in the countdown performance of 1, the count display performance that displays an image resembling the Arabic numeral "0" is not executed after the count display performance.

[0115] That is, in the first countdown performance, after the first count display performance is executed, the fourth count display performance, the fifth count display performance, the sixth count display performance, the seventh count display performance, the eighth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In the first countdown performance, after the second count display performance is executed, the fifth count display performance, the sixth count display performance, the eighth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In the first countdown performance, after the third count display performance is executed, the sixth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In the first countdown performance, after the fourth count display performance is executed, the seventh count display performance, the eighth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In the first countdown performance, after the fifth count display performance is executed, the eighth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In one countdown performance, after the sixth count display performance is executed, the ninth count display performance or the tenth count display performance may be executed. In one countdown performance, after the seventh count display performance is executed, the tenth count display performance may be executed. In one countdown performance, after the eighth count display performance is executed, the tenth count display performance may be executed. In one countdown performance, after the ninth count display performance is executed, the tenth count display performance may be executed.

[0116] Next, the curtain effect will be described. The curtain effect is an effect that suggests or notifies the probability of a jackpot in the variation game that is the subject of execution. As an example, the variation game that is the subject of execution of the curtain effect is a variation game that is currently being executed. The curtain effect is an effect that can be executed in one non-pseudo consecutive variation game. The curtain effect is an effect that can be executed in each of multiple variation cycles in a pseudo consecutive variation game. The curtain effect is an example of a special effect that is different from the specific effect.

[0117] As shown in FIG. 14, the curtain display may include a curtain display display that displays a curtain image. As an example, the curtain display display includes a first curtain display display, a second curtain display display, and a third curtain display display. The first curtain display display is a display display that displays a first curtain image mg1. The second curtain display display is a display display that displays a second curtain image mg2. The third curtain display display is a display display that displays a third curtain image mg3. As an example, the first curtain image mg1 is an image that imitates a white curtain. As an example, the second curtain image mg2 is an image that imitates a red curtain. As an example, the third curtain image mg3 is an image that imitates a gold curtain. The first curtain image mg1 to the third curtain image mg3 are images that suggest or notify the probability of a jackpot of the variable game to be executed. As an example, the third curtain image mg3 is an image that suggests or notifies that the probability of a jackpot of the variable game to be executed is higher than that of the second curtain image mg2. As an example, the second screen image mg2 is an image that suggests or notifies that the variation game to be executed has a higher chance of winning than the first screen image mg1. The third screen image mg3 is an image that suggests or notifies that the variation game to be executed will be a jackpot.

[0118] As shown in FIG. 15, a curtain performance is composed of one curtain display performance. The type of curtain performance differs depending on the performance pattern. As an example, the performance patterns of the curtain performance include curtain performance pattern MP1, curtain performance pattern MP2, and curtain performance pattern MP3. Curtain performance pattern MP1 is a performance pattern in which it is determined that a first curtain display performance is to be executed. Curtain performance pattern MP2 is a performance pattern in which it is determined that a second curtain display performance is to be executed. Curtain performance pattern MP3 is a performance pattern in which it is determined that a third curtain display performance is to be executed.

[0119] Next, the effect customization function of the pachinko gaming machine 10 will be described. The customization function is a function for enabling customization of effects. The pachinko gaming machine 10 is provided with a customization function, so that customization of effects is possible.

[0120] As shown in FIG. 16 and FIG. 17, when the effect button BT is operated, a customized effect is executed in the effect display device EH. As an example, the customized effect may include a display effect that displays an item image in the display area R of the effect display device EH. As an example, the item image is an image related to a customizable effect. As an example, in the customized effect, a plurality of item images are displayed. Each of the plurality of item images corresponds to a customizable effect. As an example, the item image may include a first item image kg1 corresponding to a ripple effect. As an example, the first item image kg1 is an image imitating the character string of "ripple effect". As an example, the item image may include a second item image kg2 corresponding to a countdown effect. As an example, the second item image kg2 is an image imitating the character string of "countdown effect". As an example, the item image may include a third item image kg3 corresponding to a curtain effect. As an example, the third item image kg3 is an image imitating the character string of "curtain effect".

[0121] As an example, when a plurality of item images are displayed, if the cross button JB is operated, a predetermined item image can be selected. Specifically, when a plurality of item images are displayed, if the up button JBu or the down button JBd of the cross button JB is operated, the selected item image can be changed to another item image. That is, when a plurality of item images are displayed, if the down button JBd of the cross button JB is operated when the first item image kg1 is selected, the selected item image is changed from the first item image kg1 to the second item image kg2. Also, when a plurality of item images are displayed, if the down button JBd of the cross button JB is operated when the second item image kg2 is selected, the selected item image is changed from the second item image kg2 to the third item image kg3. Also, when a plurality of item images are displayed, if the down button JBd of the cross button JB is operated when the third item image kg3 is selected, the selected item image is changed from the third item image kg3 to the first item image kg1. Also, when the up button JBu of the cross button JB is operated while the first item image kg1 is selected during the display of a plurality of item images, the selected item image is changed from the first item image kg1 to the third item image kg3. Also, when the up button JBu of the cross button JB is operated while the second item image kg2 is selected during the display of a plurality of item images, the selected item image is changed from the second item image kg2 to the first item image kg1. Also, when the up button JBu of the cross button JB is operated while the third item image kg3 is selected during the display of a plurality of item images, the selected item image is changed from the third item image kg3 to the second item image kg2. As an example, when the customization performance is started, the first item image kg1 is selected. As an example, the plurality of item images are displayed so that the selected item image can be recognized. As an example, the selected item image has a different display mode from the other item images. Specifically, the selected item image is a brighter image than the other item images.

[0122] As an example, when the effect button BT is operated while a plurality of item images are displayed, the effect corresponding to the item image selected at that time can be customized. Specifically, when the effect button BT is operated while a plurality of item images are displayed and the first item image kg1 is selected, the ripple effect can be customized. As an example, the ripple effect can be set to a first setting in which the execution probability of the ripple effect is 0, a second setting in which the execution probability of the ripple effect is not 0, and a third setting in which the execution probability of the ripple effect is lower than the second setting. As an example, the third setting of the ripple effect is a setting in which the expectation of a jackpot when executed is higher than the second setting. As an example, the ripple effect is set to the second setting when power supply is started. In other words, the ripple effect can be customized from the second setting in which the execution probability of the ripple effect is not 0 to the first setting in which the execution probability of the ripple effect is 0, or to the third setting in which the expectation of a jackpot is higher than the second setting.

[0123] During customization of the ripple effect, a first status image jg1 showing the customization status of the ripple effect is displayed. As an example, the first status image jg1 may include an image corresponding to the first setting, an image corresponding to the second setting, and an image corresponding to the third setting. As an example, the image corresponding to the first setting is an image suggesting or notifying the first setting in which the execution probability of the ripple effect is 0. As an example, the image corresponding to the first setting is an image imitating the character string "OFF". As an example, the image corresponding to the second setting is an image suggesting or notifying the second setting in which the execution probability of the ripple effect is not 0. As an example, the image corresponding to the second setting is an image suggesting or notifying the setting in which the jackpot expectation of the ripple effect is a standard value. As an example, the image corresponding to the second setting is an image imitating the character string "normal". As an example, the image corresponding to the third setting is an image suggesting or notifying the third setting in which the jackpot expectation of the ripple effect is higher than the second setting. As an example, the image corresponding to the third setting is an image imitating the character string "high".

[0124] As one example, the first status image jg1 is displayed so that the current setting of the ripple effect can be recognized. As one example, the first status image jg1 displays an image corresponding to the current setting in a different display manner than images corresponding to other settings. Specifically, the image corresponding to the current setting is a brighter image than images corresponding to other settings. As one example, when the first status image jg1 is displayed, item images different from the first item image kg1 are hidden. In other words, when the first status image jg1 is displayed, the second item image kg2 and the third item image kg3 are hidden.

[0125] As an example, when the cross button JB is operated while the first status image jg1 is displayed, the setting of the ripple effect can be changed. Specifically, when the left button JBl or the right button JBr of the cross button JB is operated while the first status image jg1 is displayed, the setting of the ripple effect can be changed. As an example, when the right button JBr of the cross button JB is operated while the first status image jg1 is displayed and the setting of the ripple effect is the first setting, the setting of the ripple effect can be changed to the second setting. Also, when the right button JBr of the cross button JB is operated while the first status image jg1 is displayed and the setting of the ripple effect is the second setting, the setting of the ripple effect can be changed to the third setting. Also, when the right button JBr of the cross button JB is operated while the first status image jg1 is displayed and the setting of the ripple effect is the third setting, the setting of the ripple effect can be changed to the first setting. Also, when the left button JBl of the cross button JB is operated while the first status image jg1 is displayed and the setting of the ripple effect is the first setting, the setting of the ripple effect can be changed to the third setting. Furthermore, when the left button JBl of the cross button JB is operated while the first status image jg1 is displayed and the ripple effect setting is set to Setting 2, the ripple effect setting can be switched to Setting 1. Furthermore, when the left button JBl of the cross button JB is operated while the first status image jg1 is displayed and the ripple effect setting is set to Setting 3, the ripple effect setting can be switched to Setting 2.

[0126] When the effect button BT is operated while the second item image kg2 is selected during the display of a plurality of item images, the countdown effect can be customized. As an example, the countdown effect can be set to a first setting in which the execution probability of the countdown effect is 0, a second setting in which the execution probability of the countdown effect is not 0, and a third setting in which the execution probability of the countdown effect is lower than the second setting. As an example, the third setting of the countdown effect is a setting in which the expectation of a jackpot is higher when the countdown effect is executed than the second setting. As an example, the countdown effect is set to the second setting when power supply is started. In other words, the countdown effect can be customized from the second setting in which the execution probability of the countdown effect is not 0 to the first setting in which the execution probability of the countdown effect is 0, or to the third setting in which the expectation of a jackpot is higher than the second setting.

[0127] During customization of the countdown effect, a second status image jg2 showing the customization status of the countdown effect is displayed. As an example, the second status image jg2 may include an image corresponding to the first setting, an image corresponding to the second setting, and an image corresponding to the third setting. As an example, the image corresponding to the first setting is an image suggesting or notifying the first setting in which the execution probability of the countdown effect is 0. As an example, the image corresponding to the first setting is an image imitating the character string "OFF". As an example, the image corresponding to the second setting is an image suggesting or notifying the second setting in which the execution probability of the countdown effect is not 0. As an example, the image corresponding to the second setting is an image suggesting or notifying the setting in which the jackpot expectation of the countdown effect is a reference value. As an example, the image corresponding to the second setting is an image imitating the character string "normal". As an example, the image corresponding to the third setting is an image suggesting or notifying the third setting in which the jackpot expectation of the countdown effect is higher than the second setting. As an example, the image corresponding to the third setting is an image imitating the character string "high".

[0128] As one example, the second status image jg2 is displayed so that the current setting of the countdown effect can be recognized. As one example, the second status image jg2 displays an image corresponding to the current setting in a display manner different from images corresponding to other settings. Specifically, the image corresponding to the current setting is a brighter image than images corresponding to other settings. As one example, when the second status image jg2 is displayed, item images different from the second item image kg2 are hidden. In other words, when the second status image jg2 is displayed, the first item image kg1 and the third item image kg3 are hidden.

[0129] As an example, when the cross button JB is operated while the second status image jg2 is displayed, the setting of the countdown performance can be changed. Specifically, when the left button JBl or the right button JBr of the cross button JB is operated while the second status image jg2 is displayed, the setting of the countdown performance can be changed. As an example, when the right button JBr of the cross button JB is operated while the second status image jg2 is displayed and the setting of the countdown performance is the first setting, the setting of the countdown performance can be changed to the second setting. Also, when the right button JBr of the cross button JB is operated while the second status image jg2 is displayed and the setting of the countdown performance is the second setting, the setting of the countdown performance can be changed to the third setting. Also, when the right button JBr of the cross button JB is operated while the second status image jg2 is displayed and the setting of the countdown performance is the third setting, the setting of the countdown performance can be changed to the first setting. Also, when the left button JBl of the cross button JB is operated while the second status image jg2 is displayed and the setting of the countdown performance is the first setting, the setting of the countdown performance can be changed to the third setting. Furthermore, when the left button JBl of the cross button JB is operated while the second status image jg2 is displayed and the countdown performance is set to Setting 2, the countdown performance setting can be switched to Setting 1. Furthermore, when the left button JBl of the cross button JB is operated while the second status image jg2 is displayed and the countdown performance setting is set to Setting 3, the countdown performance setting can be switched to Setting 2.

[0130] When the effect button BT is operated while the third item image kg3 is selected during the display of a plurality of item images, the curtain effect can be customized. As an example, the curtain effect can be set to a first setting in which the execution probability of the curtain effect is 0, a second setting in which the execution probability of the curtain effect is not 0, and a third setting in which the execution probability of the curtain effect is higher than the second setting. As an example, the third setting of the curtain effect is a setting in which the execution probability of the curtain effect by the curtain effect pattern MP3 is higher than the second setting compared to the second setting. As an example, the curtain effect is set to the second setting when power supply is started. That is, the curtain effect can be customized from the second setting in which the execution probability of the curtain effect is not 0 to the first setting in which the execution probability of the curtain effect is 0, or to the third setting in which the execution probability of the curtain effect is higher than the second setting.

[0131] During customization of the curtain effect, a third status image jg3 showing the customization status of the curtain effect is displayed. As an example, the third status image jg3 may include an image corresponding to the first setting, an image corresponding to the second setting, and an image corresponding to the third setting. As an example, the image corresponding to the first setting is an image suggesting or notifying the first setting in which the execution probability of the curtain effect is 0. As an example, the image corresponding to the first setting is an image imitating the character string "OFF". As an example, the image corresponding to the second setting is an image suggesting or notifying the second setting in which the execution probability of the curtain effect is not 0. As an example, the image corresponding to the second setting is an image suggesting or notifying the setting in which the execution probability of the curtain effect is a reference value. As an example, the image corresponding to the second setting is an image imitating the character string "normal". As an example, the image corresponding to the third setting is an image suggesting or notifying the third setting in which the execution probability of the curtain effect is higher than that of the second setting. As an example, the image corresponding to the third setting is an image imitating the character string "high".

[0132] As an example, the third status image jg3 is displayed so that the current setting of the curtain performance can be recognized. As an example, the third status image jg3 displays an image corresponding to the current setting in a display manner different from images corresponding to other settings. Specifically, the image corresponding to the current setting is a brighter image than the images corresponding to other settings. As an example, when the third status image jg3 is displayed, item images different from the third item image kg3 are not displayed. In other words, when the third status image jg3 is displayed, the first item image kg1 and the second item image kg2 are not displayed.

[0133] As an example, when the cross button JB is operated while the third situation image jg3 is displayed, the setting of the curtain performance can be switched. Specifically, when the left button JBl or the right button JBr of the cross button JB is operated while the third situation image jg3 is displayed, the setting of the curtain performance can be switched. As an example, when the right button JBr of the cross button JB is operated while the third situation image jg3 is displayed and the setting of the curtain performance is the first setting, the setting of the curtain performance can be switched to the second setting. Also, when the right button JBr of the cross button JB is operated while the third situation image jg3 is displayed and the setting of the curtain performance is the second setting, the setting of the curtain performance can be switched to the third setting. Also, when the right button JBr of the cross button JB is operated while the third situation image jg3 is displayed and the setting of the curtain performance is the third setting, the setting of the curtain performance can be switched to the first setting. Also, when the left button JBl of the cross button JB is operated while the third situation image jg3 is displayed and the setting of the curtain performance is the first setting, the setting of the curtain performance can be switched to the third setting. Furthermore, when the left button JBl of the cross button JB is operated while the third status image jg3 is being displayed and the curtain effect setting is at Setting 2, the curtain effect setting can be switched to Setting 1. Furthermore, when the left button JBl of the cross button JB is operated while the third status image jg3 is being displayed and the curtain effect setting is at Setting 3, the curtain effect setting can be switched to Setting 2.

[0134] Next, the control for displaying the various effects described above will be described. First, the control executed by the sub-CPU 51 to determine whether or not to execute a ripple effect and the effect pattern when the ripple effect is executed will be described.

[0135] First, the control executed by the sub-CPU 51 to determine whether or not to execute the continuous ripple effect and the effect pattern when the continuous ripple effect is executed will be described. As an example, when the sub-CPU51 inputs the look-ahead command and the first reserved number command, the sub-CPU51 determines whether or not to execute the continuous ripple effect based on the type of the variation pattern specified from the look-ahead command, the first reserved number specified from the first reserved number command, and the first setting information stored in the sub-RAM53. The first setting information is information capable of specifying the customization status of the ripple effect. As an example, the sub-CPU51 determines not to execute the continuous ripple effect when the first setting information is information capable of specifying the first setting. As an example, the sub-CPU51 performs a lottery for executing the continuous ripple effect when the first setting information is information capable of specifying the second setting or the third setting. As an example, the sub-CPU51 determines to execute the continuous ripple effect when the lottery for executing the continuous ripple effect is won. On the other hand, the sub-CPU51 determines not to execute the continuous ripple effect when the lottery for executing the continuous ripple effect is not won.

[0136] As an example, the sub-CPU51 executes a lottery for executing the continuous ripple effect with a winning probability according to the first reserved number and the type of the variation pattern. As an example, the winning probability when the first reserved number is 1 is zero regardless of the type of the variation pattern. In addition, when the first reserved number is 1, the sub-CPU51 may determine not to execute the continuous ripple effect without executing a lottery for executing the continuous ripple effect regardless of the type of the variation pattern, and may determine not to execute the continuous ripple effect without executing a lottery for executing the continuous ripple effect in some variation patterns. As an example, the variation pattern in which the non-execution of the continuous ripple effect is determined without executing a lottery for executing the continuous ripple effect includes a variation pattern that can be recognized as a miss before or during the execution of the ripple display effect included in the continuous ripple effect, assuming that the continuous ripple effect has been executed. In other words, a variation pattern in which it is decided not to execute the continuous ripple effect without holding a lottery to execute the continuous ripple effect is a variation pattern in which, assuming that the continuous ripple effect is executed, at least the left and right columns of performance patterns among all columns of performance patterns are displayed stopped before the execution of a ripple display effect included in the continuous ripple effect or during the execution of the ripple display effect.

[0137] As an example, when the first reserved number is 2 or more, and the variation pattern is associated with two or more variation cycles, the winning probability is zero. That is, the continuous ripple effect is not executed for a variation game with a variation pattern with two or more variation cycles. As an example, when the first reserved number is 2 or more, and the variation pattern is associated with one variation cycle, the winning probability is an arbitrary positive number equal to or less than 1. That is, when the first reserved number is 2 or more, the sub-CPU51 may determine the execution of the continuous ripple effect for a variation game with a variation pattern with one variation cycle associated. As an example, when the first reserved number is 2 or more, and the variation pattern is associated with one variation cycle, the winning probability differs depending on the variation content. That is, the sub-CPU51 determines the execution of the continuous ripple effect with a winning probability according to the variation content. As an example, when the first reserved number is 2, and the variation pattern is associated with one variation cycle, the winning probability is higher in the case of a big win variation content than in the case of a loss variation content. As an example, when the first reserved number is 2 or more and the variation pattern is associated with one variation cycle, the winning probability is higher when the variation content includes a reach effect than when the variation content does not include a reach effect. As an example, when the first reserved number is 2 or more and the variation pattern is associated with one variation cycle, the winning probability is higher when the variation content includes an SR effect than when the variation content includes an NR effect.

[0138] As an example, the winning probability when the first reserved number is 2 or more is different when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. That is, the sub-CPU 51 may determine the execution of the continuous ripple effect with different winning probabilities when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. As an example, the winning probability when the first reserved number is 2 may be higher than the winning probability when the first reserved number is 3, and may be lower than the winning probability when the first reserved number is 3. As an example, the winning probability when the first reserved number is 2 may be higher than the winning probability when the first reserved number is 4, and may be lower than the winning probability when the first reserved number is 4. As an example, the winning probability when the first reserved number is 3 may be higher than the winning probability when the first reserved number is 4, and may be lower than the winning probability when the first reserved number is 4. The winning probability may be the same when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. That is, when the first reserved number is 2 or more, the sub-CPU51 may determine the execution of the continuous ripple effect with the same winning probability regardless of the first reserved number. Also, the winning probability may be the same in some cases when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. That is, the sub-CPU51 may determine the execution of the continuous ripple effect with the same winning probability in some cases when the first reserved number is 2 or more. As an example, the winning probability when the first reserved number is 2 may be the same as the winning probability when the first reserved number is 3, and may be the same as the winning probability when the first reserved number is 4. As an example, the winning probability when the first reserved number is 3 may be the same as the winning probability when the first reserved number is 4.

[0139] As an example, when the first setting information is information that can specify the third setting, the sub-CPU 51 executes a lottery to execute the continuous ripple effect so that the probability of winning is higher when the first setting information is information that can specify the third setting than when the second setting is information that can specify the second setting. As an example, when the first setting information is information that can specify the third setting, the sub-CPU 51 executes a lottery to execute the continuous ripple effect so that the probability of winning is lower when the loss variation pattern is a higher than when the second setting is information that can specify the second setting. Note that when the first setting information is information that can specify the third setting, the sub-CPU 51 may execute a lottery to execute the continuous ripple effect so that the probability of winning is higher when the first setting information is information that can specify the third setting than when the second setting is information that can specify the second setting, thereby making the probability of winning higher when the continuous ripple effect is a higher value.

[0140] When it is determined to execute the continuous ripple effect, the sub-CPU51 determines the effect pattern of the continuous ripple effect based on the type of fluctuation pattern specified from the look-ahead command, the first reserved number specified from the first reserved number command, and the first setting information stored in the sub-RAM53. As an example, when the first reserved number is 2, the sub-CPU51 determines the effect pattern of the continuous ripple effect from the ripple effect pattern RP11 to the ripple effect pattern RP16. As an example, when the fluctuation pattern is a big hit, the sub-CPU51 determines the effect pattern of the continuous ripple effect from the ripple effect pattern RP11 to the ripple effect pattern RP16. On the other hand, when the fluctuation pattern is a miss, the sub-CPU51 determines the effect pattern of the continuous ripple effect from the ripple effect pattern RP11, the ripple effect pattern RP12, and the ripple effect pattern RP14. As an example, the sub-CPU51 determines the effect pattern of the continuous ripple effect so that the expectation of the big hit increases in the order of the ripple effect pattern RP11<ripple effect pattern RP12<ripple effect pattern RP14. As an example, when the first setting information is information capable of identifying the third setting, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation so that the probability of a jackpot being expected for the ripple presentation pattern RP12 and the ripple presentation pattern RP14 is higher than when the first setting information is information capable of identifying the second setting.

[0141] As an example, when the first reserved number is 3, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation from the ripple presentation pattern RP11 to the ripple presentation pattern RP26. As an example, when the variation pattern is a big hit, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation from the ripple presentation pattern RP11 to the ripple presentation pattern RP26. On the other hand, when the variation pattern is a miss, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation from the ripple presentation pattern RP11, the ripple presentation pattern RP12, the ripple presentation pattern RP14, the ripple presentation pattern RP17, the ripple presentation pattern RP18, the ripple presentation pattern RP20, and the ripple presentation pattern RP23. As an example, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation so that the expectation of the big hit increases in the order of the ripple presentation pattern RP11<ripple presentation pattern RP17<ripple presentation pattern RP12<ripple presentation pattern RP18<ripple presentation pattern RP20<ripple presentation pattern RP14<ripple presentation pattern RP23. As an example, the sub-CPU51 determines the presentation pattern when the first reserved number is 3 so that the presentation pattern that cannot be determined when the first reserved number is 2 has a higher decision rate than the presentation pattern that can be determined when the first reserved number is 2. As an example, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation so that the jackpot expectation of the ripple presentation pattern RP17, the ripple presentation pattern RP12, the ripple presentation pattern RP18, the ripple presentation pattern RP20, the ripple presentation pattern RP14, and the ripple presentation pattern RP23 is higher when the first setting information is information that can specify the third setting than when the first setting information is information that can specify the second setting.

[0142] As an example, when the first reserved number is 4, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation from the ripple presentation pattern RP11 to the ripple presentation pattern RP40. As an example, when the variation pattern is a big hit, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation from the ripple presentation pattern RP11 to the ripple presentation pattern RP40. On the other hand, when the variation pattern is a miss, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation from the ripple presentation pattern RP11, the ripple presentation pattern RP12, the ripple presentation pattern RP14, the ripple presentation pattern RP17, the ripple presentation pattern RP18, the ripple presentation pattern RP20, the ripple presentation pattern RP23, the ripple presentation pattern RP27, the ripple presentation pattern RP28, the ripple presentation pattern RP30, and the ripple presentation pattern RP32. As an example, the sub-CPU 51 determines the performance pattern of the continuous ripple performance so that the expectation of the big win increases in the following order: ripple performance pattern RP11<ripple performance pattern RP17<ripple performance pattern RP12<ripple performance pattern RP18<ripple performance pattern RP28<ripple performance pattern RP30<ripple performance pattern RP20<ripple performance pattern RP32<ripple performance pattern RP14<ripple performance pattern RP23<ripple performance pattern RP27. As an example, the sub-CPU 51 determines the performance pattern when the first reserved number is 4 so that the performance pattern that cannot be determined when the first reserved number is 3 or less has a higher determination rate than the performance pattern that can be determined when the first reserved number is 3 or less. As an example, when the first setting information is information capable of identifying the third setting, the sub-CPU51 determines the presentation pattern of the continuous ripple presentation so that the probability of a jackpot being expected for ripple presentation pattern RP17, ripple presentation pattern RP12, ripple presentation pattern RP18, ripple presentation pattern RP28, ripple presentation pattern RP30, ripple presentation pattern RP20, ripple presentation pattern RP32, ripple presentation pattern RP14, ripple presentation pattern RP23, and ripple presentation pattern RP27 is higher than when the first setting information is information capable of identifying the second setting.

[0143] Next, the control executed by the sub-CPU 51 to determine whether or not to execute the pseudo-ripple effect and the effect pattern when the pseudo-ripple effect is executed will be described. Also, as an example, when the sub-CPU 51 inputs a fluctuation start command, it determines whether or not to execute the pseudo ripple effect based on the type of fluctuation pattern specified from the fluctuation start command and the first setting information stored in the sub-RAM 53. At this time, the sub-CPU 51 determines not to execute the pseudo ripple effect when the continuous ripple effect is being executed, or when the execution of the continuous ripple effect has been determined but has not yet been executed. As an example, the sub-CPU 51 determines not to execute the pseudo ripple effect when the first setting information is information that can specify the first setting. As an example, the sub-CPU 51 performs a lottery for executing the pseudo ripple effect when the first setting information is information that can specify the second setting or the third setting. As an example, the sub-CPU 51 determines to execute the pseudo ripple effect when the lottery for executing the pseudo ripple effect is won. On the other hand, the sub-CPU 51 determines not to execute the pseudo ripple effect when the lottery for executing the pseudo ripple effect is not won.

[0144] As an example, the sub-CPU51 executes a lottery for executing the pseudo ripple effect with a winning probability according to the type of the variation pattern. As an example, the winning probability is zero when the variation pattern is associated with three or more variation cycles. Note that the sub-CPU51 may determine not to execute the pseudo ripple effect without executing a lottery for executing the pseudo ripple effect when the variation pattern is associated with three or more variation cycles. As an example, the winning probability is a positive number of 1 or less when the variation pattern is associated with two or less variation cycles.

[0145] As an example, the winning probability in the case of a variation pattern associated with two or less variation cycles differs depending on the variation content of the final variation cycle. As an example, the winning probability in the case of a variation pattern associated with two or less variation cycles is higher in the case of a big win variation content than in the case of a miss variation content. As an example, the winning probability in the case of a variation pattern associated with two or less variation cycles is higher in the case of a variation content including a reach performance than in the case of a variation content not including a reach performance. As an example, the winning probability in the case of a variation pattern associated with two or less variation cycles is higher in the case of a variation content including an SR performance than in the case of a variation content including an NR performance.

[0146] As an example, the winning probability when the variation pattern is associated with two or less variation cycles is different between the variation pattern associated with one variation cycle and the variation pattern associated with two variation cycles.As an example, the winning probability when the variation pattern is associated with one variation cycle may be higher than the winning probability when the variation pattern is associated with two variation cycles, and may be lower than the winning probability when the variation pattern is associated with two variation cycles.Note that the winning probability when the variation pattern is associated with one variation cycle may be the same as the winning probability when the variation pattern is associated with two variation cycles.

[0147] As an example, when the first setting information is information that can specify the third setting, the sub-CPU 51 executes a lottery to execute the pseudo-ripple effect so that the probability of winning is higher than when the first setting information is information that can specify the second setting. As an example, when the first setting information is information that can specify the third setting, the sub-CPU 51 executes a lottery to execute the pseudo-ripple effect so that the probability of winning is lower in the case of a miss variation pattern than when the first setting information is information that can specify the second setting. Note that when the first setting information is information that can specify the third setting, the sub-CPU 51 may execute a lottery to execute the pseudo-ripple effect so that the probability of winning is higher in the case of a jackpot variation pattern than when the first setting information is information that can specify the second setting, so that the probability of winning is higher in the case of the pseudo-ripple effect so that the probability of winning is higher in the case of the first setting information is information that can specify the third setting.

[0148] When it is decided to execute the pseudo ripple effect, the sub-CPU51 determines the effect pattern of the pseudo ripple effect based on the type of the fluctuation pattern specified from the fluctuation start command. As an example, when the fluctuation pattern is associated with one fluctuation cycle, the sub-CPU51 determines the effect pattern of the pseudo ripple effect from the ripple effect pattern RP01, the ripple effect pattern RP05, and the ripple effect pattern RP08. As an example, when the fluctuation pattern is a big win fluctuation pattern, the sub-CPU51 determines the effect pattern of the pseudo ripple effect from the ripple effect pattern RP01, the ripple effect pattern RP05, and the ripple effect pattern RP08. On the other hand, when the fluctuation pattern is a miss fluctuation pattern, the sub-CPU51 determines the effect pattern of the pseudo ripple effect from the ripple effect pattern RP01 and the ripple effect pattern RP05. As an example, the sub-CPU51 determines the effect pattern of the pseudo ripple effect so that the expectation of the big win increases in the order of the ripple effect pattern RP01 < the ripple effect pattern RP05. As an example, when the first setting information is information that can identify the third setting, the sub-CPU51 determines the pseudo-ripple effect pattern so that the probability of a jackpot being expected for the ripple effect pattern RP05 is higher than when the first setting information is information that can identify the second setting.

[0149] As an example, when the variation pattern is associated with two variation cycles, the sub-CPU 51 determines the presentation pattern of the pseudo-ripple presentation from the ripple presentation pattern RP02 to the ripple presentation pattern RP04, the ripple presentation pattern RP06, the ripple presentation pattern RP07, and the ripple presentation pattern RP09. As an example, when the variation pattern is a big win variation pattern, the sub-CPU 51 determines the presentation pattern of the pseudo-ripple presentation from the ripple presentation pattern RP02 to the ripple presentation pattern RP04, the ripple presentation pattern RP06, the ripple presentation pattern RP07, and the ripple presentation pattern RP09. On the other hand, when the variation pattern is a miss variation pattern, the sub-CPU 51 determines the presentation pattern of the pseudo-ripple presentation from the ripple presentation pattern RP02, the ripple presentation pattern RP03, and the ripple presentation pattern RP06. As an example, the sub-CPU 51 determines the presentation pattern of the pseudo-ripple presentation so that the expectation of the big win increases in the order of the ripple presentation pattern RP02<ripple presentation pattern RP03<ripple presentation pattern RP06. As an example, when the first setting information is information capable of identifying the third setting, the sub-CPU51 determines the pseudo-ripple effect pattern so that the probability of a jackpot being expected for the ripple effect pattern RP03 and the ripple effect pattern RP06 is higher than when the first setting information is information capable of identifying the second setting.

[0150] In this way, among the presentation patterns of the continuous ripple presentation, ripple presentation pattern RP13, ripple presentation pattern RP15, ripple presentation pattern RP16, ripple presentation pattern RP19, ripple presentation pattern RP21, ripple presentation pattern RP22, ripple presentation pattern RP24 to ripple presentation pattern RP26, ripple presentation pattern RP29, ripple presentation pattern RP31, and ripple presentation pattern RP33 to ripple presentation pattern RP40 are presentation patterns that can be determined only when a jackpot is reached. Also, among the presentation patterns of the pseudo ripple presentation, ripple presentation pattern RP04 and ripple presentation pattern RP07 to ripple presentation pattern RP09 are presentation patterns that can be determined only when a jackpot is reached. In other words, the ripple presentation including the third ripple display presentation can be executed only when a jackpot is reached. The third ripple display presentation can be said to be a presentation that can be recognized as a jackpot. Also, the ripple presentation (continuous ripple presentation) composed of four second ripple presentation presentations can be executed only when a jackpot is reached. That is, in the continuous ripple effect, when the second ripple display effect is executed in four consecutive variable games, it is possible to recognize that a jackpot has been reached. A ripple effect including a third ripple display effect is an example of a specific effect according to the first aspect that makes it possible to recognize that a bonus will be awarded. A ripple effect (continuous ripple effect) consisting of four second ripple display effects is an example of a specific effect according to the first aspect that makes it possible to recognize that a bonus will be awarded. A ripple effect that does not include a third ripple display effect and is not a ripple effect consisting of four second ripple display effects is an example of a specific effect according to the second aspect that makes it possible to recognize the expectation that a bonus will be awarded.

[0151] Next, the control executed by the sub-CPU 51 to determine whether or not to execute a countdown effect and the effect pattern when the countdown effect is executed will be described. First, the control executed by the sub-CPU 51 to determine whether or not to execute a continuous countdown effect and the effect pattern when the continuous countdown effect is executed will be described.

[0152] As an example, when the sub-CPU 51 inputs the look-ahead command and the first reserved number command, the sub-CPU 51 determines whether or not to execute the continuous countdown performance based on the type of the variation pattern specified from the look-ahead command, the first reserved number specified from the first reserved number command, and the second setting information stored in the sub-RAM 53. The second setting information is information capable of specifying the customization status of the countdown performance. As an example, the sub-CPU 51 determines not to execute the continuous countdown performance when the second setting information is information capable of specifying the first setting. As an example, the sub-CPU 51 performs a lottery for executing the continuous countdown performance when the second setting information is information capable of specifying the second setting or the third setting. As an example, the sub-CPU 51 determines to execute the continuous countdown performance when the lottery for executing the continuous countdown performance is won. On the other hand, the sub-CPU 51 determines not to execute the continuous countdown performance when the lottery for executing the continuous countdown performance is not won.

[0153] As an example, the sub-CPU51 executes a lottery for executing the continuous countdown performance with a winning probability according to the first reserved number and the type of the variation pattern. As an example, the winning probability when the first reserved number is 1 is zero regardless of the type of the variation pattern. In addition, when the first reserved number is 1, the sub-CPU51 may determine not to execute the continuous countdown performance without executing a lottery for executing the continuous countdown performance regardless of the type of the variation pattern, and may determine not to execute the continuous countdown performance without executing a lottery for executing the continuous countdown performance in the case of some variation patterns. As an example, the variation pattern in which the non-execution of the continuous countdown performance is determined without executing a lottery for executing the continuous countdown performance includes a variation pattern that can be recognized as a miss before or during the execution of the count display performance included in the continuous countdown performance, assuming that the continuous countdown performance has been executed. In other words, a variation pattern in which it is decided not to execute a continuous countdown performance without holding a lottery to execute the continuous countdown performance is a variation pattern in which, assuming that the continuous countdown performance is executed, the performance patterns in at least the left and right columns of all the performance patterns are displayed stopped before or during the execution of the count display performance included in the continuous countdown performance.

[0154] As an example, when the first reserved number is 2 or more, and the variation pattern is associated with two or more variation cycles, the winning probability is zero. That is, the continuous countdown performance is not executed for the variation game by the variation pattern associated with two or more variation cycles. As an example, when the first reserved number is 2 or more, and the variation pattern is associated with one variation cycle, the winning probability is an arbitrary positive number equal to or less than 1. That is, when the first reserved number is 2 or more, the variation game by the variation pattern associated with one variation cycle can be determined to be executed by the sub-CPU51. As an example, when the first reserved number is 2 or more, and the variation pattern is associated with one variation cycle, the winning probability differs depending on the variation content. That is, the sub-CPU51 determines the execution of the continuous countdown performance with the winning probability according to the variation content. As an example, when the first reserved number is 2 or more, and the variation pattern is associated with one variation cycle, the winning probability is higher in the case of a big win variation content than in the case of a loss variation content. As an example, when the first reserved number is 2 or more and the variation pattern is associated with one variation cycle, the winning probability is higher when the variation content includes a reach effect than when the variation content does not include a reach effect. As an example, when the first reserved number is 2 or more and the variation pattern is associated with one variation cycle, the winning probability is higher when the variation content includes an SR effect than when the variation content includes an NR effect.

[0155] As an example, the winning probability when the first reserved number is 2 or more is different when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. That is, the sub-CPU 51 may determine the execution of the continuous countdown performance with different winning probabilities when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. As an example, the winning probability when the first reserved number is 2 may be higher than the winning probability when the first reserved number is 3, and may be lower than the winning probability when the first reserved number is 3. As an example, the winning probability when the first reserved number is 2 may be higher than the winning probability when the first reserved number is 4, and may be lower than the winning probability when the first reserved number is 4. As an example, the winning probability when the first reserved number is 3 may be higher than the winning probability when the first reserved number is 4, and may be lower than the winning probability when the first reserved number is 4. The winning probability may be the same when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. That is, when the first reserved number is 2 or more, the sub-CPU 51 may determine the execution of the continuous countdown effect with the same winning probability regardless of the first reserved number. Also, the winning probability may be the same in some cases when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. That is, the sub-CPU 51 may determine the execution of the continuous countdown effect with the same winning probability in some cases when the first reserved number is 2 or more. As an example, the winning probability when the first reserved number is 2 may be the same as the winning probability when the first reserved number is 3, and may be the same as the winning probability when the first reserved number is 4. As an example, the winning probability when the first reserved number is 3 may be the same as the winning probability when the first reserved number is 4.

[0156] As an example, when the second setting information is information that can specify the third setting, the sub-CPU 51 executes a lottery for executing the continuous countdown effect so that the probability of winning is higher than when the second setting is information that can specify the second setting. As an example, when the second setting information is information that can specify the third setting, the sub-CPU 51 executes a lottery for executing the continuous countdown effect so that the probability of winning is lower in the case of a miss variation pattern than when the second setting is information that can specify the second setting. Note that when the second setting information is information that can specify the third setting, the sub-CPU 51 may execute a lottery for executing the continuous countdown effect so that the probability of winning is higher in the case of a jackpot variation pattern than when the second setting is information that can specify the second setting, so that the probability of winning is higher in the case of the continuous countdown effect so that the probability of winning is higher in the case of the second setting information is information that can specify the third setting.

[0157] When it is determined to execute the continuous countdown effect, the sub-CPU51 determines the effect pattern of the continuous countdown effect based on the type of fluctuation pattern specified from the look-ahead command, the first reserved number specified from the first reserved number command, and the second setting information stored in the sub-RAM53. As an example, when the first reserved number is 2, the sub-CPU51 determines the effect pattern of the continuous countdown effect from the countdown effect pattern CP21, the countdown effect pattern CP22, the countdown effect pattern CP33 to the countdown effect pattern CP38, and the countdown effect pattern CP45 to the countdown effect pattern CP47. As an example, when it is a jackpot fluctuation pattern, the sub-CPU51 determines the effect pattern of the continuous countdown effect from the countdown effect pattern CP21, the countdown effect pattern CP22, the countdown effect pattern CP33 to the countdown effect pattern CP38, and the countdown effect pattern CP45 to the countdown effect pattern CP47. On the other hand, when the variation pattern is a miss, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation from the countdown presentation pattern CP21 and the countdown presentation pattern CP22. As an example, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation so that the jackpot expectation increases in the order of countdown presentation pattern CP22 < countdown presentation pattern CP21. As an example, when the second setting information is information that can specify the third setting, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation so that the jackpot expectation of the countdown presentation pattern CP21 is higher than when the second setting information is information that can specify the second setting.

[0158] As an example, when the first reserved number is 3 or more, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation from the countdown presentation pattern CP21 to the countdown presentation pattern CP53. As an example, when the variation pattern is a big win, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation from the countdown presentation pattern CP21 to the countdown presentation pattern CP53. On the other hand, when the variation pattern is a miss, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation from the countdown presentation pattern CP21 to the countdown presentation pattern CP24 and the countdown presentation pattern CP26. As an example, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation so that the expectation of the big win increases in the order of countdown presentation pattern CP22<countdown presentation pattern CP21<countdown presentation pattern CP23<countdown presentation pattern CP24<countdown presentation pattern CP26. As an example, the sub-CPU51 determines the presentation pattern when the first reserved number is 3 so that the presentation pattern that cannot be determined when the first reserved number is 2 has a higher decision rate than the presentation pattern that can be determined when the first reserved number is 2. As an example, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation so that the jackpot expectation of the countdown presentation pattern CP21, the countdown presentation pattern CP23, the countdown presentation pattern CP24, and the countdown presentation pattern CP26 is higher when the second setting information is information that can identify the third setting than when the second setting is information that can identify the second setting.

[0159] Next, the control executed by the sub-CPU 51 to determine whether or not to execute the pseudo countdown effect and the effect pattern when the pseudo countdown effect is executed will be described.

[0160] As an example, when the sub-CPU 51 inputs a fluctuation start command, it determines whether or not to execute the pseudo countdown performance based on the type of fluctuation pattern specified from the fluctuation start command and the second setting information stored in the sub-RAM 53. At this time, the sub-CPU 51 determines not to execute the pseudo countdown performance when the continuous countdown performance is being executed, or when the execution of the continuous countdown performance has been determined but has not yet been executed. As an example, the sub-CPU 51 determines not to execute the pseudo countdown performance when the second setting information is information that can identify the first setting. As an example, the sub-CPU 51 performs a lottery for executing the pseudo countdown performance when the second setting information is information that can identify the second setting or the third setting. As an example, the sub-CPU 51 determines to execute the pseudo countdown performance when the lottery for executing the pseudo countdown performance is won. On the other hand, the sub-CPU 51 determines not to execute the pseudo countdown performance when the lottery for executing the pseudo countdown performance is not won.

[0161] As an example, the sub-CPU51 executes a lottery for executing the pseudo countdown effect with a winning probability according to the type of the variation pattern. As an example, the winning probability is zero when one variation cycle is associated with the variation pattern. Note that the sub-CPU51 may decide not to execute the pseudo countdown effect without executing a lottery for executing the pseudo countdown effect when one variation cycle is associated with the variation pattern. As an example, the winning probability is a positive number equal to or less than 1 when two or more variation cycles are associated with the variation pattern.

[0162] As an example, the winning probability in the case of a variation pattern associated with two or more variation cycles differs depending on the variation content of the final variation cycle. As an example, the winning probability in the case of a variation pattern associated with two or more variation cycles is higher in the case of a big win variation content than in the case of a miss variation content. As an example, the winning probability in the case of a variation pattern associated with two or more variation cycles is higher in the case of a variation content including a reach performance than in the case of a variation content not including a reach performance. As an example, the winning probability in the case of a variation pattern associated with two or more variation cycles is higher in the case of a variation content including an SR performance than in the case of a variation content including an NR performance.

[0163] As an example, the winning probability when the variation pattern is associated with two or more variation cycles is different between the variation pattern associated with two variation cycles and the variation pattern associated with three variation cycles.As an example, the winning probability when the variation pattern is associated with two variation cycles may be higher than the winning probability when the variation pattern is associated with three variation cycles, and may be lower than the winning probability when the variation pattern is associated with three variation cycles.Note that the winning probability when the variation pattern is associated with two variation cycles may be the same as the winning probability when the variation pattern is associated with three variation cycles.

[0164] As an example, when the second setting information is information that can specify the third setting, the sub-CPU 51 executes a lottery for executing the pseudo countdown effect so that the probability of winning is higher than when the second setting is information that can specify the second setting. As an example, when the second setting information is information that can specify the third setting, the sub-CPU 51 executes a lottery for executing the pseudo countdown effect so that the probability of winning is lower in the case of a miss variation pattern than when the second setting is information that can specify the second setting. Note that when the second setting information is information that can specify the third setting, the sub-CPU 51 may execute a lottery for executing the pseudo countdown effect so that the probability of winning is higher in the case of a jackpot variation pattern than when the second setting is information that can specify the second setting, so that the probability of winning is higher in the case of the pseudo countdown effect so that the probability of winning is higher in the case of the second setting information is information that can specify the third setting.

[0165] When it is determined to execute the pseudo countdown effect, the sub-CPU 51 determines the effect pattern of the pseudo countdown effect based on the type of the fluctuation pattern specified from the fluctuation start command. As an example, when the fluctuation pattern is associated with two fluctuation cycles, the sub-CPU 51 determines the countdown effect pattern CP01 as the effect pattern of the pseudo countdown effect.

[0166] As an example, when the variation pattern is associated with three variation cycles, the sub-CPU 51 determines the presentation pattern of the pseudo countdown presentation from the countdown presentation pattern CP02 to the countdown presentation pattern CP17. As an example, when the variation pattern is a big win variation pattern, the sub-CPU 51 determines the presentation pattern of the pseudo countdown presentation from the countdown presentation pattern CP02 to the countdown presentation pattern CP17. On the other hand, when the variation pattern is a miss variation pattern, the sub-CPU 51 determines the presentation pattern of the pseudo countdown presentation from the countdown presentation pattern CP02, the countdown presentation pattern CP03, and the countdown presentation pattern CP05. As an example, the sub-CPU 51 determines the presentation pattern of the pseudo countdown presentation so that the expectation of a big win increases in the order of countdown presentation pattern CP02<countdown presentation pattern CP03<countdown presentation pattern CP05. As an example, when the second setting information is information that can identify the third setting, the sub-CPU51 determines the presentation pattern of the continuous countdown presentation so that the probability of a jackpot being expected for the countdown presentation pattern CP03 and the countdown presentation pattern CP05 is higher than when the second setting information is information that can identify the second setting.

[0167] In this way, among the presentation patterns of the continuous countdown presentation, the countdown presentation pattern CP25 and the countdown presentation pattern CP27 to the countdown presentation pattern CP53 are presentation patterns that can be determined only when a jackpot is reached. Also, among the presentation patterns of the pseudo countdown presentation, the countdown presentation pattern CP04 and the countdown presentation pattern CP06 to the countdown presentation pattern CP17 are presentation patterns that can be determined only when a jackpot is reached. In other words, the countdown presentation including the countdown presentation displaying an image imitating golden Arabic numerals can be executed only when a jackpot is reached. For this reason, it can be said that the countdown presentation displaying an image imitating golden Arabic numerals is a presentation that allows the player to recognize that a jackpot is reached. Also, the countdown presentation that is composed of the second countdown presentation, the fifth countdown presentation, and the eighth countdown presentation can be executed only when a jackpot is reached. In other words, in the continuous countdown presentation, when the second countdown presentation, the fifth countdown presentation, and the eighth countdown presentation are executed in three consecutive variable games, it is possible to recognize that a jackpot is reached. Similarly, in the pseudo countdown performance, when the second count display performance, the fifth count display performance, and the eighth count display performance are executed in three consecutive variation cycles, it is possible to recognize that a jackpot will be awarded. A countdown performance including a count display performance that displays an image imitating golden Arabic numerals is an example of a specific performance according to a first mode that allows the player to recognize that a bonus will be awarded. A countdown performance that includes a count display performance that displays an image imitating golden Arabic numerals, and is not a countdown performance that includes a count display performance that includes a second count display performance, the fifth count display performance, and the eighth count display performance, is an example of a specific performance according to a second mode that allows the player to recognize the expectation of a bonus being awarded.

[0168] Next, the control executed by the sub-CPU 51 to determine whether or not to execute a curtain performance and the performance pattern when the curtain performance is executed will be described. As an example, when the sub-CPU 51 inputs a fluctuation start command, the sub-CPU 51 determines whether or not to execute a curtain performance and the performance pattern when the curtain performance is executed based on the type of fluctuation pattern specified from the fluctuation start command and the third setting information stored in the sub-RAM 53. As an example, the third setting information is information capable of specifying the customized status of the curtain performance. As an example, the sub-CPU 51 determines not to execute the curtain performance when the third setting information is information capable of specifying the first setting. As an example, the sub-CPU 51 performs a lottery for executing the curtain performance when the second setting information is information capable of specifying the second setting or the third setting. As an example, the sub-CPU 51 determines, by the lottery for executing the curtain performance, not to execute the curtain performance, execute the curtain performance by the curtain performance pattern MP1, execute the curtain performance by the curtain performance pattern MP2, or execute the curtain performance by the curtain performance pattern MP3.

[0169] As an example, the sub-CPU51 executes a lottery for executing a curtain effect at a determination ratio according to the performance content of the fluctuation cycle. That is, in the case of a non-pseudo consecutive fluctuation game, the sub-CPU51 executes a lottery for executing a curtain effect to determine whether or not to execute a curtain effect in a fluctuation cycle, and the performance pattern when the curtain effect is executed, at a determination ratio according to the performance content of the fluctuation cycle, which is one. On the other hand, in the case of a pseudo consecutive fluctuation game, the sub-CPU51 executes a lottery for executing a curtain effect to determine whether or not to execute a curtain effect in each fluctuation cycle, and the performance pattern when the curtain effect is executed, at a determination ratio according to the performance content of each of the multiple fluctuation cycles.

[0170] As an example, in the execution lottery of the curtain performance, it is easier to determine the execution of the curtain performance by the curtain performance pattern MP1, the execution of the curtain performance by the curtain performance pattern MP2, and the execution of the curtain performance by the curtain performance pattern MP3 when the change content is a big hit than when the change content is a loss. As an example, in the execution lottery of the curtain performance, it is easier to determine the non-execution of the curtain performance, the execution of the curtain performance by the curtain performance pattern MP1, or the execution of the curtain performance by the curtain performance pattern MP2 when the change content is a loss. As an example, in the execution lottery of the curtain performance, it is easier to determine the execution of the curtain performance by the curtain performance pattern MP1, the execution of the curtain performance by the curtain performance pattern MP2, and the execution of the curtain performance by the curtain performance pattern MP3 when the change content includes the reach performance than when the change content does not include the reach performance. As an example, in the execution lottery of the curtain performance, it is easier to determine the execution of the curtain performance by the curtain performance pattern MP1, the execution of the curtain performance by the curtain performance pattern MP2, and the execution of the curtain performance by the curtain performance pattern MP3 when the change content includes the SR performance than when the change content includes the NR performance. As an example, when the third setting information is information capable of identifying the third setting, the sub-CPU 51 is more likely to decide to execute the curtain performance using the curtain performance pattern MP3 than when the third setting information is information capable of identifying the second setting.

[0171] The process for executing the ripple effect will be described. After deciding to execute the ripple effect, the sub-CPU51 judges whether the execution timing of the ripple effect has arrived. As an example, after deciding to execute the continuous ripple effect, the sub-CPU51 judges whether the execution timing of the continuous ripple effect has arrived so that the last ripple display effect of the ripple display effects constituting the continuous ripple effect is executed in the variation game that is the target of the execution of the continuous ripple effect. As an example, when the continuous ripple effect is composed of four ripple display effects, the sub-CPU51 judges that the execution timing of the continuous ripple effect has arrived when the first time has elapsed since the variation game that is three times before the variation game that is the target of the execution of the continuous ripple effect has been executed. As an example, the first time is one second. As an example, when the continuous ripple effect is composed of three ripple display effects, the sub-CPU51 judges that the execution timing of the continuous ripple effect has arrived when the first time has elapsed since the variation game that is two times before the variation game that is the target of the execution of the continuous ripple effect has been executed. As an example, when the continuous ripple effect is composed of two ripple display effects, the sub-CPU51 determines that the timing for executing the continuous ripple effect has arrived when a first time has elapsed since the execution of the variation game that is one game before the variation game that is the subject of the execution of the continuous ripple effect.

[0172] When the sub-CPU51 determines that the timing for executing the continuous ripple effect has arrived, it controls the group of effect devices ES to execute the continuous ripple effect. As an example, when the sub-CPU51 determines that the timing for executing the continuous ripple effect has arrived, it controls the group of effect devices ES to execute the ripple display effect executed in the first variation game among the ripple display effects constituting the continuous ripple effect. After that, the sub-CPU51 controls the group of effect devices ES to execute the ripple display effects constituting the continuous ripple effect in order, triggered by the passage of the first time since the variation game started, each time a new variation game is started, until all the ripple display effects constituting the continuous ripple effect are executed. As an example, the sub-CPU51 controls the group of effect devices ES to execute the ripple display effects constituting the continuous ripple effect with a presentation time according to the variation period of the variation game in which the ripple display effect is executed. As an example, the presentation time of the ripple display effect constituting the continuous ripple effect is 1 / 10 of the variation time of the variation game in which the ripple display effect is executed. In other words, the performance time of the ripple display effects that make up the continuous ripple effect is the time when the ratio of the execution period of the ripple display effect to the variable period is 1 / 10.

[0173] As an example, when the sub-CPU51 decides to execute a pseudo-ripple effect, it controls the performance device group ES to execute the first ripple display effect among the ripple display effects constituting the pseudo-ripple effect, triggered by the passage of a first time from the start of the first fluctuation cycle. After that, when the second fluctuation cycle is executed, the sub-CPU51 controls the performance device group ES to execute the second ripple display effect among the ripple display effects constituting the pseudo-ripple effect, triggered by the passage of a first time from the start of the second fluctuation cycle. As an example, the sub-CPU51 controls the performance device group ES to execute the ripple display effect constituting the pseudo-ripple effect, with a performance time according to the fluctuation period of the fluctuation cycle in which the ripple display effect is executed. As an example, the performance time of the ripple display effect constituting the pseudo-ripple effect is 1 / 10 of the fluctuation time of the fluctuation cycle in which the ripple display effect is executed. In other words, the performance time of the ripple display effect constituting the pseudo-ripple effect is a time in which the ratio of the execution period of the ripple display effect to the fluctuation period is 1 / 10.

[0174] The process for executing the countdown effect will be described. After deciding to execute the countdown performance, the sub-CPU51 judges whether the execution timing of the countdown performance has arrived. As an example, after deciding to execute the continuous countdown performance, the sub-CPU51 judges whether the execution timing of the continuous countdown performance has arrived so that the last count display performance among the count display performances constituting the continuous countdown performance is executed in the variation game that is the target of the execution of the continuous countdown performance. As an example, when the continuous countdown performance is composed of three count display performances, the sub-CPU51 judges that the execution timing of the continuous countdown performance has arrived when a second time has passed since the execution of the variation game that is two times before the variation game that is the target of the execution of the continuous countdown performance. As an example, the second time is two seconds. As an example, when the continuous countdown performance is composed of two ripple display performances, the sub-CPU51 judges that the execution timing of the continuous countdown performance has arrived when a second time has passed since the execution of the variation game that is one time before the variation game that is the target of the execution of the continuous countdown performance.

[0175] When the sub-CPU51 determines that the timing for executing the continuous countdown performance has arrived, it controls the performance device group ES to execute the continuous countdown performance. As an example, when the sub-CPU51 determines that the timing for executing the continuous countdown performance has arrived, it controls the performance device group ES to execute the count display performance executed in the first variation game among the count display performances constituting the continuous countdown performance. After that, the sub-CPU51 controls the performance device group ES to execute the count display performances constituting the continuous countdown performance in order, triggered by the elapse of the second time since the start of the variation game, each time a new variation game is started, until all the count display performances constituting the continuous countdown performance are executed. As an example, the sub-CPU51 controls the performance device group ES to execute the count display performance constituting the continuous countdown performance with a performance time according to the variation period of the variation game in which the count display performance is executed. As an example, the performance time of the count display performance constituting the continuous countdown performance is 1 / 15 of the variation time of the variation game in which the count display performance is executed. In other words, the presentation time of the count display presentation that constitutes the continuous countdown presentation is a time in which the ratio of the execution period of the count display presentation to the variable period is 1 / 15.

[0176] As an example, when the sub-CPU51 decides to execute a pseudo countdown performance, the sub-CPU51 controls the performance device group ES to execute the first count display performance among the count display performances constituting the pseudo countdown performance, triggered by the elapse of a second time since the start of the first fluctuation cycle. After that, when the second fluctuation cycle is executed, the sub-CPU51 controls the performance device group ES to execute the second count display performance among the count display performances constituting the pseudo countdown performance, triggered by the elapse of a second time since the start of the second fluctuation cycle. Also, when the third fluctuation cycle is executed, the sub-CPU51 controls the performance device group ES to execute the third count display performance among the count display performances constituting the pseudo countdown performance, triggered by the elapse of a second time since the start of the third fluctuation cycle. As an example, the sub-CPU51 controls the performance device group ES to execute the count display performance constituting the pseudo countdown performance with a performance time according to the fluctuation period of the fluctuation cycle in which the count display performance is executed. As an example, the performance time of the count display performance constituting the pseudo countdown performance is 1 / 15 of the fluctuation time of the fluctuation cycle in which the count display performance is executed. In other words, the presentation time of the count display presentation that constitutes the pseudo countdown presentation is a time in which the ratio of the execution period of the count display presentation to the variable period is 1 / 15.

[0177] The process for executing the curtain effect will be described. As an example, when the sub-CPU51 determines to execute a curtain performance by curtain performance pattern MP1 in the execution lottery for the curtain performance corresponding to a predetermined variation cycle, the sub-CPU51 controls the performance device group ES to execute a curtain performance by curtain performance pattern MP1 when a third time has elapsed since the start of the predetermined variation cycle. As an example, the third time is 3 seconds. As an example, when the sub-CPU51 determines to execute a curtain performance by curtain performance pattern MP2 in the execution lottery for the curtain performance corresponding to a predetermined variation cycle, the sub-CPU51 controls the performance device group ES to execute a curtain performance by curtain performance pattern MP2 when a third time has elapsed since the start of the predetermined variation cycle. As an example, when the sub-CPU51 determines to execute a curtain performance by curtain performance pattern MP3 in the execution lottery for the curtain performance corresponding to a predetermined variation cycle, the sub-CPU51 controls the performance device group ES to execute a curtain performance by curtain performance pattern MP3 when a third time has elapsed since the start of the predetermined variation cycle. As an example, the performance time of the curtain performance is constant. As an example, the performance time of the curtain performance is 2 seconds. In other words, the proportion of the period during which the curtain performance is performed in the variable period varies depending on the length of the variable period.

[0178] The control for executing the customization effect will be described. When the operation signal of the effect button BT is input, the sub-CPU 51 determines that the effect button BT has been operated, and controls the effect device group ES to execute a customized effect. When executing a customized effect, the sub-CPU 51 assumes that the first item image kg1 corresponding to the customization of the ripple effect is selected. In other words, the sub-CPU 51 controls the effect device group ES to display the first item image kg1 in a brighter display mode than the other item images. As an example, the sub-CPU 51 updates the selection information stored in the sub-RAM 53 so that it is possible to specify that the first item image kg1 is being selected. The selection information is information that is capable of specifying the selected item image. When the sub-CPU 51 starts the customized effect, it clocks a preset set time.

[0179] Thereafter, the sub-CPU51 controls the group of effect devices ES to end the customized effect when the set time has elapsed. Also, when the sub-CPU51 receives an operation signal of the cross button JB during the period until the set time has elapsed, the sub-CPU51 changes the selected item image when it detects that the up button JBu or the down button JBd of the cross button JB has been operated based on the operation signal. As an example, when the sub-CPU51 detects that the down button JBd of the cross button JB has been operated when it is possible to specify that the first item image kg1 is being selected from the selection information stored in the sub-RAM53, it updates the selection information so that it is possible to specify that the second item image kg2 is being selected. As an example, when the sub-CPU51 detects that the down button JBd of the cross button JB has been operated when it is possible to specify that the second item image kg2 is being selected from the selection information stored in the sub-RAM53, it updates the selection information so that it is possible to specify that the third item image kg3 is being selected. As an example, when the sub-CPU 51 detects that the down button JBd of the cross button JB has been operated in a case where it is possible to specify that the third item image kg3 is being selected from the selection information stored in the sub-RAM 53, the sub-CPU 51 updates the selection information so that it is possible to specify that the first item image kg1 is being selected. As an example, when the sub-CPU 51 detects that the up button JBu of the cross button JB has been operated in a case where it is possible to specify that the first item image kg1 is being selected from the selection information stored in the sub-RAM 53, the sub-CPU 51 updates the selection information so that it is possible to specify that the third item image kg3 is being selected. As an example, when the sub-CPU 51 detects that the up button JBu of the cross button JB has been operated in a case where it is possible to specify that the second item image kg2 is being selected from the selection information stored in the sub-RAM 53, the sub-CPU 51 updates the selection information so that it is possible to specify that the first item image kg1 is being selected. As an example, when the sub-CPU 51 detects that the up button JBu of the cross button JB has been operated in a case where it is possible to specify that the third item image kg3 is being selected from the selection information stored in the sub-RAM 53, the sub-CPU 51 updates the selection information so that it is possible to specify that the second item image kg2 is being selected. The sub-CPU51 controls the performance device group ES so that the item image being selected after the change is displayed in a brighter mode than the other item images.Thereafter, the secondary CPU 51 initializes the timing status of the set time. That is, the secondary CPU 51 starts timing the set time again.

[0180] Furthermore, when the operation signal of the effect button BT is input during the period until the set time has elapsed, the sub-CPU 51 determines that the effect button BT has been operated, and controls the effect device group ES so that the customization status of the effect corresponding to the selected item image can be recognized. That is, when it is possible to specify that the first item image kg1 is being selected from the selection information stored in the sub-RAM 53, the sub-CPU 51 controls the effect device group ES to display the first status image jg1 indicating the customization status of the ripple effect. At this time, the sub-CPU 51 controls the effect device group ES to display the first status image jg1 in a manner suggesting or notifying the setting of the ripple effect. That is, the sub-CPU 51 controls the effect device group ES to display an image corresponding to the setting of the ripple effect in a brighter manner than images corresponding to other settings. As an example, the sub-CPU 51 specifies the setting of the ripple effect based on the first setting information stored in the sub-RAM 53. As an example, the first setting information is updated so that it can be specified that the setting of the ripple effect is the second setting when the sub-backup information is initialized. Thereafter, the secondary CPU 51 initializes the timing status of the set time.

[0181] When it is possible to specify that the second item image kg2 is being selected from the selection information stored in the sub-RAM 53, the sub-CPU 51 controls the group of performance devices ES to display a second status image jg2 indicating the customization status of the countdown performance. At this time, the sub-CPU 51 controls the group of performance devices ES to display the second status image jg2 in a manner suggesting or notifying the setting of the countdown performance. In other words, the sub-CPU 51 controls the group of performance devices ES to display an image corresponding to the setting of the countdown performance in a brighter manner than images corresponding to other settings. As an example, the sub-CPU 51 specifies the setting of the countdown performance based on the second setting information stored in the sub-RAM 53. As an example, the second setting information is updated so as to specify that the setting of the countdown performance is the second setting when the sub-backup information is initialized. After that, the sub-CPU 51 initializes the timekeeping status of the set time.

[0182] When it is possible to specify that the third item image kg3 is being selected from the selection information stored in the sub-RAM 53, the sub-CPU 51 controls the group of performance devices ES to display a third status image jg3 indicating the customization status of the curtain performance. At this time, the sub-CPU 51 controls the group of performance devices ES to display the third status image jg3 in a manner suggesting or notifying the setting of the curtain performance. In other words, the sub-CPU 51 controls the group of performance devices ES to display an image corresponding to the setting of the curtain performance in a brighter manner than images corresponding to other settings. As an example, the sub-CPU 51 specifies the setting of the curtain performance based on the third setting information stored in the sub-RAM 53. As an example, the third setting information is updated so as to specify that the setting of the curtain performance is the second setting when the sub-backup information is initialized. After that, the sub-CPU 51 initializes the time counting status of the setting time.

[0183] When the sub-CPU 51 detects that the left button JBl or the right button JBr of the cross button JB has been operated based on the operation signal when the operation signal is input after the first status image jg1 is displayed and before the set time has elapsed, the sub-CPU 51 changes the setting of the ripple effect. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the first setting can be specified from the first setting information stored in the sub-RAM 53, the sub-CPU 51 updates the first setting information so that the second setting can be specified. Also, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the second setting can be specified from the first setting information stored in the sub-RAM 53, the sub-CPU 51 updates the first setting information so that the third setting can be specified. Also, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the third setting can be specified from the first setting information stored in the sub-RAM 53, the sub-CPU 51 updates the first setting information so that the first setting can be specified.

[0184] Furthermore, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated when the first setting can be identified from the first setting information stored in the sub-RAM 53, it updates the first setting information so that the third setting can be identified. Furthermore, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated when the second setting can be identified from the first setting information stored in the sub-RAM 53, it updates the first setting information so that the first setting can be identified. Furthermore, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated when the third setting can be identified from the first setting information stored in the sub-RAM 53, it updates the first setting information so that the second setting can be identified.

[0185] The sub-CPU51 controls the group of effect devices ES so that the image corresponding to the changed setting is displayed in a brighter manner than the images corresponding to the other settings. After that, the sub-CPU51 initializes the timing status of the set time. In other words, the sub-CPU51 times the set time again. If the sub-CPU51 inputs an operation signal of the effect button BT during the period until the set time is timed, the sub-CPU51 determines that the effect button BT has been operated, and controls the group of effect devices ES to end the customized effect.

[0186] When the sub-CPU 51 detects that the left button JBl or the right button JBr of the cross button JB has been operated based on the operation signal when the operation signal is input after the second status image jg2 is displayed and before the set time has elapsed, the sub-CPU 51 changes the setting of the countdown performance. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the first setting can be specified from the second setting information stored in the sub-RAM 53, the sub-CPU 51 updates the second setting information so that the second setting can be specified. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the second setting can be specified from the second setting information stored in the sub-RAM 53, the sub-CPU 51 updates the second setting information so that the third setting can be specified. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the third setting can be specified from the second setting information stored in the sub-RAM 53, the sub-CPU 51 updates the second setting information so that the first setting can be specified.

[0187] As an example, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated in a case where the first setting can be identified from the second setting information stored in the sub-RAM 53, it updates the second setting information so that the third setting can be identified. As an example, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated in a case where the second setting can be identified from the second setting information stored in the sub-RAM 53, it updates the second setting information so that the first setting can be identified. As an example, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated in a case where the third setting can be identified from the second setting information stored in the sub-RAM 53, it updates the second setting information so that the second setting can be identified.

[0188] The sub-CPU51 controls the group of effect devices ES so that the image corresponding to the changed setting is displayed in a brighter manner than the images corresponding to the other settings. After that, the sub-CPU51 initializes the timing status of the set time. In other words, the sub-CPU51 times the set time again. If the sub-CPU51 inputs an operation signal of the effect button BT during the period until the set time is timed, the sub-CPU51 determines that the effect button BT has been operated, and controls the group of effect devices ES to end the customized effect.

[0189] When the sub-CPU 51 detects that the left button JBl or the right button JBr of the cross button JB has been operated based on the operation signal when the operation signal is input after the third status image jg3 is displayed and before the set time has elapsed, the sub-CPU 51 changes the setting of the curtain performance. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the first setting can be specified from the third setting information stored in the sub-RAM 53, the sub-CPU 51 updates the third setting information so that the second setting can be specified. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the second setting can be specified from the third setting information stored in the sub-RAM 53, the sub-CPU 51 updates the third setting information so that the third setting can be specified. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the third setting can be specified from the third setting information stored in the sub-RAM 53, the sub-CPU 51 updates the third setting information so that the first setting can be specified.

[0190] As an example, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated in a case where the first setting can be identified from the third setting information stored in the sub-RAM 53, the sub-CPU 51 updates the third setting information so that the third setting can be identified. As an example, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated in a case where the second setting can be identified from the third setting information stored in the sub-RAM 53, the sub-CPU 51 updates the third setting information so that the first setting can be identified. As an example, when the sub-CPU 51 detects that the left button JBl of the cross button JB has been operated in a case where the third setting can be identified from the third setting information stored in the sub-RAM 53, the sub-CPU 51 updates the third setting information so that the second setting can be identified.

[0191] The sub-CPU51 controls the group of effect devices ES so that an image corresponding to the changed setting is displayed in a brighter manner than images corresponding to other settings. After that, the sub-CPU51 initializes the timing status of the set time. In other words, the sub-CPU51 times the set time again. If an operation signal of the effect button BT is input during the period until the set time is timed, the sub-CPU51 determines that the effect button BT has been operated, and controls the group of effect devices ES to end the customized effect. The sub-CPU51 is an example of a customization means capable of customizing effects including at least specific effects.

[0192] The control executed by the secondary CPU 51 when power supply is started will be described. When the secondary CPU51 inputs an initialization command, it initializes the secondary backup information. On the other hand, when the secondary CPU51 inputs a return command, it returns various effects based on the secondary backup information. At this time, when the secondary CPU51 returns the pseudo consecutive change game, it returns only the effect game. That is, when the secondary CPU51 returns the pseudo consecutive change game, it does not return the pseudo ripple effect and the pseudo countdown effect. On the other hand, when the secondary CPU51 returns the non-pseudo consecutive change game, it returns various effects including the pseudo ripple effect and the pseudo countdown effect. Note that, when the secondary CPU51 returns the pseudo consecutive change game, in addition to the effect game, that is, the display of the effect pattern, the display of the background image, the output of the BGM, and the illumination of the decorative lamp LA may be returned.

[0193] Next, specific execution modes of the ripple effect, the countdown effect, and the curtain effect in various situations will be described. First, an example of a specific execution mode of the pseudo ripple effect and the continuous ripple effect will be described.

[0194] FIG. 18 shows a situation where the pseudo ripple effect by the ripple effect pattern RP03 is executed in the variation game by the variation pattern H12. When the first time has elapsed since the first variation cycle was started in the variation game by the variation pattern H12, the first ripple display effect is executed as the first ripple display effect constituting the pseudo ripple effect by the ripple effect pattern RP03. At this time, the first ripple display effect is executed for a performance time according to the variation period of the first variation cycle in the variation game by the variation pattern H12. As described above, the variation period of the first variation cycle in the variation game by the variation pattern H12 is different from the variation period of the first variation cycle in any variation game composed of one variation cycle. Therefore, the player can guess whether the pseudo ripple effect or the continuous ripple effect is executed from the performance time of the first ripple display effect.

[0195] After that, when the first time has elapsed since the second variation cycle was started, the second ripple display effect is executed as the second ripple display effect constituting the pseudo ripple effect by the ripple effect pattern RP03. At this time, the second ripple display effect is executed for a presentation time according to the variation period of the second variation cycle in the variation game by the variation pattern H12. The variation game by the variation pattern H12 is a variation game consisting of two variation cycles. Therefore, the second variation cycle in the variation game by the variation pattern H12 is the final variation cycle in the variation game by the variation pattern H12. As described above, the final variation cycle has a longer variation period than the previous variation cycle. Therefore, the player can guess whether the variation cycle being executed is the last variation cycle or not from the presentation time of the second ripple display effect.

[0196] FIG. 19 shows a situation in which the continuous ripple effect by the ripple effect pattern RP12 is executed over two consecutive variation games, the variation game by the variation pattern H01 and the variation game by the variation pattern H10. When the first time has elapsed since the variation game by the variation pattern H01 was started, the first ripple display effect is executed as the first ripple display effect constituting the continuous ripple effect by the ripple effect pattern RP12. At this time, the first ripple display effect is executed for a performance time according to the variation period of the variation game by the variation pattern H01. As described above, the variation period of the variation game by the variation pattern H01 is different from the variation period of the first variation cycle in any variation game composed of a plurality of variation cycles. Therefore, the player can guess whether the pseudo ripple effect or the continuous ripple effect is executed from the performance time of the first ripple display effect.

[0197] After that, when the first time has elapsed since the start of the variation game by the variation pattern H10, the second ripple display effect is executed as the second ripple display effect constituting the continuous ripple effect by the ripple effect pattern RP12. The second ripple display effect is executed for a performance time according to the variation period of the variation game by the variation pattern H10. As described above, the variation period of the variation game by the variation pattern H10 is different from the variation period of the variation game by the variation pattern H01. Therefore, the player can guess from the performance time of the second ripple display effect whether the variation game being executed is the variation game that was the target of the execution of the continuous ripple effect.

[0198] In this way, the pseudo ripple effect executed over multiple variation cycles and the continuous ripple effect executed over multiple variation games may include the same type of ripple display effect constituting each ripple effect and the same performance pattern in the execution order. In other words, the ripple effect as a specific effect can be executed in the same performance mode when executed over multiple non-pseudo consecutive variation games and when executed over multiple variation cycles in one pseudo consecutive variation game. For this reason, it becomes difficult for a player to recognize whether the ripple effect as a specific effect is executed over multiple non-pseudo consecutive variation games or over multiple variation cycles in one pseudo consecutive variation game. On the other hand, the performance time of the ripple display effect constituting the ripple effect differs depending on the variation period of the variation cycle in which the ripple display effect is executed, or the variation period of the variation game in which the ripple display effect is executed. Specifically, the presentation time of the ripple display effect constituting the ripple effect is a time in which the ratio of the execution period of the ripple effect to the fluctuation period of the fluctuation cycle in which the ripple display effect is executed or the fluctuation period of the fluctuation game in which the ripple display effect is executed is 1 / 10, regardless of whether it is a pseudo ripple effect or a continuous ripple effect. As a result, the ripple effect as a specific effect can be executed so that the ratio of the execution period of the ripple display effect to the fluctuation period of the first non-pseudo consecutive fluctuation game when executed over multiple non-pseudo consecutive fluctuation games is the same as the ratio of the execution period of the ripple display effect to the fluctuation period of the first fluctuation cycle when executed over multiple fluctuation cycles in one pseudo consecutive fluctuation game. Therefore, by paying attention to the presentation time of the first ripple display effect constituting the ripple effect, the player can guess whether the ripple effect as a specific effect is executed over multiple non-pseudo consecutive fluctuation games or multiple fluctuation cycles in one pseudo consecutive fluctuation game.

[0199] Next, an example of a specific execution mode of the pseudo countdown effect and the continuous countdown effect will be described. FIG. 20 shows a situation in which a pseudo countdown effect by the countdown effect pattern CP06 is executed in a variation game by the variation pattern H13. When the second time has elapsed since the first variation cycle was started in the variation game by the variation pattern H13, the first count display effect is executed as the first count display effect constituting the pseudo countdown effect by the countdown effect pattern CP06. At this time, the first count display effect is executed for a performance time according to the variation period of the first variation cycle in the variation game by the variation pattern H13. As described above, the variation period of the first variation cycle in the variation game by the variation pattern H13 is different from the variation period of the first variation cycle in any variation game constituted by one variation cycle. Therefore, the player can guess whether the pseudo countdown effect or the continuous countdown effect is executed from the performance time of the first count display effect.

[0200] After that, when the second time has elapsed since the second variation cycle started, the fifth count display performance is executed as the second count display performance constituting the pseudo countdown performance by the countdown performance pattern CP06. At this time, the fifth count display performance is executed for a performance time according to the variation period of the second variation cycle in the variation game by the variation pattern H13. The variation game by the variation pattern H13 is a variation game consisting of three variation cycles. Therefore, the second variation cycle in the variation game by the variation pattern H13 is a variation cycle before the final variation cycle in the variation game by the variation pattern H13. As described above, the final variation cycle has a longer variation period than the previous variation cycle. Therefore, the player can guess whether the variation cycle being executed is the last variation cycle or not from the performance time of the fifth count display performance.

[0201] After that, when the second time has elapsed since the start of the third variation cycle, the ninth count display effect is executed as the third count display effect constituting the pseudo countdown effect by the countdown effect pattern CP06. At this time, the ninth count display effect is executed for a performance time according to the variation period of the third variation cycle in the variation game by the variation pattern H13. The third variation cycle in the variation game by the variation pattern H13 is the final variation cycle in the variation game by the variation pattern H13. Therefore, the player can guess whether the variation cycle being executed is the last variation cycle or not from the performance time of the fifth count display effect.

[0202] FIG. 21 shows a situation in which the continuous countdown effect by the countdown effect pattern CP27 is executed over three consecutive variation games, including two variation games by the variation pattern H01 and a variation game by the variation pattern H10. When the second time has elapsed since the start of the variation game by the first variation pattern H01, the first count display effect is executed as the first count display effect constituting the continuous countdown effect by the countdown effect pattern CP27. At this time, the first count display effect is executed for a performance time according to the variation period of the variation game by the variation pattern H01. As described above, the variation period of the variation game by the variation pattern H01 is different from the variation period of the first variation cycle in any variation game composed of a plurality of variation cycles. Therefore, the player can guess whether the pseudo countdown effect or the continuous countdown effect is executed from the performance time of the first count display effect.

[0203] After that, when the second time has elapsed since the start of the variation game by the second variation pattern H01, the fifth count display effect is executed as the second count display effect constituting the continuous countdown effect by the countdown effect pattern CP27. At this time, the fifth count display effect is executed for a performance time according to the variation period of the variation game by the variation pattern H01. As described above, the variation period of the variation game by the variation pattern H01 is different from the variation period of the variation game by the variation pattern including the reach effect. Therefore, the player can guess from the performance time of the fifth count display effect whether the variation game being executed is the variation game that was the target of the execution of the continuous countdown effect.

[0204] After that, when the second time has elapsed since the start of the variation game by the variation pattern H10, the ninth count display effect is executed as the third count display effect constituting the continuous countdown effect by the countdown effect pattern CP27. At this time, the ninth count display effect is executed for a performance time according to the variation period of the variation game by the variation pattern H10. As described above, the variation period of the variation game by the variation pattern H10 is different from the variation period of the variation game by the variation pattern H01. Therefore, the player can guess from the performance time of the ninth count display effect whether the variation game being executed is the variation game that was the target of the execution of the continuous countdown effect.

[0205] In this way, the pseudo countdown effect executed over a plurality of variation cycles and the continuous countdown effect executed over a plurality of variation games may include the same type of count display effect constituting each countdown effect and the same execution order. In other words, the countdown effect as a specific effect can be executed in the same manner when executed over a plurality of non-pseudo consecutive variation games and when executed over a plurality of variation cycles in one pseudo consecutive variation game. For this reason, it becomes difficult for a player to recognize whether the countdown effect as a specific effect is executed over a plurality of non-pseudo consecutive variation games or over a plurality of variation cycles in one pseudo consecutive variation game. On the other hand, the performance time of the count display effect constituting the countdown effect differs depending on the variation period of the variation cycle in which the count display effect is executed, or the variation period of the variation game in which the count display effect is executed. Specifically, the performance time of the count display effect constituting the countdown effect is a time in which the ratio of the execution period of the countdown effect to the variation period of the variation cycle in which the count display effect is executed, or the variation period of the variation game in which the count display effect is executed, is 1 / 15, regardless of whether it is a pseudo countdown effect or a continuous countdown effect. Thereby, the countdown effect as the specific effect can be executed so that the ratio of the execution period of the count display effect to the fluctuation period of the first non-pseudo consecutive fluctuation game when executed over multiple non-pseudo consecutive fluctuation games is the same as the ratio of the execution period of the count display effect to the fluctuation period of the first fluctuation cycle when executed over multiple fluctuation cycles in one pseudo consecutive fluctuation game. Therefore, by paying attention to the performance time of the first count display effect constituting the countdown effect, the player can guess whether the countdown effect as the specific effect is executed over multiple non-pseudo consecutive fluctuation games or multiple fluctuation cycles in one pseudo consecutive fluctuation game.

[0206] In addition, the ripple effect and the countdown effect as the specific effect are effects that can be executed across multiple non-pseudo consecutive fluctuation games and are effects that can be executed across multiple fluctuation cycles in one pseudo consecutive fluctuation game, regardless of the type of the specific effect, in this embodiment, there are multiple types of specific effects, and the multiple types of specific effects are effects that can be executed across multiple non-pseudo consecutive fluctuation games and are effects that can be executed across multiple fluctuation cycles in one pseudo consecutive fluctuation game, regardless of the type of the specific effect. In addition, the ripple effect and the countdown effect as the specific effect are effects that can be executed across multiple non-pseudo consecutive fluctuation games and are effects that can be executed across multiple fluctuation cycles in one pseudo consecutive fluctuation game, regardless of whether they are executed in a first mode in which it is possible to recognize that a bonus will be awarded or in a second mode in which it is possible to recognize the expectation of the bonus being awarded. In other words, the ripple effect and the countdown effect as specific effects are effects that can be executed across multiple non-pseudo-consecutive fluctuation games, regardless of whether they are the first mode or the second mode, and are effects that can be executed across multiple fluctuation cycles in one pseudo-consecutive fluctuation game.

[0207] Next, a specific manner in which the ripple effect is executed when the power supply is temporarily stopped during execution of the ripple effect as a specific effect will be described. FIG. 22 shows a situation in which power supply is temporarily stopped during the execution of the pseudo ripple effect by the ripple effect pattern RP03 executed in the variation game by the variation pattern H12. When the first time has elapsed since the first variation cycle was started in the variation game by the variation pattern H12, the first ripple display effect is executed as the first ripple display effect constituting the pseudo ripple effect by the ripple effect pattern RP03. At this time, the first ripple display effect is executed for a performance time according to the variation period of the first variation cycle in the variation game by the variation pattern H12. As described above, the variation period of the first variation cycle in the variation game by the variation pattern H12 is different from the variation period of the first variation cycle in any variation game constituted by one variation cycle. Therefore, the player can guess whether the pseudo ripple effect or the continuous ripple effect is being executed from the performance time of the first ripple display effect.

[0208] Then, the power supply is temporarily stopped before the second variation cycle is started. In other words, the power supply is cut off before the second variation cycle is started, and the power supply is started after that. The pachinko game machine 10 returns to the state when the power supply was cut off as the power supply is started. This restores the variation game that was being executed when the power supply was cut off. On the other hand, since the variation game that was being executed when the power supply was cut off is the pseudo consecutive variation game, the pseudo ripple effect that was being executed when the power supply was cut off is not restored. Therefore, the second ripple display effect that constitutes the pseudo ripple effect is not executed when the first time has elapsed since the second variation cycle was started, so that the player can recognize that the pseudo ripple effect was being executed.

[0209] FIG. 23 shows a situation in which power supply is temporarily stopped during the execution of the continuous ripple effect by the ripple effect pattern RP12 executed over two consecutive variation games, the variation game by the variation pattern H01 and the variation game by the variation pattern H10. When the first time has elapsed since the variation game by the variation pattern H01 was started, the first ripple display effect is executed as the first ripple display effect constituting the continuous ripple effect by the ripple effect pattern RP12. At this time, the first ripple display effect is executed for a performance time according to the variation period of the variation game by the variation pattern H01. As described above, the variation period of the variation game by the variation pattern H01 is different from the variation period of the first variation cycle in any variation game composed of a plurality of variation cycles. Therefore, the player can guess whether the pseudo ripple effect is being executed or the continuous ripple effect is being executed from the performance time of the first ripple display effect.

[0210] Then, it is assumed that the power supply is temporarily stopped before the variation game according to the variation pattern H10 is started. In other words, it is assumed that the power supply is cut off before the variation game according to the variation pattern H10 is started, and then the power supply is started. The pachinko game machine 10 returns to the state when the power supply is cut off as the power supply is started. As a result, the variation game that was being executed when the power supply was cut off is restored. At this time, since the variation game that was being executed when the power supply was cut off is a non-pseudo consecutive variation game, the continuous ripple effect that was being executed when the power supply was cut off is restored. In other words, after the power supply is temporarily stopped, when the first time has elapsed since the variation game according to the variation pattern H10 was started, the second ripple display effect is executed as the second ripple display effect that constitutes the continuous ripple effect according to the ripple effect pattern RP12. As a result, the player can recognize that the continuous ripple effect is being executed.

[0211] In this way, when a ripple effect is executed as a specific effect over multiple fluctuation cycles in one pseudo consecutive fluctuation game, if the power supply is cut off in one non-final fluctuation cycle and then power supply is started again, the system will not return to normal even when the start time of the next fluctuation cycle arrives. On the other hand, when a ripple effect is executed as a specific effect over multiple non-pseudo consecutive fluctuation games, if the power supply is cut off in one non-final non-pseudo consecutive fluctuation game and then power supply is started again, the system will return to normal when the start time of the next non-pseudo consecutive fluctuation game arrives.

[0212] In addition, the specific execution mode of the countdown effect when the power supply is temporarily stopped during the execution of the countdown effect as the specific effect is the same as the ripple effect. In other words, the ripple effect and the performance pattern of the ripple effect in the description of the specific execution mode of the ripple effect when the power supply is temporarily stopped during the execution of the ripple effect as the specific effect can be read as the countdown effect and any performance pattern of the countdown effect. In other words, when the countdown effect as the specific effect is executed over multiple fluctuation cycles in one pseudo consecutive fluctuation game, when the power supply is cut off in one non-final fluctuation cycle and then the power supply is started, it does not return even when the start time of the next fluctuation cycle arrives. On the other hand, when the countdown effect as the specific effect is executed over multiple non-pseudo consecutive fluctuation games, when the power supply is cut off in one non-final non-pseudo consecutive fluctuation game and then the power supply is started, it returns when the start time of the next non-pseudo consecutive fluctuation game arrives.

[0213] Next, a specific manner in which the countdown effect is executed when the settings of the countdown effect are changed during execution of the countdown effect as a specific effect will be described. FIG. 24 shows a situation in which the setting of the countdown effect is changed from the second setting to the third setting during the execution of the pseudo countdown effect by the countdown effect pattern CP02 executed in the variation game by the variation pattern H13. When the second time has elapsed since the first variation cycle was started in the variation game by the variation pattern H13, the first count display effect is executed as the first count display effect constituting the pseudo countdown effect by the countdown effect pattern CP02. At this time, the first count display effect is executed for a performance time according to the variation period of the first variation cycle in the variation game by the variation pattern H13. As described above, the variation period of the first variation cycle in the variation game by the variation pattern H13 is different from the variation period of the first variation cycle in any variation game constituted by one variation cycle. Therefore, the player can guess whether the pseudo countdown effect or the continuous countdown effect is being executed from the performance time of the first count display effect.

[0214] Then, suppose that the setting of the countdown performance is changed from the second setting to the third setting before the second fluctuation cycle is started. At this time, the performance pattern of the countdown performance is not updated. In other words, the pseudo countdown performance by the countdown performance pattern CP02 continues to be executed. Therefore, when the second time has passed since the second fluctuation cycle was started, the fourth count display performance is executed as the second count display performance constituting the pseudo countdown performance by the countdown performance pattern CP02. Then, when the second time has passed since the third fluctuation cycle was started, the seventh count display performance is executed as the third count display performance constituting the pseudo countdown performance by the countdown performance pattern CP02.

[0215] FIG. 25 shows a situation in which the setting of the countdown effect is changed from the second setting to the third setting during the execution of the continuous countdown effect by the countdown effect pattern CP23 executed over three consecutive variation games, namely, two variation games by the variation pattern H01 and a variation game by the variation pattern H10. When the second time has elapsed since the start of the variation game by the first variation pattern H01, the first count display effect is executed as the first count display effect constituting the continuous countdown effect by the countdown effect pattern CP23. At this time, the first count display effect is executed for a performance time according to the variation period of the variation game by the variation pattern H01. As described above, the variation period of the variation game by the variation pattern H01 is different from the variation period of the first variation cycle in any variation game composed of a plurality of variation cycles. Therefore, the player can guess whether the pseudo countdown effect or the continuous countdown effect is being executed from the performance time of the first count display effect.

[0216] Then, before the second variation game by the variation pattern H01 is started, the setting of the countdown effect is changed from the second setting to the third setting. At this time, the presentation pattern of the countdown effect is not updated. In other words, the continuous countdown effect by the countdown effect pattern CP23 is continuously executed. Therefore, when the second time has elapsed since the second variation game by the variation pattern H01 was started, the fourth count display effect is executed as the second count display effect constituting the continuous countdown effect by the countdown effect pattern CP23. Then, when the second time has elapsed since the variation game by the variation pattern H10 was started, the seventh count display effect is executed as the third count display effect constituting the continuous countdown effect by the countdown effect pattern CP23.

[0217] In this way, when the countdown effect as a specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo consecutive fluctuation game, the countdown effect is executed with the content before customization in the next fluctuation cycle. Also, when the countdown effect as a specific effect is customized in one non-pseudo consecutive fluctuation game, the countdown effect as a specific effect is executed with the content before customization in the next non-pseudo consecutive fluctuation game.

[0218] In addition, the specific execution mode of the ripple effect when the setting of the ripple effect is changed during execution of the specific effect is the same as the countdown effect. In other words, the countdown effect and the performance pattern of the countdown effect in the description of the specific execution mode of the countdown effect when the setting of the countdown effect is changed during execution of the countdown effect as the specific effect can be read as the ripple effect and any performance pattern of the ripple effect. In other words, when the ripple effect as the specific effect is customized in one fluctuation cycle that is not the final one of the multiple fluctuation cycles in one pseudo consecutive fluctuation game, the ripple effect is executed with the content before customization in the next fluctuation cycle. Also, when the ripple effect as the specific effect is customized in one non-pseudo consecutive fluctuation game, the ripple effect as the specific effect is executed with the content before customization in the next non-pseudo consecutive fluctuation game.

[0219] Next, a specific manner in which a curtain effect is executed when the settings of the curtain effect are changed during execution of the curtain effect as a special effect will be described. FIG. 26 shows a situation in which the setting of the curtain performance is changed from the second setting to the third setting in the first variation cycle executed in the variation game by the variation pattern H12. At this time, it is assumed that the execution of the curtain performance by the curtain performance pattern MP1 is determined in the first variation cycle of the variation game by the variation pattern H12, and the execution of the curtain performance by the curtain performance pattern MP1 is determined in the second variation cycle. In the variation game by the variation pattern H12, when the third time has elapsed since the first variation cycle started, the curtain performance by the curtain performance pattern MP1 is executed. As described above, since the performance time of the curtain performance is constant, it is impossible to guess whether the variation game being executed is a pseudo consecutive variation game or a non-pseudo consecutive variation game from the performance time of the curtain performance. After that, it is assumed that the setting of the curtain performance is changed from the second setting to the third setting before the second variation cycle starts. At this time, the performance pattern of the curtain performance in the second variation cycle is not updated. In other words, when the third time has elapsed since the second variation cycle started, the curtain performance by the curtain performance pattern MP1 is executed.

[0220] FIG. 27 shows a situation in which two consecutive variation games, a variation game by the variation pattern H01 and a variation game by the variation pattern H10, are executed. In the variation game by the variation pattern H01, a curtain performance by the curtain performance pattern MP1 is executed, and in the variation game by the variation pattern H10, a curtain performance by the curtain performance pattern MP2 is executed. When a third time has elapsed since the variation game by the variation pattern H01 was started, a curtain performance by the curtain performance pattern MP1 is executed. Then, before the variation game by the variation pattern H10 was started, the setting of the curtain performance was changed from the second setting to the third setting. As a result, when the variation game by the variation pattern H10 is started, whether or not the curtain performance is executed and the performance pattern of the curtain performance are determined based on the third setting. Here, it is determined that the curtain performance by the curtain performance pattern MP3 is executed. When a third time has elapsed since the variation game by the variation pattern H10 was started, a curtain performance by the curtain performance pattern MP3 is executed.

[0221] In this way, it is impossible to guess from the performance time whether the running variation game is a pseudo consecutive variation game or a non-pseudo consecutive variation game. On the other hand, when the curtain performance as a special effect is customized in one variation cycle that is the non-final one of the multiple variation cycles in one pseudo consecutive variation game, the special effect is executed with the content before customization in the next variation cycle. On the other hand, when the curtain performance as a special effect is customized in one non-pseudo consecutive variation game, the special effect is executed with the content after customization in the next non-pseudo consecutive variation game.

[0222] The effects of this embodiment will be described. (1) In this embodiment, the ripple effect and the countdown effect as the specific effect can be executed over multiple non-pseudo consecutive fluctuation games and over multiple fluctuation cycles in one pseudo consecutive fluctuation game. The ripple effect and the countdown effect as the specific effect can be executed in the same manner when executed over multiple non-pseudo consecutive fluctuation games and when executed over multiple fluctuation cycles in one pseudo consecutive fluctuation game. This makes it difficult for a player to recognize whether the specific effect, the ripple effect or the countdown effect, is executed over multiple non-pseudo consecutive fluctuation games or over multiple fluctuation cycles in one pseudo consecutive fluctuation game.

[0223] (2) In addition, the ripple effect and the countdown effect as specific effects can be executed over multiple non-pseudo consecutive fluctuation games and can be executed over multiple fluctuation cycles in one pseudo consecutive fluctuation game. This makes it difficult for a player to recognize whether the ripple effect and the countdown effect as specific effects are executed over multiple non-pseudo consecutive fluctuation games or multiple fluctuation cycles in one pseudo consecutive fluctuation game.

[0224] (3) The ripple effect and countdown effect as the specific effects may be executed in a first mode in which it is possible to recognize that a bonus will be awarded, or in a second mode in which it is possible to recognize the expectation of the bonus being awarded. The ripple effect and countdown effect as the specific effects can be executed over multiple non-pseudo consecutive fluctuation games in either mode, and can be executed over multiple fluctuation cycles in one pseudo consecutive fluctuation game. This makes it difficult for a player to recognize whether the ripple effect and countdown effect as the specific effects are executed over multiple non-pseudo consecutive fluctuation games or multiple fluctuation cycles in one pseudo consecutive fluctuation game in either mode.

[0225] (4) In addition, the ripple effect and the countdown effect as the specific effects can be executed so that the ratio of the execution period of the first non-pseudo consecutive fluctuation game when executed over multiple non-pseudo consecutive fluctuation games is the same as the ratio of the execution period of the first fluctuation cycle when executed over multiple fluctuation cycles in one pseudo consecutive fluctuation game. According to this, during the execution of the specific effect, the specific effect is executed over multiple non-pseudo consecutive fluctuation games. According to this, the fluctuation period of the ripple effect and the countdown effect as the specific effects can be estimated from the execution period, and as a result, the player can estimate whether the specific effects are executed over multiple non-pseudo consecutive fluctuation games or multiple fluctuation cycles in one pseudo consecutive fluctuation game.

[0226] (5) In addition, when the ripple effect and countdown effect as specific effects are executed over multiple cycles in one pseudo consecutive variation game, the power supply is cut off in one non-final variation cycle, and then when the power supply is started, they do not return even when the start time of the next variation cycle arrives. On the other hand, when the ripple effect and countdown effect as specific effects are executed over multiple non-pseudo consecutive variation games, the power supply is cut off in one non-final non-pseudo consecutive variation game, and then when the power supply is started, they return when the start time of the next non-pseudo consecutive variation game arrives. This allows the ripple effect and countdown effect as specific effects to be resumed depending on the situation. This can increase the interest.

[0227] (6) In addition, when the ripple effect or countdown effect as a specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-consecutive fluctuation game, in the next fluctuation cycle, the content before customization is executed. This makes it possible to prevent the control for executing the ripple effect and countdown effect as specific effects in the pseudo-consecutive fluctuation game from becoming complicated.

[0228] (7) In addition, when the ripple effect or countdown effect as a specific effect is customized in one non-pseudo consecutive fluctuation game, the next non-pseudo consecutive fluctuation game will be executed with the content before customization. This makes it possible to prevent the control for executing the ripple effect and countdown effect as specific effects in the non-pseudo consecutive fluctuation game from becoming complicated.

[0229] (8) In addition, when the curtain effect as a special effect is customized in one non-final variation cycle among multiple variation cycles in one pseudo consecutive variation game, the next variation cycle is executed with the content before customization. On the other hand, when the curtain effect as a special effect is customized in one non-pseudo consecutive variation game, the next non-pseudo consecutive variation game is executed with the content after customization. According to this, the timing at which the curtain effect as a special effect reflects the content of the customization can be changed depending on the situation. Therefore, it is possible to improve the interest.

[0230] (9) When a loss can be recognized before or during the execution of the ripple effect and the countdown effect as specific effects, the expectation level is suggested or notified by these effects, but since the loss can already be recognized, there is a risk that interest will decrease. For a variation game with a variation pattern that has such a risk, the ripple effect and the countdown effect as specific effects are not targeted for execution, so that it is possible to reduce the memory capacity required for a predetermined lottery by determining a non-win without conducting each execution lottery. On the other hand, for a variation game with other variation patterns, it is easy to change it so that it is possible to win the execution lottery by conducting each execution lottery.

[0231] (10) The ripple effect and the countdown effect as specific effects can predict different jackpot expectancies according to the variation pattern predicted from the duration of the display effects that constitute each effect, in addition to the difference in jackpot expectancies according to the effect pattern. This can increase the interest.

[0232] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. The presentation time of the ripple display effect constituting the ripple effect as a specific effect, and the presentation time of the count display effect constituting the countdown effect as a specific effect, may be changed arbitrarily within a range in which the execution period is equal to or shorter than the fluctuation period. In other words, the presentation time of the ripple display effect constituting the ripple effect as a specific effect, and the presentation time of the count display effect constituting the countdown effect as a specific effect, may be changed arbitrarily within a range in which the execution period is equal to or shorter than the fluctuation cycle in which the effect is executed, or the fluctuation time of the fluctuation game.

[0233] For example, the duration of the ripple display effect constituting the ripple effect as a specific effect and the duration of the countdown display effect constituting the countdown effect as a specific effect may be the same regardless of the length of the variable period. In other words, the proportion of the execution period of the ripple effect and the countdown effect as specific effects in the variable period may be indefinite.

[0234] When a ripple effect as a specific effect is executed over multiple fluctuation cycles in one pseudo-consecutive fluctuation game, the power supply may be cut off in one non-final fluctuation cycle, and then when the power supply is started again, it may be restored when the start of the next fluctuation cycle arrives.

[0235] When a countdown effect as a specific effect is executed over multiple fluctuation cycles in one pseudo-consecutive fluctuation game, the power supply may be cut off in one non-final fluctuation cycle, and then when the power supply is started again, it may be restored when the start of the next fluctuation cycle arrives.

[0236] When a ripple effect is executed as a specific effect over multiple non-pseudo consecutive fluctuation games, if the power supply is cut off in a non-final non-pseudo consecutive fluctuation game and then power supply is started again, the next non-pseudo consecutive fluctuation game may not be restored even when the start time arrives. In this case, the effect game may be restored in the next non-pseudo consecutive fluctuation game.

[0237] When a countdown effect is executed as a specific effect over multiple non-pseudo consecutive fluctuation games, if the power supply is cut off in a non-final non-pseudo consecutive fluctuation game and then power supply is started again, the power supply may not be restored even when the start time of the next non-pseudo consecutive fluctuation game arrives. In this case, the effect game may be restored in the next non-pseudo consecutive fluctuation game.

[0238] Only one of the special effects, ripple effect and countdown effect, may be executed. In other words, the special effect may be one type. The specific effects, namely the ripple effect and / or the countdown effect, do not have to include an effect that makes it clear that a bonus will be awarded.

[0239] One or both of the specific effects, the ripple effect and the countdown effect, may not be customizable. When a ripple effect as a specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-consecutive fluctuation game, in the next fluctuation cycle, the ripple effect as a specific effect may be executable with the customized content.

[0240] When a countdown effect as a specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-consecutive fluctuation game, in the next fluctuation cycle, the countdown effect as a specific effect may be executable with the customized content.

[0241] When a ripple effect as a specific effect is customized in a non-pseudo consecutive variation game of 1, in the next non-pseudo consecutive variation game, the ripple effect as a specific effect may be executable with the customized content.

[0242] When a countdown effect as a specific effect is customized in one non-pseudo consecutive fluctuation game, in the next non-pseudo consecutive fluctuation game, the countdown effect as a specific effect may be executable with the customized content.

[0243] Either the ripple effect or the countdown effect as a specific effect may not include an effect that can be executed in both multiple non-pseudo consecutive fluctuation games and multiple fluctuation cycles in one pseudo consecutive fluctuation game. In other words, the effect pattern of the pseudo ripple effect may not include an effect pattern common to the effect pattern of the continuous ripple effect. Also, the effect pattern of the pseudo countdown effect may not include an effect pattern common to the effect pattern of the continuous countdown effect.

[0244] The ripple effect and countdown effect as specific effects may be executable at the same time, or may not be executable at the same time. In other words, the ripple effect and countdown effect as specific effects may be executed while the other is being executed, or may not be executed while the other is being executed. Also, the ripple effect and countdown effect as specific effects may be determined to be executed while one is being executed or while execution is pending, or may not be determined to be executed.

[0245] ·One or both of the ripple effect and the countdown effect as the specific effect may be executable across one or more non-pseudo consecutive fluctuation games and one or more pseudo consecutive fluctuation games. To give a specific example, one or both of the ripple effect and the countdown effect as the specific effect may be executable across one non-pseudo consecutive fluctuation game and one pseudo consecutive fluctuation game consisting of two fluctuation cycles. In this case, an effect by an effect pattern consisting of three display effects may be executed. In addition, in this case, the ripple effect and the countdown effect as the specific effect may have different jackpot expectation depending on the ratio between the number of non-pseudo consecutive fluctuation games (one or more) and the total number of fluctuation cycles of the pseudo consecutive fluctuation game (one or more) in addition to the type of effect pattern. In other words, the ripple effect and the countdown effect as the specific effect may have different jackpot expectation depending on the ratio between the number of non-pseudo consecutive fluctuation games (one or more) and the total number of fluctuation cycles of the pseudo consecutive fluctuation game (one or more) even if the type of effect pattern is the same. As an example, the expectation of a jackpot may be higher the more non-pseudo-consecutive fluctuation games that are 1 or greater, and the more the total number of fluctuation cycles of pseudo-consecutive fluctuation games that are 1 or greater, the higher the expectation of a jackpot.

[0246] Although the ripple effect and the countdown effect are exemplified as specific effects, they are not limited to these. In addition to or instead of the ripple effect and the countdown effect, other specific effects may be executed.

[0247] When a curtain performance is executed in a pseudo consecutive variation game, a curtain performance with a lower expectation than that executed in the immediately preceding variation cycle may not be executed. In other words, if a curtain performance by curtain performance pattern MP1 is executed in the immediately preceding variation cycle, it may be determined to execute a curtain performance by curtain performance pattern MP1, a curtain performance by curtain performance pattern MP2, or a curtain performance by curtain performance pattern MP3. Similarly, if a curtain performance by curtain performance pattern MP2 is executed in the immediately preceding variation cycle, it may be determined to execute a curtain performance by curtain performance pattern MP2 or a curtain performance by curtain performance pattern MP3. Similarly, if a curtain performance by curtain performance pattern MP3 is executed in the immediately preceding variation cycle, it may be determined to execute a curtain performance by curtain performance pattern MP3.

[0248] When a curtain effect as a special effect is customized in one non-final variation cycle among multiple variation cycles in one pseudo-consecutive variation game, in the next variation cycle, the curtain effect as a special effect may be executable with the customized content.

[0249] When a curtain effect as a special effect is customized in a non-pseudo consecutive change game of 1, in the next non-pseudo consecutive change game, the curtain effect as a special effect may be executable with the content before customization.

[0250] The curtain performance may be a performance that can be performed over multiple variation cycles. The curtain effect may be an effect that can be executed across multiple non-pseudo consecutive variation games. There may be fluctuation cycles with different performance contents but the same fluctuation period.

[0251] Although a curtain effect is given as an example of a special effect, this is not limiting. In addition to or instead of the curtain effect, another special effect may be executed, or the curtain effect may not be executed. The customization of the effects may be possible by customizing one or both of the probability of the effect being executed and the expected probability of a jackpot suggested or announced by the effect, and in addition to or instead of these, the form of the effect may be customizable.

[0252] The fluctuation pattern may be changed at will. The presentation and execution of each performance may be changed at will. The first and second variation games may be executed in the order in which the hold conditions are met.

[0253] The pachinko gaming machine 10 may adopt a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall specification), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST specification). The pachinko gaming machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called V probability variable specification). The pachinko gaming machine 10 may be a specification that combines the fall specification and the V probability variable specification. The pachinko gaming machine 10 may be a specification that combines the ST specification and the V probability variable specification.

[0254] The special pattern winning lottery may include a small winning lottery in addition to a big winning lottery. If a small winning lottery is won in the winning lottery, a small winning game (winning game) is awarded after the special game ends. As an example, the high probability non-time-saving state may be a state in which the number (frequency) of winning small winnings per unit time or the number (frequency) of winning small winning games per unit time is increased compared to the low probability non-time-saving state (so-called small winning RUSH specification). In other words, the high probability non-time-saving state may be a state in which the specific number of balls is likely to increase.

[0255] The pachinko game machine 10 may adopt a specification classified as the second type, also called "wing type" or "airplane type". In this type of pachinko game machine, the opening and closing wings (opening and closing members) of the ball entry device (large prize entry port) open when a game ball enters the starting port, and the ball that entered the ball entry device enters the special prize entry port, generating a big win game. The opening and closing wings of the ball entry device may be opened by a small win game that is awarded by winning a small win lottery. In this case, the winning lottery for the special pattern may include both a big win lottery and a small win lottery, or may include only a small win lottery.

[0256] The main CPU 41, the main ROM 42, the main RAM 43, and the random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.

[0257] The pachinko game machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may also have a display control substrate that specializes in controlling the performance display device EH, a light emission control substrate that specializes in controlling the decorative lamps LA, and a sound control substrate that specializes in controlling the speaker SP, separate from the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate. In an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. The display control substrate, light emission control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.

[0258] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Additional Note 1) A gaming machine capable of executing a pseudo-consecutive fluctuation game consisting of a plurality of fluctuation cycles, and a non-pseudo-consecutive fluctuation game different from the pseudo-consecutive fluctuation game, the gaming machine comprising: an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, the effect including a specific effect that can be executed across a plurality of the non-pseudo-consecutive fluctuation games and that can be executed across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games, the gaming machine being capable of executing a specific effect in the same presentation pattern when executed across a plurality of the non-pseudo-consecutive fluctuation games and when executed across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games.

[0259] (Appendix 2) A gaming machine capable of executing a pseudo-consecutive fluctuation game consisting of a plurality of fluctuation cycles, and a non-pseudo-consecutive fluctuation game different from the pseudo-consecutive fluctuation game, the gaming machine comprising: an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, the effect including a specific effect, of which there are a plurality of types, the specific effect being an effect that can be executed across a plurality of the non-pseudo-consecutive fluctuation games regardless of the type of the specific effect, and being an effect that can be executed across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games.

[0260] (Appendix 3) A gaming machine capable of executing a pseudo-consecutive fluctuation game consisting of a plurality of fluctuation cycles and a non-pseudo-consecutive fluctuation game different from the pseudo-consecutive fluctuation game, the gaming machine comprising: an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, the effect including a specific effect, the specific effect including the specific effect according to a first aspect and the specific effect according to a second aspect, the specific effect according to the first aspect being an effect by which a bonus will be awarded, the specific effect according to the second aspect being an effect by which the expectation of a bonus being awarded can be recognized, the specific effect being an effect executable across a plurality of the non-pseudo-consecutive fluctuation games, regardless of whether it is the specific effect according to the first aspect or the specific effect according to the second aspect, and an effect executable across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games.

[0261] (Appendix 4) A gaming machine as described in any one of Appendices 1 to 3, which is provided with a customization means for customizing the specific effect, and when the specific effect is customized in a non-final variation cycle among a plurality of variation cycles in one of the pseudo-consecutive variation games, in the next variation cycle, the specific effect is executed with the content before the customization.

[0262] (Appendix 5) A gaming machine as described in any one of Appendices 1 to 4, comprising a customization means for customizing the specific effect, and when the specific effect is customized in one of the non-pseudo consecutive fluctuation games, in the next non-pseudo consecutive fluctuation game, the specific effect is executed with the content before the customization.

[0263] (Appendix 6) A gaming machine capable of executing a pseudo-consecutive fluctuation game consisting of a plurality of fluctuation cycles and a non-pseudo-consecutive fluctuation game different from the pseudo-consecutive fluctuation game, the gaming machine comprising: an effect execution means for executing an effect; an effect control means for controlling the effect execution means; and a customization means for customizing the effect, the effect including a specific effect, the specific effect being an effect that can be executed across a plurality of the non-pseudo-consecutive fluctuation games and an effect that can be executed across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games, and when the specific effect is customized in one of the non-pseudo-consecutive fluctuation games, in the next non-pseudo-consecutive fluctuation game, the specific effect is executed with the content before the customization.

[0264] (Appendix 7) A gaming machine capable of executing a pseudo-consecutive fluctuation game consisting of a plurality of fluctuation cycles and a non-pseudo-consecutive fluctuation game different from the pseudo-consecutive fluctuation game, the gaming machine comprising: an effect execution means for executing an effect; an effect control means for controlling the effect execution means; and a customization means for customizing the effect, the effect including a specific effect that is executable across a plurality of the non-pseudo-consecutive fluctuation games and that is executable across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games, and when the specific effect is customized in a non-final fluctuation cycle among the plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games, in the next fluctuation cycle, the specific effect is executed with the content before the customization.

[0265] (Appendix 8) A gaming machine as described in Appendix 6, in which when the specific presentation is customized in one of the non-pseudo consecutive fluctuation games, in the next non-pseudo consecutive fluctuation game, the specific presentation is executed with the content before customization.

[0266] (Appendix 9) A gaming machine as described in Appendix 7, in which when the specific presentation is customized in a non-final one of a plurality of variation cycles in the pseudo-consecutive variation game of 1, in the next variation cycle, the specific presentation is executed with the content before the customization.

[0267] (Appendix 10) A gaming machine as described in any one of Appendices 1 to 9, capable of executing the specific effect so that the proportion of the execution period of the specific effect in the fluctuation period of the first non-pseudo-consecutive fluctuation game when executed across a plurality of the non-pseudo-consecutive fluctuation games is the same as the proportion of the execution period of the specific effect in the fluctuation period of the first fluctuation cycle when executed across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games.

[0268] (Appendix 11) A gaming machine as described in any one of Appendices 1 to 10, in which, when the specific presentation is executed over a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games, power supply is cut off in one non-final fluctuation cycle, and when power supply is then started, the game does not return to normal even when the start time of the next fluctuation cycle arrives, and when the specific presentation is executed over a plurality of the non-pseudo-consecutive fluctuation games, power supply is cut off in one non-final non-pseudo-consecutive fluctuation game, and when power supply is then started, the game returns to normal when the start time of the next non-pseudo-consecutive fluctuation game arrives.

[0269] (Appendix 12) A gaming machine as described in any one of Appendices 1 to 11, wherein the effects include a special effect that is different from the specific effect, and when the special effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one of the pseudo-consecutive fluctuation games, the special effect is executed with the content before the customization in the next fluctuation cycle, and when the special effect is customized in one of the non-pseudo-consecutive fluctuation games, the special effect is executed with the content after the customization in the next non-pseudo-consecutive fluctuation game. [Explanation of symbols]

[0270] BT...Performance button cg1~cg10...Count image CP01~CP53...Countdown performance pattern EH...Performance display device ES...Performance device group H01~H13...Variation pattern HD...Launch handle hg1~hg3...Ripple image JB...Drawing pad JBd...Down button JBl...Left button JBr...Right button JBu...Up button jg1~jg3...Status image kg1~kg3...Item image LA...Decorative lamp mg1~mg3...Curtain image MP1~MP3...Curtain performance pattern R...Display area RP01~RP40...Ripple performance pattern SE1...1st start sensor SE2...2nd start sensor SE3...Count sensor SE4...Gate sensor SL1...Normal solenoid SL2...Special solenoid SP...Speaker YB...Game board YBa...Game area YBb...Display window YBc...Launch passage YBd...Anti-return valve 10...Pachinko game machine 11...Frame body 11a...outer frame 11b...mounting frame 12...first start port 13...second start port 13a...normal opening / closing piece 14...big prize port 14a...special opening / closing piece 17...gate 17a...gate port 18...out port 19a...first special symbol display device 19b...second special symbol display device 19c...first reserved display device 19d...second reserved display device 19e...normal symbol display device 40...main board 41...main CPU 42...main ROM 43...main RAM 44...random number generation circuit 46...RAM clear switch 50...sub board 51...sub CPU 52...sub ROM 53...sub RAM

Claims

1. In a gaming machine capable of executing a pseudo consecutive variation game including a plurality of variation cycles and a non-pseudo consecutive variation game different from the pseudo consecutive variation game, A performance execution means for executing a performance; A performance control means for controlling the performance execution means, The performance includes a specific performance, The specific performance includes the specific performance according to a first mode and the specific performance according to a second mode, The specific performance according to the first aspect is a performance that allows the player to recognize that a special benefit will be awarded, The specific performance according to the second aspect is a performance that allows the player to recognize the expectation of a special benefit being awarded, A gaming machine in which the specific effect is an effect that can be executed across a plurality of the non-pseudo-consecutive fluctuation games, regardless of whether it is the specific effect according to the first aspect or the specific effect according to the second aspect, and is an effect that can be executed across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games.

2. A customization means for customizing the specific performance is provided, 2. The gaming machine according to claim 1, wherein when the specific effect is customized in one of the non-pseudo consecutive fluctuation games, in the next non-pseudo consecutive fluctuation game, the specific effect is executed with the content before the customization.

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