gaming machines

The gaming machine enhances player engagement by suspending variable games and offering customizable special and pre-execution effects, predicting outcomes, and increasing anticipation.

JP7777354B2Active Publication Date: 2025-11-28NEWGIN KK
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Patent Information

Application Number
JP2024094684
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-11
Publication Date
2025-11-28
Estimated Expiration
2044-06-11

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack mechanisms to enhance player interest through innovative special and pre-execution effects.

Method used

A gaming machine that allows suspension of variable games until start conditions are met, with customizable special and pre-execution effects, and a system to predict game outcomes, enhancing player anticipation and engagement.

Benefits of technology

Increases player interest by providing variable game suspension, customizable effects, and outcome prediction, thereby improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: When a specific reservation performance executed first in a predetermined variation game is a specific reservation performance of a first group, both the specific reservation performance of the first group and the specific reservation performance of the second group can be executed next. When the specific reservation performance executed first is the specific reservation performance of the second group, the specific reservation performance of the first group cannot be executed next. When a specific variation game is executed before a variation game which is a target of the specific reservation performance, at least one of the execution probability and the expectation of the specific reservation performance of the first group is different from the execution probability and the expectation of the specific reservation performance of the second group.SELECTED DRAWING: Figure 16
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Description

[Technical Field]

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

[0002] In the past, some pachinko gaming machines, which are a type of gaming machine, determine the outcome of a variable game in which a reserve condition is met in advance and execute a special effect based on the result of the determination. Furthermore, some of these pachinko gaming machines execute a pre-execution effect before the special effect is executed.

[0003] For example, in the gaming machine described in Patent Document 1, by changing the image corresponding to the variable game in which the hold condition is established, a hold change effect is executed that makes it possible to specify the expectation that the variable game in which the hold condition is established will result in an advantageous outcome for the player. Also, in the gaming machine described in Patent Document 1, a sniper effect is executed before the hold change effect is executed. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-158559 Summary of the Invention [Problem to be solved by the invention]

[0005] Nowadays, it is desired to improve the interest in playing pachinko games by devising special effects and pre-execution effects. The present invention has been made in view of the above-mentioned conventional techniques, and its object is to provide a gaming machine that can increase the interest in the game. [Means for solving the problem]

[0006] The gaming machine that solves the above problems is: In a gaming machine in which execution of a variable game can be suspended until a start condition is satisfied when a suspension condition is satisfied,The variable game for which the reservation condition is met is checked to see if it will result in a specific result. The aforementioned A determination means for determining whether a start condition is satisfied before the start condition is satisfied, a performance execution means for executing a performance, and a performance control means for controlling the performance. Customization methods that allow you to customize the presentation, The effects include a special effect and a pre-execution effect that can be executed before the special effect is executed, The performance control means is capable of executing control for causing the performance execution means to execute the special performance and control for causing the performance execution means to execute the pre-execution performance based on the result of the determination by the determination means, The special effect is an effect that allows the player to recognize the expectation that the target variable game will have a specific result, and the special effect includes: Perceivable expectation is less than the predetermined expectation Special performance by the first group, The recognizable expectation level is equal to or greater than the predetermined expectation level. and a second group of special effects, and in the effect execution means, after the pre-execution effect is executed in the first mode, the special effect of the first group may be executed, and after the pre-execution effect is executed in the second mode, the special effect of the first group is not executed, or the probability of the special effect of the first group being executed is lower than after the pre-execution effect is executed in the first mode, and when the special effect is executed multiple times for a predetermined variable game, if the special effect executed first is the special effect of the first group, either the special effect of the first group or the special effect of the second group can be executed as the special effect to be executed next, and if the special effect executed first is the special effect of the second group, the special effect of the second group can be executed as the special effect to be executed next, and the special effect of the first group cannot be executed, The customization means is capable of customizing the special effects, and in a situation where the special effects are customized, when the execution of a specific variable game is suspended, the execution probability of the special effects of the first group and the execution probability of the special effects of the second group are the same, and when the execution of the specific variable game is not suspended, the execution probability of the special effects of the first group and the execution probability of the special effects of the second group are different. The gist of this is as follows. [Effects of the Invention]

[0007] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a perspective view schematically showing a pachinko gaming machine. [Figure 2] FIG. 2 is a front view schematically showing the game board. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a diagram showing an example of a fluctuation pattern. [Figure 5] FIG. 5 is a diagram showing an example of a presentation mode of the hold presentation. [Figure 6] FIG. 6 is a diagram showing an example of a presentation mode of the pre-execution presentation. [Figure 7] FIG. 7 is a diagram showing an example of the relationship between the effect content of the variable game that is the subject of the reserved effect and the effect mode of the reserved effect. [Figure 8] FIG. 8 is a diagram showing an example of a determination ratio of an execution mode of a hold effect when the customization status of the hold effect is the first status. [Figure 9] FIG. 9 is a diagram showing an example of a determination ratio of an execution mode of a hold effect when the customization status of the hold effect is the second status. [Figure 10] FIG. 10 is a diagram showing an example of a determination ratio of an execution mode of a hold effect when the customization status of the hold effect is the third status. [Figure 11] FIG. 11 is a diagram showing an example of a determination ratio of an execution mode of a hold effect when the customization status of the hold effect is the fourth status. [Figure 12] FIG. 12 is a diagram showing an example of a determination ratio of an execution mode of a hold effect when the customization status of the hold effect is the fifth status. [Figure 13] FIG. 13 is a diagram showing an example of an execution pattern of the reserved effects in a predetermined variable game. [Figure 14] 14(a) to 14(d) are diagrams showing a specific example of the execution mode of the reserved effect and the pre-execution effect in a predetermined variable game. [Figure 15] 15(a) to 15(d) are diagrams showing a specific example of the execution mode of the reserved effect and the pre-execution effect in a predetermined variable game. [Figure 16] 16(a) to 16(d) are diagrams showing a specific example of the execution mode of the reserved effect and the pre-execution effect in a predetermined variable game. [Figure 17]17(a) to 17(c) are diagrams showing a specific example of the execution mode of the reserved effect and the pre-execution effect in a predetermined variable game. [Figure 18] FIG. 18 is a diagram showing an example of a presentation mode of a suggestion presentation in the second embodiment. [Figure 19] 19(a) to 19(d) are diagrams showing a specific example of the execution mode of the reserved effect, the pre-execution effect, and the suggestion effect in a predetermined variable game in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] (First embodiment) The following describes a first embodiment embodied in a pachinko gaming machine. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player.

[0010] As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes a launch handle HD that is operated by a player to launch a gaming ball. The pachinko gaming machine 10 also includes a speaker Sp that outputs a predetermined sound. The predetermined sound may be, for example, music, a human voice, or a sound effect. The speaker Sp can execute a sound effect by outputting the predetermined sound. The speaker Sp is an example of an effect execution means that executes an effect. The pachinko gaming machine 10 includes a decorative lamp La that lights up a light-emitting element (not shown). The decorative lamp La can execute a light-emitting effect by turning on, blinking, and extinguishing the light-emitting element (not shown). The decorative lamp La is an example of an effect execution means that executes an effect.

[0011] The pachinko gaming machine 10 is equipped with an effect button EB. The effect button EB is configured to include a single operable portion (operation unit). As an example, the effect button EB is configured to include a button-type operation unit that can be pressed. The pachinko gaming machine 10 is equipped with a cross button JB. The cross button JB is configured to include multiple operation units. As an example, the cross button JB is configured to include an up button JBu, a down button JBd, a left button JBl, and a right button JBr as the multiple operation units. Each of the multiple operation units included in the cross button JB is an independent operation unit. In other words, the up button JBu, the down button JBd, the left button JBl, and the right button JBr can be operated individually. As an example, the up button JBu, the down button JBd, the left button JBl, and the right button JBr are each a button-type operation unit that can be pressed.

[0012] As shown in Fig. 2, the pachinko gaming machine 10 includes a game board YB. A game area YBa, which is substantially circular in front view, is defined on the front side of the game board YB. In this embodiment, game balls launched by operating the launch handle HD reach the game area YBa.

[0013] The pachinko gaming machine 10 includes an information display device 11. For example, the information display device 11 is disposed on the gaming board YB at a position visible to a player. The information display device 11 notifies various information indicating the control status of the pachinko gaming machine 10.

[0014] The information display device 11 includes a first special symbol display unit 11a. The first special symbol display unit 11a is capable of executing a first special symbol change game, which is a change game that variably displays predetermined symbols and ultimately stops and displays the first special symbol. The information display device 11 includes a second special symbol display unit 11b. The second special symbol display unit 11b is capable of executing a second special symbol change game, which is a change game that variably displays predetermined symbols and ultimately stops and displays the second special symbol. As an example, the first special symbol change game and the second special symbol change game are not executed simultaneously. As an example, the second special symbol change game is executed with priority over the first special symbol change game. In the following description, the first special symbol change game will be abbreviated as the "first special game." Furthermore, the second special symbol change game will be abbreviated as the "second special game." Furthermore, the first special game and the second special game will be collectively referred to as the "special games."

[0015] The special symbols are symbols for announcing the results of a winning lottery. The results of the winning lottery include at least a winning display result and a losing display result. The winning display result includes, for example, a jackpot display result. In other words, the special symbols include at least a jackpot symbol as a jackpot display result and a losing symbol as a losing display result.

[0016] As an example, if a player wins a jackpot in a special lottery, a jackpot symbol is displayed as a static jackpot in a special game. If a jackpot symbol is displayed as a static jackpot in a special game, a jackpot game is awarded as a winning game after the special game ends. A jackpot game is an example of a benefit awarded to a player. If a jackpot symbol is displayed as a static jackpot in a special game, the player can recognize that he or she has won. If a losing symbol is displayed as a static jackpot in a special game, the player can recognize that he or she has lost.

[0017] The information display device 11 has a first special hold display unit 11c. The first special hold display unit 11c displays information that allows the first special hold number to be recognized. The first special hold number is information that indicates the number of first special games whose execution has been suspended because the hold conditions have been met but the start conditions have not yet been met. The information display device 11 has a second special hold display unit 11d. The second special hold display unit 11d displays information that allows the second special hold number to be recognized. The second special hold number is information that indicates the number of second special games whose execution has been suspended because the hold conditions have been met but the start conditions have not yet been met. For example, the maximum values ​​of the first special hold number and the second special hold number are each "4".

[0018] The information display device 11 includes a normal symbol display unit 11e. The normal symbol display unit 11e is capable of executing a normal symbol variation game in which predetermined symbols are displayed in a variable manner and finally the normal symbols are displayed in a static manner. In the following description, the normal symbol variation game is abbreviated to "normal game."

[0019] The normal symbols are symbols for announcing the results of a normal winning lottery. The results of the normal winning lottery include at least a normal winning display result and a normal losing display result. In other words, the normal symbols include at least a normal winning symbol as a normal winning display result and a normal losing symbol as a normal losing display result.

[0020] As an example, if a normal win is won in a normal win lottery, a normal win symbol is displayed in a stopped state in the normal game. If a normal win symbol is displayed in a stopped state in the normal game, a normal win game is awarded after the normal game ends. A normal win game is an example of a benefit awarded to a player. If a normal win symbol is displayed in a stopped state in the normal game, the player can recognize that he or she has won. If a normal loss symbol is displayed in a stopped state in the normal game, the player can recognize that he or she has lost.

[0021] The information display device 11 has a normal hold display section 11f. The normal hold display section 11f displays information that allows the normal hold number to be recognized. The normal hold number is information that indicates the number of normal games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. For example, the maximum normal hold number is 4.

[0022] The pachinko gaming machine 10 is equipped with a performance display device 12. The performance display device 12 is equipped with an image display unit GH that displays an image. The performance display device 12 is, for example, a liquid crystal display type display device. The performance display device 12 may also be an organic EL display type display device, or a display device configured to include a projector and a screen.

[0023] The performance display device 12 displays, for example, a predetermined object as an image. The predetermined object is, for example, a performance pattern, a character, a landscape, a letter, a number, a symbol, etc. The performance display device 12 can execute a display performance by displaying the predetermined object as an image. The performance display device 12 is an example of a performance execution means that executes a performance.

[0024] The pachinko gaming machine 10 has a plurality of winning holes as entry holes through which gaming balls can enter. The winning holes are entry holes through which the conditions for the payout of prize balls are met when gaming balls enter. The pachinko gaming machine 10 has a first starting hole 13 as an entry hole. The first starting hole 13 is located below the effect display device 12 on the gaming board YB, and is always open so that gaming balls can enter. The pachinko gaming machine 10 has a first starting sensor SE1 that detects gaming balls that have entered the first starting hole 13 (shown in FIG. 3). For example, the first starting sensor SE1 is provided in a passage (not shown) through which the gaming balls that have entered the first starting hole 13 pass. When a gaming ball is detected by the first starting sensor SE1, the hold conditions for the first special game may be met, and the payout conditions for prize balls are met.

[0025] The pachinko gaming machine 10 is provided with a second start opening 14 as a winning opening. The second start opening 14 is located to the right of the first start opening 13 on the gaming board YB. The second start opening 14 is provided with a first variable member 15, which is, for example, door-shaped. The first variable member 15 can be in a permissive state (open state) and a restrictive state (closed state). The permissive state is a state in which a gaming ball can be inserted into the second start opening 14 or is easy to insert. The restrictive state is a state in which a gaming ball cannot be inserted into the second start opening 14 or is difficult to insert. The pachinko gaming machine 10 is provided with a first actuator A1 (shown in FIG. 3) that operates the first variable member 15. The first variable member 15 can be in the permissive state during normal winning games.

[0026] The pachinko gaming machine 10 is equipped with a second start sensor SE2 (shown in FIG. 3) that detects a gaming ball that has entered the second start opening 14. For example, the second start sensor SE2 is provided in a passage (not shown) through which the gaming ball that has entered the second start opening 14 passes. When the gaming ball is detected by the second start sensor SE2, a reservation condition for the second special game may be established, and a payout condition for prize balls is also established.

[0027] The pachinko gaming machine 10 is provided with a large prize opening 16 as a prize opening. The large prize opening 16 is located at the lower right of the effect display device 12. The large prize opening 16 is provided with a second variable member 17, which is, for example, door-shaped. The second variable member 17 is a so-called large prize opening door. The second variable member 17 can be in a permissive state (open state) and a restrictive state (closed state). The permissive state is a state in which a gaming ball can enter the large prize opening 16 or is easy to enter. The restrictive state is a state in which a gaming ball cannot enter the large prize opening 16 or is difficult to enter. The pachinko gaming machine 10 is provided with a second actuator A2 (shown in FIG. 3) that operates the second variable member 17. The second variable member 17 can be in the permissive state during a jackpot game.

[0028] The pachinko gaming machine 10 is equipped with a count sensor SE3 (shown in FIG. 3) that detects gaming balls that have entered the large prize opening 16. For example, the count sensor SE3 is provided in a passage (not shown) through which gaming balls that have entered the large prize opening 16 pass. When a gaming ball is detected by the count sensor SE3, a condition for paying out a prize ball is met.

[0029] The pachinko gaming machine 10 has a gate 18 on the gaming board YB above the big prize opening 16 through which gaming balls can pass (enter). The gate 18 has a gate sensor SE4 (shown in FIG. 3) that detects gaming balls passing through the gate 18. When a gaming ball is detected by the gate sensor SE4, a hold condition for the normal game may be established.

[0030] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a winning lottery. The high probability state is a gaming state with a higher jackpot probability compared to the low probability state. In the high probability state, the probability of winning a jackpot in a winning lottery is higher than in the low probability state, making it an advantageous gaming state for the player. The high probability state is an example of a benefit granted to the player. The high probability state is what is known as a "probability-varying state (probability-changing state)."

[0031] The pachinko gaming machine 10 also has a low base state and a high base state as gaming states in which the ratio of the number of prize balls to the number of launched gaming balls differs. The high base state is a gaming state in which the probability of a gaming ball entering the second starting hole 14 is higher than in the low base state. The high base state is a gaming state (easy-to-enter ball state) that is advantageous to the player because the probability of a gaming ball entering the second starting hole 14 is higher and it becomes easier for a gaming ball to enter the second starting hole 14. The high base state is an example of a benefit granted to a player. The high base state is a so-called "electric support state," and the low base state is a so-called "non-electric support state."

[0032] For example, the high base state can be achieved by performing one of the three controls described below, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low base state. The second control is normal symbol probability variation control, which varies the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is opening time extension control, which extends the total opening time of the first variable member 15 in one normal win game compared to the low base state. Note that the opening time extension control may be at least one of control for increasing the number of times the first variable member 15 is opened in one normal win game compared to the low base state and control for extending the opening time of the first variable member 15 in one normal win game compared to the low base state.

[0033] The high base state may also be realized by combining the fourth control, which will be described next. 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 base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (time-shortening state)" for the special symbol. In contrast, the low base state becomes a so-called "non-fluctuation time shortening state (non-time-shortening state)" for the special symbol.

[0034] In the following description, a gaming state that is a low probability state and a low base state will be referred to as a "low probability low base state," and a gaming state that is a high probability state and a low base state will be referred to as a "high probability low base state." Also, a gaming state that is a low probability state and a high base state will be referred to as a "low probability high base state," and a gaming state that is a high probability state and a high base state will be referred to as a "high probability high base state."

[0035] Next, a jackpot in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. A type of jackpot is determined for each of the plurality of types of jackpot symbols. The jackpot symbols include, for example, specific jackpot symbols and non-specific jackpot symbols. A specific jackpot is determined for the specific jackpot symbol. A non-specific jackpot is determined for the non-specific jackpot symbol.

[0036] When a jackpot is won in the lottery, a jackpot symbol is displayed statically in a special game, and then a type of jackpot game corresponding to the jackpot symbol is awarded. In the jackpot game, a predetermined effect is first played for a predetermined opening time. The predetermined effect is, for example, an opening effect indicating the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game is played in which the jackpot entry port 16 is opened. The round game is played up to a predetermined maximum number of times. One round game ends when a first ending condition is met, in which a predetermined maximum number of game balls enter the jackpot, or a second ending condition is met, in which a predetermined maximum time has elapsed. In the round game, a round effect is played. Then, in the jackpot game, when the final round game ends, a predetermined effect is played for a predetermined ending time. The predetermined effect is, for example, an ending effect indicating the end of the jackpot game. The jackpot game ends as the ending time elapses.

[0037] Next, an effect symbol variation game, which is one of the effects that can be executed by the effect display device 12 in the pachinko gaming machine 10, will be described. The effect symbol variation game is a variation game in which effect symbols are displayed in a variable manner in multiple rows on the effect display device 12, and ultimately a combination of effect symbols is displayed in a static manner. In the following explanation, the effect symbol variation game is abbreviated to "effect game." The effect symbols are symbols (decorative symbols) decorated with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the effect game is played by varying (scrolling) the first, second, and third symbol rows in a predetermined direction.

[0038] The effect game starts with the start of the special game and ends with the end of the special game. Then, in the effect game, a combination of effect symbols corresponding to the special symbols is displayed in a static manner. In other words, when a jackpot symbol is displayed in a special game, a combination of effect symbols corresponding to the jackpot symbol of the special symbol is displayed in a static manner in the effect game. On the other hand, when a losing symbol is displayed in a special game, a combination of effect symbols corresponding to the losing symbol of the special symbol is displayed in a static manner in the effect game. The combination of effect symbols corresponding to the jackpot symbol of the special symbol is a symbol combination of a jackpot by the effect symbols. For example, a symbol combination of a jackpot by the effect symbols is a symbol combination in which the effect symbols in all columns are the same. Furthermore, a symbol combination of effect symbols corresponding to the losing symbol of the special symbol is a symbol combination of a losing symbol by the effect symbols. For example, a symbol combination of a losing symbol by the effect symbols is a symbol combination in which the effect symbols in at least some columns are different from the effect symbols in the other columns.

[0039] Furthermore, in the effect game, it is possible to execute a reach effect. The reach effect is an effect that is performed in a state in which the same effect symbol is stopped and displayed in a specific column among all the symbol columns in the effect game (so-called reach state). The reach effect is an effect that is performed in a state in which the effect symbol in a non-specific column among all the symbol columns in the effect game is displayed in a variable manner. The specific column is, for example, the first column and the third column.

[0040] Reach effects include, for example, normal reach effects and super reach effects, which are an extension of the normal reach effects. Compared to normal reach effects, super reach effects suggest a higher expectation of a jackpot symbol combination being displayed statically. In other words, compared to normal reach effects, super reach effects suggest a higher expectation of winning a jackpot in a winning lottery. In the following explanation, the expectation of winning a jackpot in a winning lottery is referred to as the "jackpot expectation." When a jackpot symbol combination is displayed statically in a winning game, the jackpot display result is also displayed statically in a special game, so the jackpot expectation in a winning game can also be understood as the jackpot expectation in a special game. In the following explanation, normal reach effects are referred to as "NR effects," and super reach effects are referred to as "SR effects."

[0041] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Figure 3, the pachinko gaming machine 10 is provided with a main control board 30 on the back side (rear) of the game board YB. The main control board 30 performs various processes and outputs control signals (control commands) according to the results of the processes. The pachinko gaming machine 10 is also provided with a sub-control board 31 on the back side (rear) of the game board YB. The sub-control board 31 executes predetermined processes based on the control signals input from the main control board 30.

[0042] First, the main control board 30 will be described in detail. The main control board 30 includes a main control CPU 30a, a main control ROM 30b, and a main control RAM 30c. The main control CPU 30a executes a main control program to perform various processes.

[0043] The main control ROM 30b stores a main control program, a judgment value used in a predetermined lottery, and the like. The main control ROM 30b also stores a plurality of types of variation patterns. The variation pattern is information that can identify the variation time from when the special game starts to when the special game ends. The variation pattern of this embodiment is information that can identify the content of the effect game. Specifically, the variation pattern of this embodiment is information that can identify whether or not a reach effect is executed and the type of reach effect to be executed. That is, in this embodiment, the variation pattern is information that can identify the content of the special game and the effect game.

[0044] As shown in Figure 4, the fluctuation patterns in this embodiment include a loss fluctuation pattern that can be determined when a player does not win in the winning lottery, and a jackpot fluctuation pattern that can be determined when a player wins in the winning lottery. The loss fluctuation patterns include, for example, a first fluctuation pattern HP1, a second fluctuation pattern HP2, a third fluctuation pattern HP3, a fourth fluctuation pattern HP4, and a fifth fluctuation pattern HP5. The jackpot fluctuation patterns include, for example, a sixth fluctuation pattern HP6, a seventh fluctuation pattern HP7, and an eighth fluctuation pattern HP8.

[0045] The first variation pattern HP1 and the second variation pattern HP2 are variation patterns in which the effect content is determined to stop and display a losing symbol combination without going through a reach effect. The first variation pattern HP1 and the second variation pattern HP2 are variation patterns in which the effect content is determined to stop and display a losing symbol combination without going through a reach effect after variably displaying the effect symbols for a predetermined variation time. Different variation times are determined for the first variation pattern HP1 and the second variation pattern HP2. For example, the first variation pattern HP1 has a longer variation time than the second variation pattern HP2. In the following explanation, the effect content that can be identified by the first variation pattern HP1 may be referred to as a no-reach miss, while the effect content that can be identified by the second variation pattern HP2 may be referred to as a shortened miss.

[0046] The third variation pattern HP3 is a variation pattern in which the effect content is determined to eventually stop and display a losing symbol combination after going through an NR effect. The fourth variation pattern HP4 and the fifth variation pattern HP5 are variation patterns in which the effect content is determined to eventually stop and display a losing symbol combination after going through an NR effect and an SR effect. In other words, the fourth variation pattern HP4 and the fifth variation pattern HP5 are variation patterns in which the effect content including an SR effect is determined. The fourth variation pattern HP4 and the fifth variation pattern HP5 are different in the type of SR effect determined. The fourth variation pattern HP4 is, for example, a variation pattern in which the effect content including an SR effect according to the first mode is determined. The fifth variation pattern HP5 is, for example, a variation pattern in which the effect content including an SR effect according to the second mode is determined. In the following explanation, the SR effect according to the first mode is referred to as the "first SR effect," and the SR effect according to the second mode is referred to as the "second SR effect."

[0047] The sixth variation pattern HP6, the seventh variation pattern HP7, and the eighth variation pattern HP8 are defined as the presentation content of the presentation game, in which a jackpot symbol combination is finally displayed after a reach effect. The sixth variation pattern HP6 is a variation pattern in which a jackpot symbol combination is finally displayed after an NR effect. The seventh variation pattern HP7 and the eighth variation pattern HP8 are variation patterns in which a jackpot symbol combination is finally displayed after an NR effect and an SR effect. In other words, the seventh variation pattern HP7 and the eighth variation pattern HP8 are variation patterns in which presentation content including an SR effect is defined. The seventh variation pattern HP7 and the eighth variation pattern HP8 are defined in terms of the type of SR effect. The seventh variation pattern HP7 is a variation pattern in which presentation content including, for example, a first SR effect is defined. The eighth variation pattern HP8 is a variation pattern in which presentation content including, for example, a second SR effect is defined.

[0048] Returning to the explanation of the main control board 30, as shown in Figure 3, the main control RAM 30c is configured to be able to store various information that is rewritten during operation of the pachinko gaming machine 10. The information stored in the main control RAM 30c includes, for example, flags, counters, and timers. The main control board 30 is also configured to be able to generate random numbers. For example, the random numbers may be generated as hardware random numbers or software random numbers.

[0049] The main control CPU 30a is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU 30a is configured to be able to input the detection signals output by each sensor when it detects a gaming ball. The main control CPU 30a is connected to the information display device 11 (first special symbol display unit 11a, second special symbol display unit 11b, first special hold display unit 11c, second special hold display unit 11d, normal symbol display unit 11e, normal hold display unit 11f). The main control CPU 30a is configured to be able to control the display content of the information display device 11. The main control CPU 30a is connected to the first actuator A1 and the second actuator A2. The main control CPU 30a is configured to be able to control the operation of each actuator.

[0050] Next, the sub-control board 31 will be described. The sub-control board 31 is connected to the main control board 30. The pachinko gaming machine 10 is configured so that a control signal can be output in one direction from the main control board 30 to the sub-control board 31.

[0051] The sub-control board 31 is equipped with a sub-control CPU 31a, a sub-control ROM 31b, and a sub-control RAM 31c. The sub-control CPU 31a executes a sub-control program to perform various processes (for example, processes related to effects). The sub-control ROM 31b stores the sub-control program and judgment values ​​used in the lottery. The sub-control ROM 31b stores display effect data related to display effects, light-emitting effect data related to light-emitting effects, and audio effect data related to audio effects.

[0052] The sub-control RAM 31c is also configured to be able to store various information that is rewritten as appropriate during operation of the pachinko gaming machine 10. The information stored in the sub-control RAM 31c includes, for example, flags, counters, and timers. The sub-control board 31 is also configured to be able to generate random numbers. The random numbers may be generated as hardware random numbers or software random numbers.

[0053] The sub-control CPU 31a and the performance display device 12 are connected. The sub-control CPU 31a is configured to be able to control the display content of the performance display device 12. The sub-control CPU 31a and the decorative lamp La are connected. The sub-control CPU 31a is configured to be able to control the light emission mode of the decorative lamp La. The sub-control CPU 31a and the speaker Sp are connected. The sub-control CPU 31a is configured to be able to control the output mode of the speaker Sp. The sub-control CPU 31a, which controls the performance display device 12, the speaker Sp, and the decorative lamp La, is an example of a performance control means that controls the performance.

[0054] The sub-control CPU31a and the effect button EB are connected. The sub-control CPU31a can input an operation signal indicating the operation state of the effect button EB. The sub-control CPU31a and the cross button JB are connected. The sub-control CPU31a can input an operation signal indicating the operation state of the up button JBu. The sub-control CPU31a can input an operation signal indicating the operation state of the down button JBd. The sub-control CPU31a can input an operation signal indicating the operation state of the left button JBl. The sub-control CPU31a can input an operation signal indicating the operation state of the right button JBr.

[0055] Next, various processes (controls) executed in the pachinko gaming machine 10 will be described. The main control CPU 30a of the main control board 30 executes various processes such as special symbol input process and special symbol start process based on the main control program. The main control CPU 30a executes various processes such as special symbol input process and special symbol start process at predetermined control cycles (for example, every 4 ms).

[0056] First, the special symbol input process will be described. In the special symbol input process, the main control CPU 30a determines whether a gaming ball has entered the first start port 13. The main control CPU 30a determines that a gaming ball has entered the first start port 13, for example, by inputting a detection signal from the first start sensor SE1. If a gaming ball has entered the first start port 13, the main control CPU 30a determines whether the number of first special reserves stored in the main control RAM 30c is less than the upper limit number (4 in this embodiment). If the number of first special reserves is less than the upper limit number, the main control CPU 30a updates the number of first special reserves stored in the main control RAM 30c by adding 1. At this time, the main control CPU 30a controls the information display device 11 to display the updated number of first special reserves. In this way, in the pachinko game machine 10, when the number of first special reserved balls is less than the upper limit, a game ball enters the first start hole 13, and the entered game ball is detected by the first start sensor SE1, thereby establishing the reservation conditions for the first special game.

[0057] Next, the main control CPU 30a acquires random numbers generated within the main control board 30 and stores random number information based on the acquired random numbers in the main control RAM 30c. For example, the random numbers may be winning random numbers, winning symbol random numbers, or variation pattern random numbers. At this time, the main control CPU 30a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. By storing the random number information for the first special game in the main control RAM 30c, the main control CPU 30a suspends its execution until the start condition of the first special game is met. Note that the random number information used by the main control CPU 30a may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method.

[0058] Thereafter, the main control CPU 30a pre-determines the content of the first special game for which the reservation condition is met before the start condition of the first special game is met, generates a look-ahead command (pre-determination command) that can identify the result of the pre-determination, and sets the command in the output buffer. Note that the command set in the output buffer is output to the sub-control board 31 in a predetermined output process.

[0059] Here, the process for generating a read-ahead command will be described in detail. The main control CPU 30a predetermines which result the acquired random number will result in in the winning lottery performed in the special symbol start process (described later). That is, the main control CPU 30a predetermines which result will be displayed in the special game whose execution is suspended. The main control CPU 30a also predetermines which variation pattern the acquired random number will determine in the variation pattern determination lottery performed in the special symbol start process (described later). In the pachinko gaming machine 10, the main control CPU 30a predetermines the content of the first special game, thereby realizing a function as a determination means for determining whether a variation game in which a suspension condition is met will result in a specific result before the start condition of the variation game is met. The main control CPU 30a then reads and identifies the first special suspension number stored in the main control RAM 30c, generates a look-ahead command indicating the identified first special suspension number and the result of the above-mentioned predetermination, and sets it in the output buffer. In addition, the main control CPU 30a generates a reservation number command that can identify the first special reservation number stored in the main control RAM 30c, separately from the look-ahead command, and sets it in the output buffer.

[0060] Returning to the explanation of the special symbol input process, if a gaming ball has not entered the first start port 13, if the number of first special reserves is not less than the upper limit number, and if a look-ahead command has been generated, the main control CPU 30a determines whether a gaming ball has entered the second start port 14. For example, the main control CPU 30a determines that a gaming ball has entered the second start port 14 by inputting a detection signal from the second start sensor SE2. If a gaming ball has not entered the second start port 14, the main control CPU 30a terminates the special symbol input process. On the other hand, if a gaming ball has entered the second start port 14, the main control CPU 30a determines whether the number of second special reserves stored in the main control RAM 30c is less than the upper limit number (4 in this embodiment). If the number of second special reserves is not less than the upper limit number, the main control CPU 30a terminates the special symbol input process. On the other hand, if the second special reserve number is less than the upper limit number, the main control CPU 30a updates the second special reserve number stored in the main control RAM 30c by adding 1. At this time, the main control CPU 30a controls the information display device 11 to display the updated second special reserve number. In this way, in the pachinko gaming machine 10, if the second special reserve number is less than the upper limit number, a game ball enters the second start hole 14, and the entering game ball is detected by the second start sensor SE2, thereby establishing the reserve condition for the second special game.

[0061] Next, the main control CPU 30a acquires random numbers generated within the main control board 30 and stores random number information based on the acquired random numbers in the main control RAM 30c. At this time, the main control CPU 30a stores the random number information so that it is possible to identify that it is random number information for the second special game and the storage order of the random number information. In the pachinko gaming machine 10, by storing the random number information for the second special game in the main control RAM 30c, its execution can be suspended until the start conditions of the second special game are met. The main control CPU 30a generates a reserved number command that can identify the second special reserved number stored in the main control RAM 30c and sets it in the output buffer. Thereafter, the main control CPU 30a terminates the special symbol input process.

[0062] Next, the special symbol start process will be described. First, the main control CPU 30a determines whether the execution conditions for the special game are met. In this determination, the main control CPU 30a determines that the execution conditions are met when neither a winning game nor a special game is in progress, while it determines that the execution conditions are not met when a jackpot game or a special game is in progress. Then, if the execution conditions are not met, the main control CPU 30a ends the special symbol start process.

[0063] If the execution condition is met, the main control CPU 30a acquires the second special reservation number stored in the main control RAM 30c and determines whether the acquired second special reservation number is greater than 0 (zero). If the second special reservation number is greater than 0, the main control CPU 30a starts the execution of the second special game that was reserved first among the reserved second special games. In other words, if the execution condition for a special game is met and the execution of the second special game is reserved, a start condition for starting the second special game that was reserved first among the reserved second special games is met. On the other hand, if the second special reservation number is 0, the main control CPU 30a acquires the first special reservation number and determines whether the acquired first special reservation number is greater than 0. If the first special reservation number is greater than 0, the main control CPU 30a starts the execution of the first special game that was reserved first among the reserved first special games. That is, when the execution condition for a special game is satisfied, the execution of the second special game is not suspended, and the execution of the first special game is suspended, the start condition for starting the first special game that was suspended first among the suspended first special games is satisfied. As a result, the pachinko gaming machine 10 does not execute the first special game and the second special game simultaneously, but executes the second special game preferentially. In this way, after the suspension condition for a special game is satisfied, the pachinko gaming machine 10 starts the execution of the special game in response to the satisfaction of the start condition.

[0064] When the start condition of the second special game is met, the main control CPU 30a subtracts 1 from the second special reserve number to update it, and controls the information display device 11 to display the subtracted second special reserve number. The main control CPU 30a also generates a reserve number command that can identify the subtracted second special reserve number and sets it in the output buffer. Next, the main control CPU 30a acquires the first-stored random number information for the second special game from the main control RAM 30c. The main control CPU 30a then uses the value of the jackpot random number identified from the acquired random number information to determine whether or not a jackpot will be won in the winning lottery. For example, whether or not a jackpot will be won in the winning lottery may be determined by whether or not the value of the random number matches a jackpot determination value. Alternatively, for example, whether or not a jackpot will be won in the winning lottery may be determined by whether or not the value obtained by adding the value of the random number and the jackpot determination value exceeds a predetermined value. At this time, the main control CPU 30a performs a winning lottery using a different jackpot determination value depending on the current probability state.

[0065] If a jackpot is won in the winning lottery, the main control CPU 30a performs jackpot variation processing. In the jackpot variation processing, the main control CPU 30a determines a jackpot symbol for a special symbol based on the value of the winning symbol random number identified from the acquired random number information. This determined jackpot symbol is stopped and displayed in the special game. Furthermore, when the main control CPU 30a determines a jackpot symbol for a special symbol, it determines a jackpot variation pattern from among multiple types of jackpot variation patterns by holding a variation pattern determination lottery. On the other hand, when a jackpot is not won in the winning lottery, the main control CPU 30a performs a loss variation processing. In the loss variation processing, the main control CPU 30a determines a losing symbol for a special symbol. This determined losing symbol is stopped and displayed in the special game. Furthermore, when the main control CPU 30a determines a losing symbol for a special symbol, it determines a loss variation pattern from among multiple types of loss variation patterns by holding a variation pattern determination lottery.

[0066] Also, when the start condition of the first special game is established, the main control CPU 30a performs the same control as the control for the second special game described above, targeting the first special game. That is, the main control CPU 30a subtracts the first special reserved number, generates a reserved number command that can identify the first special reserved number after subtraction, draws a winning lottery, and performs a jackpot fluctuation process or a loss fluctuation process based on the result of the winning lottery. After that, the main control CPU 30a ends the special symbol start process.

[0067] Then, after the special symbol start process is completed, the main control CPU 30a starts a special game by performing a process separate from the special symbol start process. Specifically, the main control CPU 30a controls the display content of the information display device 11 to start the variation of the first special symbol or the second special symbol. The main control CPU 30a also sets information specifying the special symbol determined in the special symbol start process (hereinafter referred to as a special symbol designation command) in the output buffer. The main control CPU 30a also sets information specifying a variation pattern and instructing the start of an effect game (hereinafter referred to as a variation pattern designation command) in the output buffer. The main control CPU 30a also measures the variation time determined for the variation pattern determined in the special symbol start process. The main control CPU 30a then controls the information display device 11 so that the special symbol determined in the special symbol start process is statically displayed after the variation time determined for the variation pattern has elapsed. In addition, when the change time set for the change pattern determined in the special pattern start processing has elapsed, the main control CPU 30a sets information for stopping and displaying the combination of performance patterns (hereinafter referred to as the all pattern stop command) in the output buffer.

[0068] In this way, the main control CPU 30a determines the content of the special game by holding a winning lottery and a variation pattern determination lottery when the conditions for starting the special game are met, and starts the execution of the special game based on the determined content of the special game. The main control CPU 30a executes the special symbol start process and determines whether or not a jackpot has occurred and the variation pattern of the special game, thereby realizing a content determination means for determining the content of the special game.

[0069] Next, the big win processing performed by the main control CPU 30a will be described. In the jackpot processing, the main control CPU 30a specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. Then, after the special game of the jackpot is over, the main control CPU 30a starts control to award the specified jackpot game and outputs predetermined control information. That is, in the pachinko gaming machine 10, when a jackpot is won in the winning lottery, the jackpot display result is statically displayed in the special game, and then the jackpot game is awarded.

[0070] When the special game resulting from a jackpot ends, the main control CPU 30a first starts measuring the opening time and generates a command (hereinafter referred to as the opening command) instructing the execution of an opening effect, which is set in the output buffer. After the opening time has elapsed, the main control CPU 30a performs processing to execute a round game. Specifically, the main control CPU 30a controls the second actuator A2 so that the large prize opening 16 is opened during the round game. After starting the round game, the main control CPU 30a ends the round game by closing the large prize opening 16 when the first or second end condition is met. The main control CPU 30a repeatedly performs this processing to execute the round game until the maximum number of round games set for the jackpot game has been completed. Each time a round game starts, the main control CPU 30a generates a command (hereinafter referred to as the round command) instructing the execution of a round effect, which is set in the output buffer. Then, when the final round of play is completed, the main control CPU 30a generates a command to execute an ending performance (hereinafter referred to as an ending command) and sets it in the output buffer. When the ending time has elapsed, the main control CPU 30a ends the big win game.

[0071] Next, the game state control process performed by the main control CPU 30a will be described. When starting a jackpot game, the main control CPU 30a controls the game state to a low-probability, low-base state. That is, during a jackpot game, the game state is a low-probability, low-base state. Furthermore, when ending a jackpot game, the main control CPU 30a controls the game state to a game state corresponding to the type of jackpot. For example, when ending a jackpot game based on a specific jackpot, the main control CPU 30a controls the game state to a high-probability, high-base state. In this case, the main control CPU 30a controls the game state to a high-probability, high-base state until the next jackpot game starts. On the other hand, when ending a jackpot game based on a non-specific jackpot, the main control CPU 30a controls the game state to a low-probability, high-base state. At this time, the main control CPU 30a controls the game state to a high-base state with a set upper limit number of times. Then, after controlling the game state to a high base state with a set upper limit number of times, the main control CPU 30a controls the game state to a low base state when the special game of the upper limit number of times ends without a jackpot being determined in the jackpot determination.

[0072] When controlling to a low probability state, the main control CPU 30a sets a value that can identify control to the low probability state to the probability state flag stored in the main control RAM 30c, while when controlling to a high probability state, the main control CPU 30a sets a value that can identify control to the high probability state to the probability state flag stored in the main control RAM 30c. Also, when controlling to a low base state, the main control CPU 30a sets a value that can identify control to the low base state to the base state flag stored in the main control RAM 30c, while when controlling to a high base state, the main control CPU 30a sets a value that can identify control to the low base state to the base state flag stored in the main control RAM 30c.

[0073] Furthermore, when the main control CPU 30a awards a high base state with a set upper limit number of times, the main control CPU 30a stores the number of times equivalent to the upper limit number of times in the main control RAM 30c as the remaining number of times of the special game that awards the high base state.Then, each time a special game is played, the main control CPU 30a subtracts 1 from the remaining number of times stored in the main control RAM 30c.When the remaining number of times becomes 0, the main control CPU 30a sets a value that can specify that the game will be controlled to a low base state upon the end of the special game whose remaining number of times becomes 0 in the base state flag.

[0074] In addition to the above-mentioned processes, the main control CPU 30a also performs the following processes. For example, the main control CPU 30a also performs processes related to normal symbols and processes related to errors. The normal symbol processes include inputting a detection signal from the gate sensor SE4 and starting a normal symbol variation game.

[0075] Next, a description will be given of various processes executed by the sub-control CPU 31a of the sub-control board 31 based on the sub-control program. When a control signal is input from the main control CPU 30a, the sub-control CPU 31a executes various processes in accordance with the control signal.

[0076] First, the effect symbol variation process for executing the effect game will be described. In the effect symbol variation process, when the sub-control CPU31a inputs a special symbol designation command, it determines a combination of effect symbols to be stopped and displayed in the effect game based on the special symbol designated by the special symbol designation command. When a jackpot symbol of a special symbol is designated, the sub-control CPU31a determines a symbol combination for a jackpot based on the effect symbols. Furthermore, when a losing symbol of a special symbol is designated, the sub-control CPU31a determines a combination of effect symbols to be stopped and displayed in the effect game based on the variation pattern designated by the variation pattern designation command. Specifically, when a losing variation pattern that can be specified to execute a reach effect is designated, the sub-control CPU31a determines a losing symbol combination for reach. A losing symbol combination for reach is a combination of effect symbols in which the effect symbols in specific columns (for example, the first and second columns) are the same and the effect symbols in other columns (for example, the third column) are different. In addition, when a loss variation pattern that can specify that no reach effect is executed is specified, the sub-control CPU 31a determines a losing symbol combination for a non-reach loss. The losing symbol combination for a non-reach loss is a combination of effect symbols in which the effect symbols in all columns are different.

[0077] Furthermore, when the sub-control CPU 31a inputs a variation pattern designation command, it determines the effect to be executed during the execution of the special game based on the variation pattern designated by the input variation pattern designation command. In this embodiment, the determination ratio of the effect to be executed during the execution of the special game varies depending on the variation pattern designated by the variation pattern designation command. Then, the sub-control CPU 31a controls the display content of the effect display device 12 so as to execute the determined effect.

[0078] Thereafter, the sub-control CPU 31a ends the effect game in response to the input of the all symbol stop command, and controls the display content of the effect display device 12 so that the combination of effect symbols is stopped and displayed. Note that the sub-control CPU 31a may be configured to count the change time specified from the specified change pattern in response to the input of the change pattern designation command, and end the effect game in response to the lapse of the change time. In other words, the end of the effect game may be controlled without outputting the all symbol stop command from the main control board 30.

[0079] Next, the process related to the big win game will be explained. When an opening command is input, the sub-control CPU 31a controls the performance display device 12 to perform an opening performance. When a round command is input, the sub-control CPU 31a controls the performance display device 12 to perform a round performance. When an ending command is input, the sub-control CPU 31a controls the performance display device 12 to perform an ending performance.

[0080] The effects that can be performed in the pachinko gaming machine 10 will be described below. 5, among the effects that can be executed in the pachinko gaming machine 10, there is a hold effect that displays game information GJ corresponding to each of the pending variable games. In the hold effect, the game information GJ corresponding to each of the pending variable games is displayed in a hold display area that displays game information GJ corresponding to each of the pending variable games.

[0081] In the hold effect, the game information GJ corresponding to each of the held variable games is displayed in order from left to right in the hold display area of ​​the effect display device 12. For example, in the hold effect, the game information GJ corresponding to the first held variable game is displayed on the far left in the hold display area, and the game information GJ corresponding to the second held variable game is displayed second from the left in the hold display area. Also, in the hold effect, the game information GJ corresponding to the third held variable game is displayed third from the left in the hold display area, and the game information GJ corresponding to the fourth held variable game is displayed fourth from the left in the hold display area.

[0082] The game information GJ has multiple display modes. The hold effect is an effect that suggests the content of the variable game by changing and displaying the display mode of the game information GJ. In other words, the hold effect is an effect that suggests the content of the target variable game according to the display mode of the game information GJ. The hold effect can be said to be an effect that allows the user to recognize the expectation that the target variable game will achieve a specific result. Here, the target variable game achieving a specific result means that a bonus will be awarded or a predetermined effect will be executed. The multiple display modes are, for example, a first display mode, a second display mode, a third display mode, a fourth display mode, a fifth display mode, a sixth display mode, a seventh display mode, an eighth display mode, and a ninth display mode.

[0083] The first display mode of the game information GJ is, for example, a display mode that resembles a white sphere. The second display mode of the game information GJ is, for example, a display mode that resembles a blue sphere. The third display mode of the game information GJ is, for example, a display mode that resembles a red sphere. The fourth display mode of the game information GJ is, for example, a display mode that resembles a golden sphere. The fifth display mode of the game information GJ is, for example, a display mode that resembles an egg. The sixth display mode of the game information GJ is, for example, a display mode that resembles a baby turtle. The seventh display mode of the game information GJ is, for example, a display mode that resembles an adult turtle. The eighth display mode of the game information GJ is, for example, a display mode that resembles a baby eagle. The ninth display mode of the game information GJ is, for example, a display mode that resembles an adult eagle.

[0084] The display modes of the game information GJ can be classified into multiple groups. The multiple groups are, for example, a first group and a second group. That is, the specific hold effects include the specific hold effects of the first group and the specific hold effects of the second group. For example, the display modes of the game information GJ classified into the first group are display modes that imitate figures. That is, among the display modes of the game information GJ, the first display mode, the second display mode, the third display mode, and the fourth display mode can be classified into the first group. Also, for example, the display modes of the game information GJ classified into the second group are display modes that imitate living creatures. That is, among the display modes of the game information GJ, the fifth display mode, the sixth display mode, the seventh display mode, the eighth display mode, and the ninth display mode can be classified into the second group.

[0085] The display mode of the game information GJ is classified into multiple stages, and when the display mode changes, it changes to a display mode classified as a stage higher than the current stage. That is, if the current stage is stage 1, the display mode of the game information GJ can change to stage 2, stage 3, or stage 4. Also, if the current stage is stage 2, the display mode of the game information GJ can change to stage 3 or stage 4. If the current stage is stage 4, the display mode of the game information GJ can change to stage 4.

[0086] As an example, the first display mode is classified into the first stage. As an example, the second display mode and the fifth display mode are classified into the second stage. As an example, the third display mode, the sixth display mode, and the eighth display mode are classified into the third stage. As an example, the fourth display mode, the seventh display mode, and the ninth display mode are classified into the fourth stage.

[0087] In the following description, a hold effect displaying game information GJ in the first display mode will be referred to as a normal hold effect. A hold effect displaying game information GJ in the second, third, fourth, fifth, sixth, seventh, eighth, or ninth display mode will be referred to as a specific hold effect. In other words, the first group of specific hold effects can be said to be a color change effect in which the color changes among the display modes of game information. Furthermore, the second group of specific hold effects can be said to be a character change effect in which the shape changes into a character among the display modes of game information. Furthermore, in the following description, when distinguishing specific hold effects, a hold effect displaying game information GJ in the second display mode will be referred to as a first specific hold effect. Furthermore, when distinguishing specific hold effects, a hold effect displaying game information GJ in the third display mode will be referred to as a second specific hold effect. Furthermore, when distinguishing specific hold effects, a hold effect displaying game information GJ in the fourth display mode will be referred to as a third specific hold effect. Furthermore, when distinguishing between specific hold effects, a hold effect that displays game information GJ in the fifth display mode is referred to as the fourth specific hold effect. Furthermore, when distinguishing between specific hold effects, a hold effect that displays game information GJ in the sixth display mode is referred to as the fifth specific hold effect. Furthermore, when distinguishing between specific hold effects, a hold effect that displays game information GJ in the seventh display mode is referred to as the sixth specific hold effect. Furthermore, when distinguishing between specific hold effects, a hold effect that displays game information GJ in the eighth display mode is referred to as the seventh specific hold effect. Furthermore, when distinguishing between specific hold effects, a hold effect that displays game information GJ in the ninth display mode is referred to as the eighth specific hold effect. The fifth specific hold effect and the sixth hold effect can be considered to be first character change effects in which the display mode of the game information changes to a turtle as the first character. The seventh specific hold effect and the eighth specific hold effect can be considered to be second character change effects in which the display mode of the game information changes to an eagle as the second character. Furthermore, the fourth specific hold effect can be considered to be a common character effect in which the display mode of the game information changes to an egg as a common character. The specific hold effect is an example of a special effect.

[0088] Furthermore, among the effects that can be executed in the pachinko gaming machine 10, there is a pre-execution effect that can be executed before the specific hold effect when the specific hold effect is executed. The pre-execution effect can be said to be an effect that suggests that the specific hold effect will be executed or that the effect mode (display mode of game information GJ) of the specific hold effect will change. There are multiple types of pre-execution effects. Specifically, there are a first pre-execution effect, a second pre-execution effect, and a third pre-execution effect.

[0089] As shown in Fig. 6, the first pre-execution effect is an effect in which a first pre-execution image JG1 resembling a brush is displayed in a position that partially overlaps with the game information GJ that is the target of the specific hold effect to be executed thereafter. In other words, the first pre-execution effect is an effect that imitates a situation in which the game information GJ is rewritten by the first pre-execution image JG1 resembling a brush. As an example, the first pre-execution effect is an effect that can be executed before the specific hold effect of the first group is executed.

[0090] The second pre-execution effect is an effect that displays a second pre-execution image JG2 that resembles a curtain so as to cover the game information GJ that is the target of the specific hold effect that will be executed thereafter. In other words, the second pre-execution effect is an effect that imitates a situation in which the game information GJ is replaced with another display mode while being covered by the second pre-execution image JG2 that resembles a curtain. As an example, the second pre-execution effect is an effect that can be executed before the specific hold effect of the first group is executed and before the specific hold effect of the second group is executed.

[0091] The third pre-execution effect is an effect in which the game information GJ targeted by the specific hold effect to be executed thereafter is displayed so as to approach the third pre-execution image JG3, which resembles a stork. In other words, the third pre-execution effect is an effect that imitates a situation in which game information GJ is delivered in a different display mode by the third pre-execution image JG3, which resembles a stork. As an example, the third pre-execution effect is an effect that can be executed before the specific hold effect of the second group is executed. In this way, after the first pre-execution effect and the second pre-execution effect are executed, the specific hold effect of the first group may be executed. On the other hand, after the third pre-execution effect is executed, the specific hold effect of the first group is not executed. Furthermore, after the second pre-execution effect is executed, the probability that the specific hold effect of the first group will be executed is lower than after the first pre-execution effect is executed.

[0092] Next, the control of the sub-control CPU 31a for executing the hold effect and the pre-execution effect will be described. First, the control for determining the presentation mode of the hold presentation will be explained.

[0093] Each time the sub-control CPU 31a receives a look-ahead command from the main control CPU 30a, it determines the execution mode of the reserved effect for the variable game identified from the look-ahead command. As an example, the sub-control CPU 31a stores the look-ahead command received from the main control CPU 30a in the sub-control RAM 31c. Based on the first specific reserved number that can be identified from the received look-ahead command, the sub-control CPU 31a stores the look-ahead command so that it can identify which of the reserved first special games the look-ahead command corresponds to and the order in which the look-ahead commands were received. This allows the sub-control CPU 31a to identify the variable game for which the result of the preliminary determination is indicated by the look-ahead command.

[0094] Next, the sub-control CPU 31a determines the execution mode of the reserved effect for the specified variable game by performing a lottery using a predetermined random number based on the input look-ahead command. As an example, the sub-control CPU 31a determines the final execution mode of the reserved effect for the specified variable game by performing a lottery using a predetermined random number based on the input look-ahead command.

[0095] As shown in Figure 7, for example, when the sub-control CPU 31a identifies a miss effect that does not execute a reach effect as a result of a pre-judgment from an input look-ahead command, it can determine the normal hold effect, the first specific hold effect, or the fifth hold effect as the final execution mode of the hold effect targeting the specified variable game.

[0096] For example, if the sub-control CPU 31a identifies a losing presentation content that will result in an NR presentation as a result of a pre-judgment from the input look-ahead command, it can determine the normal hold presentation, the first specific hold presentation, the second specific hold presentation, the fourth specific hold presentation, the fifth specific hold presentation, or the seventh specific hold presentation as the final execution mode of the hold presentation targeting the identified variable game.

[0097] For example, when the sub-control CPU 31a identifies a losing presentation content that will execute the first SR presentation as a result of a pre-judgment from the input look-ahead command, it can determine the normal hold presentation, the first specific hold presentation, the second specific hold presentation, the third specific hold presentation, the fourth specific hold presentation, the fifth specific hold presentation, or the sixth specific hold presentation as the final execution mode of the hold presentation targeting the identified variable game.

[0098] For example, when the sub-control CPU 31a identifies a losing presentation content that will execute the second SR presentation as a result of a pre-judgment from the input look-ahead command, it can determine the normal hold presentation, the first specific hold presentation, the second specific hold presentation, the third specific hold presentation, the fourth specific hold presentation, the seventh specific hold presentation, or the eighth specific hold presentation as the final execution mode of the hold presentation targeting the identified variable game.

[0099] For example, when the sub-control CPU 31a identifies the content of the jackpot presentation that will execute an NR presentation as a result of a pre-determination from the input look-ahead command, it can determine the normal hold presentation, the first specific hold presentation, the second specific hold presentation, the fourth specific hold presentation, the fifth specific hold presentation, the sixth specific hold presentation, the seventh specific hold presentation, or the eighth specific hold presentation as the final execution mode of the hold presentation targeting the identified variable game.

[0100] For example, when the sub-control CPU 31a identifies the content of the jackpot presentation that will execute the first SR presentation as a result of a pre-judgment from the inputted look-ahead command, it can determine the normal hold presentation, the first specific hold presentation, the second specific hold presentation, the third specific hold presentation, the fourth specific hold presentation, the fifth specific hold presentation, or the sixth specific hold presentation as the final execution mode of the hold presentation targeting the identified variable game.

[0101] For example, when the sub-control CPU 31a identifies the content of the jackpot presentation that will execute the second SR presentation as a result of a pre-judgment from the input look-ahead command, it can determine the normal hold presentation, the first specific hold presentation, the second specific hold presentation, the third specific hold presentation, the fourth specific hold presentation, the seventh specific hold presentation, or the eighth specific hold presentation as the final execution mode of the hold presentation targeting the identified variable game.

[0102] In this way, the first character change effect can be executed for the variable game, which is the effect content for executing the first SR effect, of the first SR effect and the second SR effect. On the other hand, the second character change effect can be executed for the variable game, which is the effect content for executing the second SR effect, of the first SR effect and the second SR effect. In other words, the first character change effect can be said to be an effect that suggests the execution of the first SR effect. Also, the second character change effect can be said to be an effect that suggests the execution of the second SR effect. In contrast to these, the color change effects (first specific hold effect to third specific hold effect) can be executed for both the variable game, which is the effect content for executing the first SR effect, and the variable game, which is the effect content for executing the SR effect. As a result, the specific hold effect can be executed in an effect mode according to the change content of the target variable game.

[0103] Furthermore, if a variable game for which the contents of a jackpot presentation for executing the first SR presentation are determined is on hold before the variable game identified from the inputted look-ahead command, the sub-control CPU 31a determines the final execution mode of the on-hold presentation for the identified variable game, assuming that the contents of a miss presentation for executing the first SR presentation have been identified, regardless of the result of the preliminary judgment.

[0104] Furthermore, if a variable game for which the contents of a jackpot presentation for executing the second SR presentation are determined is on hold before the variable game identified from the input look-ahead command, the sub-control CPU 31a determines the final execution mode of the on-hold presentation for the identified variable game, assuming that the contents of a miss presentation for executing the second SR presentation have been identified, regardless of the result of the preliminary judgment.

[0105] The determination ratio of the final execution mode of the reserved effect for the specified variable game will be explained using a specific example. For example, when determining the final execution mode of a hold effect for a specified variable game, the sub-control CPU 31a determines the final execution mode of the hold effect using a determination ratio corresponding to the customization status of the hold effect. For example, the customization status of the hold effect includes a first status, a second status, a third status, a fourth status, and a fifth status. The first status indicates, for example, a status in which the hold effect is not customized. The second status indicates, for example, a customization status in which, between a color change effect and a character change effect, it is easy to determine a color change effect. The third status indicates, for example, a customization status in which, between a color change effect and a character change effect, it is easy to determine a character change effect. The fourth status indicates, for example, a status in which, between a color change effect and a character change effect, it is easy to determine a character change effect. The fifth status indicates, for example, a customization status in which, between a color change effect and a character change effect, it is easy to determine a character change effect. For example, the hold effect can be customized by operating an operation unit such as the effect button EB and the cross button JB during a predetermined period. The predetermined period is, for example, a period during which the game is controlled to a standby state. The predetermined period may include at least a part of the period during which the variable game is being executed and the jackpot game is being executed. As an example, when the sub-control CPU 31a receives operation of an operation unit such as the effect button EB and the cross button JB during the predetermined period, it customizes the reserved effect according to the operation mode. The sub-control CPU 31a is an example of a customization means capable of customizing the effect.

[0106] The determination ratio when the customization status of the hold effect is the first status will be explained. As shown in FIG. 8, when the customization status of the hold effect is the first status, when the target variable game has a losing performance content that does not execute a reach performance, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 998 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 1 / 1000, and determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 1 / 1000.

[0107] When the customization status of the hold effect is the first status, and the target variable game has a losing effect content that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 520 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 190 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 50 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 190 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 25 / 1000, and determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 25 / 1000.

[0108] When the customization status of the hold effect is the first status, and the target variable game has a losing effect content that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 50 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 125 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 250 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 50 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 125 / 1000, and determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 250 / 1000.

[0109] When the customization status of the hold effect is the first status, and the target variable game has a losing effect content that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 50 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 125 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 250 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 50 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 125 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 250 / 1000.

[0110] When the customization status of the hold effect is the first status, and the target variable game has effect content of a jackpot that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 380 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 245 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 64 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 245 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 30 / 1000, determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 3 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 30 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 3 / 1000.

[0111] When the customization status of the hold effect is the first status, and the target variable game is a jackpot effect that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 55 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 133 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 263 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 55 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 132 / 1000, and determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 262 / 1000.

[0112] When the customization status of the hold effect is the first status, and the target variable game is a jackpot effect that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 55 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 133 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 263 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 55 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 132 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 262 / 1000.

[0113] In this way, when the customization status of the hold effect is the first status, the rate at which the specific hold effect of the first group is determined as the final execution mode of the hold effect and the rate at which the specific hold effect of the second group is determined as the final execution mode of the hold effect are the same or approximately the same. Also, the determination rate at each stage differs depending on the effect content of the target variable game. In other words, it can be said that the specific hold effect is an effect that can recognize different expectations (expectations for a specific result) depending on the effect stage. Also, when the customization status of the hold effect is the first status, the determination rate at each stage is the same or approximately the same for the specific hold effect of the first group and the specific hold effect of the second group.

[0114] The determination ratio when the customization status of the hold effect is the second status will be explained. As shown in FIG. 9, when the customization status of the hold effect is the second status, when the target variable game has a losing performance content that does not execute a reach performance, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 997 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 2 / 1000, and determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 1 / 1000.

[0115] When the customization status of the hold effect is the second status, and the target variable game has a losing effect content that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 520 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 253 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 66 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 127 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 17 / 1000, and determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 17 / 1000.

[0116] When the customization status of the hold effect is the second status, and the target variable game has a losing effect content that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 66 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 166 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 333 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 34 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 84 / 1000, and determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 167 / 1000.

[0117] When the customization status of the hold effect is the second status, and the target variable game has a losing effect that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 66 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 166 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 333 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 34 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 84 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 167 / 1000.

[0118] When the customization status of the hold effect is the second status, and the target variable game has effect content of a jackpot that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 380 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 326 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 87 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 163 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 21 / 1000, determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 1 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 21 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 1 / 1000.

[0119] When the customization status of the hold effect is the second status, and the target variable game is a jackpot effect that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 72 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 176 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 352 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 36 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 88 / 1000, and determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 176 / 1000.

[0120] When the customization status of the hold effect is the second status, and the target variable game has effect content of a jackpot that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 72 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 176 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 352 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 36 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 88 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 176 / 1000.

[0121] In this way, the determination rate of the normal hold effect is the same or approximately the same when the customization status of the hold effect is the second status and when the customization status of the hold effect is the first status. On the other hand, when the customization status of the hold effect is the second status, the specific hold effect of the first group is more likely to be determined than when the customization status of the hold effect is the first status. Also, when the customization status of the hold effect is the second status, the specific hold effect of the second group is less likely to be determined than when the customization status of the hold effect is the first status. And, when the customization status of the hold effect is the second status, the specific hold effect of the first group is about twice as likely to be determined than the specific hold effect of the second group. Also, when the customization status of the hold effect is the second status, the specific hold effect of the first group is about twice as likely to be determined at each stage than each stage of the specific hold effect of the second group. As a result, when the customization status of the hold effect is the second status, the expectation level of the specific hold effect at each stage differs between when the specific hold effect of the first group is used and when the specific hold effect of the second group is used.

[0122] The determination ratio when the customization status of the hold effect is the third status will be explained. As shown in Figure 10, when the customization status of the hold effect is the third status, when the target variable game has a losing performance content that does not execute a reach performance, the sub-control CPU 31a determines the normal hold effect as the final execution mode of the hold effect with a probability of 997 / 1000, and determines the first specific hold effect as the final execution mode of the hold effect with a probability of 3 / 1000.

[0123] When the customization status of the hold effect is the third status, when the target variable game has a losing effect that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 520 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 380 / 1000, and determines the second specific hold effect as the final execution mode of the hold effect at a rate of 100 / 1000.

[0124] When the customization status of the hold effect is the third status, when the target variable game has a losing effect content that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 250 / 1000, and determines the third specific hold effect as the final execution mode of the hold effect at a rate of 500 / 1000.

[0125] When the customization status of the hold effect is the third status, when the target variable game has a losing effect that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 250 / 1000, and determines the third specific hold effect as the final execution mode of the hold effect at a rate of 500 / 1000.

[0126] When the customization status of the hold effect is the third status, when the target variable game is a jackpot effect that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 380 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 490 / 1000, and determines the second specific hold effect as the final execution mode of the hold effect at a rate of 130 / 1000.

[0127] When the customization status of the hold effect is the third status, when the target variable game is a jackpot effect that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 110 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 265 / 1000, and determines the third specific hold effect as the final execution mode of the hold effect at a rate of 525 / 1000.

[0128] When the customization status of the hold effect is the third status, when the target variable game is a jackpot effect that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 110 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 265 / 1000, and determines the third specific hold effect as the final execution mode of the hold effect at a rate of 525 / 1000.

[0129] Thus, the determination rate of the normal hold effect is the same or approximately the same when the customization status of the hold effect is the third status and when the customization status of the hold effect is the first or second status. On the other hand, when the customization status of the hold effect is the third status, the specific hold effect of the first group is more likely to be determined compared to when the customization status of the hold effect is the second status. Also, when the customization status of the hold effect is the third status, the specific hold effect of the second group is not determined. In other words, when the customization status of the hold effect is the third status, the number of variable contents (variable contents of the target variable game) that can determine the execution of the specific hold effect of the first group differs from the number of variable contents (variable contents of the target variable game) that can determine the execution of the special effect of the second group. Therefore, when the customization status of the hold effect is the third status, the determination rate of the final execution mode of the hold effect is the same when the target variable game is the effect content that executes the first SR effect and when the target variable game is the effect content that executes the second SR effect.

[0130] The determination ratio when the customization status of the hold effect is the fourth status will be explained. As shown in Fig. 11, when the customization status of the hold effect is the fourth status, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 997 / 1000 when the target variable game has a losing effect that does not execute a reach effect. When the customization status of the hold effect is the fourth status, the sub-control CPU31a determines the first specific hold effect as the final execution mode of the hold effect at a rate of 1 / 1000 when the target variable game has a losing effect that does not execute a reach effect. When the customization status of the hold effect is the fourth status, the sub-control CPU31a determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 2 / 1000 when the target variable game has a losing effect that does not execute a reach effect.

[0131] When the customization status of the hold effect is the fourth status, and the target variable game has a losing effect content that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 520 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 127 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 34 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 253 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 33 / 1000, and determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 33 / 1000.

[0132] When the customization status of the hold effect is the fourth status, and the target variable game has a losing effect content that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 34 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 84 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 167 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 66 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 166 / 1000, and determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 333 / 1000.

[0133] When the customization status of the hold effect is the fourth status, and the target variable game has a losing effect content that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 34 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 84 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 167 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 66 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 166 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 333 / 1000.

[0134] When the customization status of the hold effect is the fourth status, and the target variable game has effect content of a jackpot that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 380 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 163 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 43 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 326 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 40 / 1000, determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 4 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 40 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 4 / 1000.

[0135] When the customization status of the hold effect is the fourth status, and the target variable game has the effect content of a jackpot that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 36 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 88 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 176 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 72 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 176 / 1000, and determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 352 / 1000.

[0136] When the customization status of the hold effect is the fourth status, and the target variable game has the effect content of a jackpot that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the first specific hold effect as the final execution mode of the hold effect at a rate of 36 / 1000, determines the second specific hold effect as the final execution mode of the hold effect at a rate of 88 / 1000, determines the third specific hold effect as the final execution mode of the hold effect at a rate of 176 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 72 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 176 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 352 / 1000.

[0137] In this way, the determination rate of the normal hold effect is the same or approximately the same when the customization status of the hold effect is the fourth status and when the customization status of the hold effect is the first status, second status, or third status. On the other hand, when the customization status of the hold effect is the fourth status, the specific hold effect of the second group is more likely to be determined than when the customization status of the hold effect is the first status. Also, when the customization status of the hold effect is the fourth status, the specific hold effect of the first group is less likely to be determined than when the customization status of the hold effect is the first status. And, when the customization status of the hold effect is the fourth status, the specific hold effect of the second group is about twice as likely to be determined than the specific hold effect of the first group. Also, when the customization status of the hold effect is the fourth status, the specific hold effect of the second group is about twice as likely to be determined at each stage as at each stage of the specific hold effect of the first group. As a result, when the customization situation of the hold effect is the fourth situation, the expectation of the specific hold effect at each stage differs between when it is the specific hold effect of the first group and when it is the specific hold effect of the second group.

[0138] Furthermore, when the customization status of the hold effect is the fourth status, the specific hold effect of the second group is about twice as likely to be determined compared to when the customization status of the hold effect is the second status. Furthermore, when the customization status of the hold effect is the fourth status, the specific hold effect of the first group is about twice as unlikely to be determined compared to when the customization status of the hold effect is the second status. Furthermore, the rate at which the specific hold effect of the first group is determined when the customization status of the hold effect is the fourth status is the same as or approximately the same as the rate at which the specific hold effect of the second group is determined when the customization status of the hold effect is the second status. Furthermore, the rate at which the specific hold effect of the second group is determined when the customization status of the hold effect is the fourth status is the same as or approximately the same as the rate at which the specific hold effect of the first group is determined when the customization status of the hold effect is the second status.

[0139] The determination ratio when the customization status of the hold effect is the fifth status will be explained. As shown in FIG. 12, when the customization status of the hold effect is the fifth status, when the target variable game has a losing performance content that does not execute a reach performance, the sub-control CPU 31a determines the normal hold effect as the final execution mode of the hold effect with a probability of 997 / 1000, and determines the fourth specific hold effect as the final execution mode of the hold effect with a probability of 3 / 1000.

[0140] When the customization status of the hold effect is the fifth status, when the target variable game is a losing performance content that executes an NR performance, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 520 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 380 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 50 / 1000, and determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 50 / 1000.

[0141] When the customization status of the hold effect is the fifth status, when the target variable game is a losing performance content that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 250 / 1000, and determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 500 / 1000.

[0142] When the customization status of the hold effect is the fifth status, when the target variable game is a losing performance content that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 150 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 250 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 500 / 1000.

[0143] When the customization status of the hold effect is the fifth status, and the target variable game is a jackpot effect that executes an NR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 380 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 490 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 63 / 1000, determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 2 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 63 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 2 / 1000.

[0144] When the customization status of the hold effect is the fifth status, when the target variable game is a jackpot effect that executes the first SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 110 / 1000, determines the fifth specific hold effect as the final execution mode of the hold effect at a rate of 265 / 1000, and determines the sixth specific hold effect as the final execution mode of the hold effect at a rate of 525 / 1000.

[0145] When the customization status of the hold effect is the fifth status, when the target variable game is a jackpot effect that executes the second SR effect, the sub-control CPU31a determines the normal hold effect as the final execution mode of the hold effect at a rate of 100 / 1000, determines the fourth specific hold effect as the final execution mode of the hold effect at a rate of 110 / 1000, determines the seventh specific hold effect as the final execution mode of the hold effect at a rate of 265 / 1000, and determines the eighth specific hold effect as the final execution mode of the hold effect at a rate of 525 / 1000.

[0146] Thus, the determination rate of the normal hold effect is the same or approximately the same when the customization status of the hold effect is the fifth status and when the customization status of the hold effect is the first, second, third, or fourth status. On the other hand, when the customization status of the hold effect is the fifth status, the specific hold effect of the second group is more likely to be determined compared to when the customization status of the hold effect is the fourth status. Also, when the customization status of the hold effect is the fifth status, the specific hold effect of the first group is not determined. In other words, when the customization status of the hold effect is the fifth status, the number of variable contents (variable contents of the target variable game) that can determine the execution of the specific hold effect of the first group differs from the number of variable contents (variable contents of the target variable game) that can determine the execution of the special effect of the second group. Also, the rate at which the specific hold effect of the second group is determined when the customization status of the hold effect is the fifth status is the same or approximately the same as the rate at which the specific hold effect of the first group is determined when the customization status of the hold effect is the third status.

[0147] When it is decided that a specific hold effect will be executed as the final execution mode of the hold effect, the sub-control CPU31a determines the initial execution mode of the hold effect by a predetermined lottery. As an example, when the final execution mode is the first specific hold effect, the sub-control CPU31a determines the normal hold effect or the first specific hold effect as the initial execution mode. When the final execution mode is the second specific hold effect, the sub-control CPU31a determines the normal hold effect, the first specific hold effect, or the second specific hold effect as the initial execution mode. When the final execution mode is the third specific hold effect, the sub-control CPU31a determines the normal hold effect, the first specific hold effect, the second specific hold effect, or the third specific hold effect as the initial execution mode.

[0148] If the final execution mode is the fourth specific hold effect, the sub-control CPU31a determines the normal hold effect or the fourth specific hold effect as the initial execution mode. If the final execution mode is the fifth specific hold effect, the sub-control CPU31a determines the normal hold effect, the first specific hold effect, the fourth specific hold effect, or the fifth specific hold effect as the initial execution mode. If the final execution mode is the sixth specific hold effect, the sub-control CPU31a determines the normal hold effect, the first specific hold effect, the second specific hold effect, the fourth specific hold effect, the fifth specific hold effect, or the sixth specific hold effect as the initial execution mode.

[0149] When the final execution mode is the seventh specific hold effect, the sub-control CPU31a determines the normal hold effect, the first specific hold effect, the fourth specific hold effect, or the seventh specific hold effect as the initial execution mode. When the final execution mode is the eighth specific hold effect, the sub-control CPU31a determines the normal hold effect, the first specific hold effect, the second specific hold effect, the fourth specific hold effect, the seventh specific hold effect, or the eighth specific hold effect as the initial execution mode.

[0150] Thereafter, when a variation game is executed, the sub-control CPU 31a determines the execution mode of the reserved effect in the variation game for the reserved effect whose current execution mode and final execution mode are different. As an example, the sub-control CPU 31a may determine the execution of specific reserved effect 1 or 2 as the execution mode of the reserved effect in the variation game.

[0151] 13, when the current execution mode is a normal hold effect and the final execution mode is a first specific hold effect, the sub-control CPU 31a may determine the execution of the first specific hold effect as the execution mode of the hold effect in a newly executed variable game. When the current execution mode is a normal hold effect and the final execution mode is a second specific hold effect, the sub-control CPU 31a may determine the execution of one or both of the first specific hold effect and the second specific hold effect as the execution mode of the hold effect in a newly executed variable game. When the current execution mode is a normal hold effect and the final execution mode is a third specific hold effect, the sub-control CPU 31a may determine the execution of one or two of the first specific hold effect, the second specific hold effect, and the third specific hold effect as the execution mode of the hold effect in a newly executed variable game.

[0152] When the current execution mode is a normal hold effect and the final execution mode is the fourth specific hold effect, the sub-control CPU31a can determine the execution of the fourth specific hold effect as the execution mode of the hold effect in a newly executed variable game. When the current execution mode is a normal hold effect and the final execution mode is the fifth specific hold effect, the sub-control CPU31a can determine the execution of one or both of the first specific hold effect, the fourth specific hold effect, and the fifth specific hold effect as the execution mode of the hold effect in a newly executed variable game. When the current execution mode is a normal hold effect and the final execution mode is the sixth specific hold effect, the sub-control CPU31a can determine the execution of one or two of the first specific hold effect, the second specific hold effect, the fourth specific hold effect, the fifth specific hold effect, and the sixth specific hold effect as the execution mode of the hold effect in a newly executed variable game.

[0153] When the current execution mode is a normal hold effect and the final execution mode is the seventh specific hold effect, the sub-control CPU31a can determine the execution of one or two specific hold effects from the first specific hold effect, the fourth specific hold effect, and the seventh specific hold effect as the execution mode of the hold effect in a newly executed variable game.When the current execution mode is a normal hold effect and the final execution mode is the eighth specific hold effect, the sub-control CPU31a can determine the execution of one or two specific hold effects from the first specific hold effect, the second specific hold effect, the fourth specific hold effect, the seventh specific hold effect, and the eighth specific hold effect as the execution mode of the hold effect in a newly executed variable game.

[0154] When the current execution mode is the first specific hold effect and the final execution mode is the second specific hold effect, the sub-control CPU31a can determine the execution of the second specific hold effect as the execution mode of the hold effect in a newly executed variable game.When the current execution mode is the first specific hold effect and the final execution mode is the third specific hold effect, the sub-control CPU31a can determine the execution of one or both of the second specific hold effect and the third specific hold effect as the execution mode of the hold effect in a newly executed variable game.

[0155] When the current execution mode is the first specific hold effect and the final execution mode is the fifth specific hold effect, the sub-control CPU31a can determine the execution of the fifth specific hold effect as the execution mode of the hold effect in a newly executed variable game. When the current execution mode is the first specific hold effect and the final execution mode is the sixth specific hold effect, the sub-control CPU31a can determine the execution of one or two specific hold effects from the second specific hold effect, the fifth specific hold effect, and the sixth specific hold effect as the execution mode of the hold effect in a newly executed variable game.

[0156] When the current execution mode is the first specific hold effect and the final execution mode is the seventh specific hold effect, the sub-control CPU31a can determine the execution of the seventh specific hold effect as the execution mode of the hold effect in the newly executed variable game. When the current execution mode is the first specific hold effect and the final execution mode is the eighth specific hold effect, the sub-control CPU31a can determine the execution of one or two specific hold effects from the second specific hold effect, the seventh specific hold effect, and the eighth specific hold effect as the execution mode of the hold effect in the newly executed variable game.

[0157] When the current execution mode is the second specific hold effect and the final execution mode is the third specific hold effect, the sub-control CPU31a can determine the execution of the third specific hold effect as the execution mode of the hold effect in the newly executed variable game. When the current execution mode is the second specific hold effect and the final execution mode is the sixth specific hold effect, the sub-control CPU31a can determine the execution of the sixth specific hold effect as the execution mode of the hold effect in the newly executed variable game. When the current execution mode is the second specific hold effect and the final execution mode is the eighth specific hold effect, the sub-control CPU31a can determine the execution of the eighth specific hold effect as the execution mode of the hold effect in the newly executed variable game.

[0158] When the current execution mode is the fourth specific hold effect and the final execution mode is the fifth specific hold effect, the sub-control CPU31a can determine the execution of the fifth specific hold effect as the execution mode of the hold effect in a newly executed variable game. When the current execution mode is the fourth specific hold effect and the final execution mode is the sixth specific hold effect, the sub-control CPU31a can determine the execution of one or both of the fifth specific hold effect and the sixth specific hold effect as the execution mode of the hold effect in a newly executed variable game.

[0159] When the current execution mode is the fourth specific hold effect and the final execution mode is the seventh specific hold effect, the sub-control CPU31a can determine the execution of the seventh specific hold effect as the execution mode of the hold effect in a newly executed variable game. When the current execution mode is the fourth specific hold effect and the final execution mode is the eighth specific hold effect, the sub-control CPU31a can determine the execution of one or both of the seventh specific hold effect and the eighth specific hold effect as the execution mode of the hold effect in a newly executed variable game.

[0160] When the current execution mode is the fifth specific hold effect and the final execution mode is the sixth specific hold effect, the sub-control CPU31a can determine the execution of the sixth specific hold effect as the execution mode of the hold effect in the newly executed variable game. When the current execution mode is the seventh specific hold effect and the final execution mode is the eighth specific hold effect, the sub-control CPU31a can determine the execution of the eighth specific hold effect as the execution mode of the hold effect in the newly executed variable game.

[0161] In this way, when the specific hold effect of the first group is executed, the specific hold effect of the first group and the specific hold effect of the second group can be executed afterwards. On the other hand, when the specific hold effect of the second group is executed, the specific hold effect of the first group is not executed afterwards. Also, when the specific hold effect of another group is executed, the stage of the hold effect progresses.

[0162] When the execution mode of the hold effect in the newly executed variation game is determined, the sub-control CPU31a determines the execution timing of the specific hold effect to be executed in the newly executed variation game. As an example, when the specific hold effect to be executed in the newly executed variation game is 1, the sub-control CPU31a determines the first timing or the second timing as the execution timing of the new specific hold effect. On the other hand, when the specific hold effect to be executed in the newly executed variation game is 2, the sub-control CPU31a determines that a specific hold effect with a relatively low level will be executed at the first timing, and a specific hold effect with a relatively high level will be executed at the second timing. The first timing is, for example, a predetermined timing during the execution of the variation game. The second timing is, for example, a timing later than the first timing. The first timing is, for example, a timing earlier than the start timing of the reach effect. The second timing is, for example, a timing later than the start timing of the reach effect. When the execution timing of the specific hold effect whose execution has been determined arrives, the sub-control CPU31a controls the effect display device 12 to execute the specific hold effect.

[0163] Next, we will explain the control for determining whether or not to execute a pre-execution performance, and the execution mode if a pre-execution performance is executed. When the sub-control CPU31a determines to execute a specific hold effect in a predetermined variable game, it determines to execute a pre-execution effect a predetermined time before the specific hold effect whose execution has been determined is executed. In other words, when the sub-control CPU31a determines to execute a specific hold effect at a first timing, it determines to execute a pre-execution effect at a timing a predetermined time before the first timing. Also, when the sub-control CPU31a determines to execute a specific hold effect at a second timing, it determines to execute a pre-execution effect at a timing a predetermined time before the second timing.

[0164] Furthermore, the sub-control CPU 31a determines the execution mode of the pre-execution effect according to the type of specific hold effect to be executed. Specifically, when the sub-control CPU 31a has decided to execute a specific hold effect of the first group, it may decide to execute the first pre-execution effect or the second pre-execution effect at a timing predetermined time before the execution timing of the specific hold effect. Furthermore, when the sub-control CPU 31a has decided to execute a specific hold effect of the second group, it may decide to execute the second pre-execution effect or the third pre-execution effect at a timing predetermined time before the execution timing of the specific hold effect. When the execution timing of the pre-execution effect for which execution has been decided arrives, the sub-control CPU 31a controls the effect display device 12 to execute the pre-execution effect.

[0165] An example of a specific execution mode of the hold effect and the pre-execution effect in this embodiment will be described. FIG. 14(a) shows a situation in which a predetermined variable game is being executed. Here, it is assumed that a first specific hold effect and a sixth specific hold effect are executed during the execution of this variable game. Here, when a timing arrives that is a predetermined time before the first timing, a pre-execution effect corresponding to the first specific hold effect is executed. Here, it is assumed that the first pre-execution effect has been executed. As a result, the first pre-execution image JG1 is displayed on the effect display device 12. The player can recognize that the execution of the first pre-execution effect will then result in the execution of the first group of specific hold effects.

[0166] As shown in Figure 14 (b), when the first timing arrives, the first specific hold effect is executed. At this time, by executing the first pre-execution effect before the first specific hold effect, it is possible to give the player the impression that the color of the hold effect has changed due to the first pre-execution effect. By executing the first specific hold effect, which is the specific hold effect of the first group, at the second timing, in addition to whether a new specific hold effect will be executed, if a new specific hold effect is executed, it is possible to make the player expect which group's specific hold effect will be executed.

[0167] As shown in FIG. 14(c), when a timing arrives a predetermined time before the second timing, a pre-execution effect corresponding to the sixth specific hold effect is executed. Here, it is assumed that the second pre-execution effect is executed. As a result, the effect display device 12 displays the second pre-execution image JG2. At this time, by executing the second pre-execution effect before the sixth specific hold effect, it is possible to give the player the impression that the execution mode of the hold effect has changed due to the second pre-execution effect. The player can recognize that a new specific hold effect will be executed after the second pre-execution effect is executed. On the other hand, the player cannot recognize whether the newly executed specific hold effect is a specific hold effect of the first group or a specific hold effect of the second group due to the execution of the second pre-execution effect.

[0168] 14(d), when the second timing arrives, the sixth specific hold effect is executed. In this way, when the specific hold effect is executed multiple times for a predetermined variable game, when the specific hold effect executed first is the specific hold effect of the first group, it is possible to execute either the specific hold effect of the first group or the specific hold effect of the second group as the specific hold effect to be executed next.

[0169] FIG. 15(a) shows a situation in which a predetermined variable game is being executed. Here, it is assumed that a fourth specific hold effect and an eighth specific hold effect are executed during the execution of this variable game. Here, when a timing arrives that is a predetermined time before the first timing, a pre-execution effect corresponding to the fourth specific hold effect is executed. Here, it is assumed that the third pre-execution effect is executed. As a result, the third pre-execution image JG3 is displayed on the effect display device 12. The player can recognize that the execution of the third pre-execution effect will then result in the execution of the second group of specific hold effects.

[0170] As shown in Figure 15 (b), when the first timing arrives, the fourth specific hold effect is executed. At this time, by executing the third pre-execution effect before the fourth specific hold effect, the third pre-execution effect can give the player the impression that the group of hold effects has changed. By executing the fourth specific hold effect, which is the second group's specific hold effect, the player can recognize that when a new specific hold effect is executed at the second timing, the specific hold effect is the second group's specific hold effect.

[0171] As shown in FIG. 15(c), when a timing arrives a predetermined time before the second timing, a pre-execution effect corresponding to the eighth specific hold effect is executed. Here, it is assumed that the second pre-execution effect is executed. As a result, the effect display device 12 displays the second pre-execution image JG2. At this time, by executing the second pre-execution effect before the eighth specific hold effect, it is possible to give the player the impression that the execution mode of the hold effect has changed due to the second pre-execution effect. The player can recognize that a new specific hold effect will be executed after the second pre-execution effect is executed. Furthermore, since the second group of specific hold effects is executed at the first timing, the player can recognize that although the second pre-execution effect is executed, the newly executed specific hold effect is the second group of specific hold effect.

[0172] 15(d), when the second timing arrives, the eighth specific hold effect is executed. In this way, when a specific hold effect is executed multiple times for a predetermined variable game, if the specific hold effect executed first is the specific hold effect of the second group, the specific hold effect of the second group can be executed as the specific hold effect to be executed next. On the other hand, when a specific hold effect is executed multiple times for a predetermined variable game, if the specific hold effect executed first is the specific hold effect of the second group, the special effect of the first group cannot be executed as the specific hold effect to be executed next.

[0173] 16(a) shows a situation in which a predetermined variable game is being executed. Here, it is assumed that the first SR effect and the fifth specific hold effect are executed during the execution of this variable game. As shown in FIG. 16(b), when the timing to start the first SR performance arrives, the performance display device 12 executes the first SR performance.

[0174] As shown in FIG. 16(c), when a timing arrives a predetermined time before the second timing during the execution of the first SR effect, a pre-execution effect corresponding to the fifth specific hold effect is executed. Here, it is assumed that the third pre-execution effect is executed. As a result, the third pre-execution image JG3 is displayed on the effect display device 12. The player can recognize that the execution of the third pre-execution effect will then result in the execution of the second group of specific hold effects.

[0175] As shown in Figure 16 (d), when the second timing arrives, the fifth specific hold effect is executed. Even during the execution of the first SR effect, the fifth specific hold effect that can be determined when the target variable game is the effect content that executes the first SR effect is executed is executed, so that the player is unlikely to feel uncomfortable.

[0176] In this way, when a specific variable game in which the content of the first SR effect is determined is executed before the variable game that is the target of the specific reserved effect, the execution probability of the specific reserved effect of the first group is different from the execution probability of the special effect of the second group.

[0177] FIG. 17(a) shows a situation in which a predetermined variable game is being executed. Here, during the execution of this variable game, a fourth specific hold effect is executed at the first timing. Also, at this time, the customization status of the hold effect is the fifth status. For example, the effect display device 12 can display an image that allows the user to recognize that the customization status of the hold effect is the fifth status.

[0178] As shown in Figure 17 (b), when a timing arrives that is a predetermined time before the first timing, a pre-execution effect corresponding to the fourth specific hold effect is executed. Here, it is assumed that the third pre-execution effect is executed. As a result, the effect display device 12 displays the third pre-execution image JG3. The player can recognize that the execution of the third pre-execution effect will then result in the execution of the second group of specific hold effects.

[0179] As shown in Figure 17 (c), when the first timing arrives, the fourth specific hold effect is executed. Because the customization situation of the hold effect is the fifth situation, the fourth specific hold effect, which is a character change effect, is easily executed, so the player can enjoy a situation in which the desired effect is easily executed as a result of their own customization.

[0180] As described above, the change in the execution probability of the specific hold effect of the first group before and after the customization of the hold effect (before and after the change to a situation different from the first situation) is different from the change in the execution probability of the special effect of the second group before and after the customization.The rate at which the normal hold effect is determined is the same when the hold effect is not customized (when it is the first situation) and when the hold effect is customized (when it is the second to fifth situations).For this reason, it can be said that at least a part of the specific hold effect that is executed as the specific hold effect of the first group when the specific hold effect is not customized is executed as the specific hold effect of the second group when the specific hold effect is customized.

[0181] As described above in detail, this embodiment has the following advantages. (1-1) According to this embodiment, it is possible to guess which of the specific hold effects of the first group and the specific hold effects of the second group will be executed depending on which pre-execution effect is executed. Under such a premise, after the specific hold effect of the first group is executed first, both the specific hold effect of the first group and the specific hold effect of the second group can be executed. On the other hand, after the specific hold effect of the second group is executed first, only the specific hold effect of the second group can be executed out of the specific hold effects of the first group and the specific hold effect of the second group. Therefore, when a new pre-execution effect is executed after the specific hold effect of the second group is executed first, the player can specify in advance which specific hold effect will be executed thereafter. This can increase the player's interest in which of the specific hold effects of the first group and the specific hold effect of the second group will be executed when the pre-execution effect is executed.

[0182] In addition, when a specific variable game can be executed before a variable game that is the target of the specific reserved effect, the execution probability of the specific reserved effect of the first group is different from that of the specific reserved effect of the second group. Therefore, by guessing which of the specific reserved effect of the first group and the specific reserved effect of the second group will be executed, it is possible to provide the enjoyment of guessing whether the specific variable game will be executed before the variable game that is the target of the specific reserved effect.

[0183] (1-2) Furthermore, the variable contents of the target variable game can be guessed from the presentation mode of the special effects. This can enhance the interest. The number of variable contents that can determine the execution of special effects in each group is different. As a result, the accuracy of the guessed variable contents varies depending on which group's special effect is executed. This can enhance the interest.

[0184] (1-3) In addition, the special effects of each group differ in at least one of the execution probability and the change in expectation level before and after customization, which allows for more enjoyment in customizing the special effects.

[0185] (1-4) In addition, the classification of special effects can be customized. This allows the player to customize the special effects so that the special effects of the group that the player expects to be executed are more likely to be executed.

[0186] (1-5) According to this embodiment, it is possible to make a player look forward to the progression of the stages, whether it is the first group special effect or the second group special effect. Furthermore, since the expectation level of the special effect at a specific stage differs depending on which group's special effect is executed, it is possible to make a player look forward to the execution of the special effect of the group with higher expectation in addition to the progression of the stages.

[0187] (Second embodiment) Next, a pachinko gaming machine according to a second embodiment will be described. In the following description, the same components and control contents as those in the previously described embodiments will be denoted by the same reference numerals, and redundant descriptions will be omitted or simplified.

[0188] In the pachinko gaming machine 10 of the second embodiment, a suggestive effect can be executed. The suggestive effect is, for example, an effect that can be executed before the execution of the first SR effect. In other words, the suggestive effect is an effect that is suggested for the first SR effect. As an example, the suggestive effect is an effect that can be customized. For example, the suggestive effect is an effect that can be executed by customizing it. As an example, the suggestive effect can be customized by operating operation units such as the effect button EB and the cross button JB for a predetermined period of time.

[0189] As shown in Figure 18, the suggestion effect is a display effect in which a suggestion image SG is displayed on the effect display device 12. The suggestion image SG is an image that allows the player to recognize that the execution of the first SR effect is being suggested. The suggestion image SG is, for example, an image that resembles the string of characters "Maybe the first SR effect?"

[0190] When a predetermined variation game is executed, the sub-control CPU 31a determines the execution of a suggestive effect with different probabilities depending on whether or not a first SR effect is executed in the variation game. As an example, when a reach effect is not executed in the predetermined variation game, the sub-control CPU 31a conducts a predetermined lottery and determines the execution of a suggestive effect based on the result of the predetermined lottery. Furthermore, when a first SR effect is executed in the predetermined variation game, the sub-control CPU 31a conducts a predetermined lottery and determines the execution of a suggestive effect based on the result of the predetermined lottery. At this time, the sub-control CPU 31a conducts a predetermined lottery to make it easier to determine the execution of a suggestive effect compared to when a reach effect is not executed in the predetermined variation game. Note that the sub-control CPU 31a does not determine the execution of a suggestive effect when an NR effect is executed in the predetermined variation game or when a second SR effect is executed. When a predetermined timing arrives, the sub-control CPU 31a controls the effect display device 12 to execute a suggestive effect. The predetermined timing is, for example, a timing prior to the first timing.

[0191] When the sub-control CPU 31a decides to execute a suggestive effect, it may change the execution mode of the hold effect. As an example, when the sub-control CPU 31a decides to execute a suggestive effect, if there is a hold effect whose final execution mode is the first specific hold effect, the second specific hold effect, the third specific hold effect, the seventh specific hold effect, or the eighth specific hold effect, it changes the final execution mode of the hold effect to the fourth specific hold effect, the fifth specific hold effect, or the sixth specific hold effect. At this time, the sub-control CPU 31a changes the execution mode of the hold effect so that the stage of the final hold effect does not change before and after the change.

[0192] An example of a specific execution mode of the hold effect, pre-execution effect, and suggestion effect in this embodiment will be described. FIG. 19(a) shows a situation in which a predetermined variable game is executed. Here, it is assumed that a suggestive effect is executed during the execution of this variable game. It is also assumed that the third specific hold effect has been determined as the final execution mode of the hold effect for the subsequent variable game. By determining the execution of the suggestive effect, the sub-control CPU 31a changes the final execution mode of the hold effect to the sixth specific hold effect. Thereafter, the sub-control CPU 31a determines the execution mode of the hold effect in the predetermined variable game, assuming that the final execution mode of the hold effect is the sixth specific hold effect. Here, it is assumed that it has been determined that the fourth specific hold effect will be executed at the first timing in the predetermined variable game.

[0193] 19(b), when a predetermined timing arrives, a suggestion effect is executed. That is, a suggestion image SG is displayed on the effect display device 12. This makes the player hope that the first SR effect may be executed.

[0194] As shown in Figures 19(c) and 19(d), when a timing arrives that is a predetermined time before the first timing, a pre-execution effect corresponding to the fourth specific hold effect is executed. Here, it is assumed that the third pre-execution effect is executed. In other words, the effect display device 12 displays the third pre-execution image JG3. This causes the player to look forward to the execution of the first SR effect. After that, when the first timing arrives, the fourth specific hold effect is executed.

[0195] In this way, when the suggestion effect as a special effect is executed and when the suggestion effect as a special effect is not executed, the execution probability of the specific hold effect of the first group is different. Also, when the suggestion effect as a special effect is executed and when the suggestion effect as a special effect is not executed, the execution probability of the specific hold effect of the second group is different.

[0196] As described above in detail, the second embodiment has the following advantages in addition to the advantages of the first embodiment described above. (2-1) According to this embodiment, when the suggestion effect is executed, the execution probability of the specific hold effect of each group changes. This makes it possible to be interested not only in whether the specific hold effect is executed, but also in whether the suggestion effect is executed.

[0197] (2-2) In addition, after the suggestive effect is executed, the corresponding specific pending effect is executed, so that the player can enjoy wondering whether the effect suggested for execution by the suggestive effect will be executed or not until the timing for executing the target effect arrives.

[0198] The above embodiment may be modified as follows. The execution probability and expected degree of the reserved effect may be changed arbitrarily. For example, when a specific variable game is executed before a variable game that is the target of a specific reserved effect, the expected degree of the specific reserved effect of the first group may be different from the expected degree of the specific reserved effect of the second group. In this case, the execution probability of the specific reserved effect of the first group may be the same as the execution probability of the special effect of the second group. In other words, when a specific variable game is executed before a variable game that is the target of a specific reserved effect, at least one of the execution probability and expected degree of the specific reserved effect of the first group may be configured to be different from the execution probability and expected degree of the specific reserved effect of the second group. For example, even when a specific variable game is executed before a variable game that is the target of a specific reserved effect, if the variable game that is the target of the specific reserved effect is a jackpot, the sub-control CPU 31a may determine the execution mode of the specific reserved effect by assuming that the specific variable game will not be executed before the variable game that is the target of the specific reserved effect. This allows players familiar with the pachinko gaming machine 10 to recognize that the variable game that is the target of the specific reserved effect is a jackpot variable game when the specific variable game is executed.

[0199] Also, for example, in the second embodiment, the expectation level of the specific hold effect of the first group may be different when the suggestive effect is executed and when the suggestive effect is not executed. In this case, the execution probability of the specific hold effect of the first group may be the same when the suggestive effect is executed and when the suggestive effect is not executed. In other words, it is preferable that at least one of the execution probability and the expectation level of the specific hold effect of the first group is different when the suggestive effect as a special effect is executed and when the suggestive effect as a special effect is not executed.

[0200] Also, for example, in the second embodiment, the expectation level of the specific hold effect of the second group may be different when the suggestive effect is executed and when the suggestive effect is not executed. In this case, the execution probability of the specific hold effect of the second group may be the same when the suggestive effect is executed and when the suggestive effect is not executed. In other words, it is preferable that at least one of the execution probability and the expectation level of the specific hold effect of the second group is different when the suggestive effect as a special effect is executed and when the suggestive effect as a special effect is not executed.

[0201] In the above embodiment, depending on the customization status of the hold effect, the number of variable contents that can determine the execution of the specific hold effect of the first group and the number of variable contents that can determine the execution of the specific hold effect of the second group differed, but this is not limited to this. The number of variable contents that can determine the execution of the specific hold effect of the first group and the number of variable contents that can determine the execution of the specific hold effect of the second group may be different or the same regardless of the customization status of the hold effect.

[0202] In the above embodiment, the determination ratio of the specific hold effect of the first group and the determination ratio of the specific hold effect of the second group are different depending on the customization status of the hold effect, but this is not limited to this. For example, depending on the customization status of the hold effect, when one of the first group and the second group is determined, the other group may be deemed to have been determined, and the hold effect may be executed. Specifically, when the customization status of the hold effect is the third situation, it is possible to determine the specific hold effect of the second group, and even if the specific hold effect of the second group is determined, it may be deemed that the specific hold effect of the first group has been determined, and the specific hold effect of the second group may be executed. Similarly, when the customization status of the hold effect is the fifth situation, it is possible to determine the specific hold effect of the first group, and even if the specific hold effect of the first group is determined, it may be deemed that the specific hold effect of the second group has been determined, and the specific hold effect of the second group may be executed. In addition, when the customization status of the hold effect is the second status or the third status, the hold effect may be executed at a predetermined rate, assuming that the other group has been executed.

[0203] In the above embodiment, the change in the execution probability of the specific hold effect of the first group before and after customization of the hold effect was different from the change in the execution probability of the specific hold effect of the second group before and after customization, but this is not limited to this. For example, the amount of change that differs depending on the group may be in addition to or instead of the execution probability, such as the expectation level. In other words, the change in at least one of the execution probability and expectation level of the specific hold effect of the first group before and after customization of the hold effect may be different from the change in the execution probability and expectation level of the specific hold effect of the second group before and after customization. Furthermore, the change in at least one of the execution probability and expectation level of the specific hold effect of the first group before and after customization of the hold effect may be the same as the change in the execution probability and expectation level of the specific hold effect of the second group before and after customization.

[0204] The suggestive effect may be an effect that can be executed regardless of whether customization is performed or not. In this case, the suggestive effect may have different execution probability or expectation level before and after customization.

[0205] In the above embodiment, the expectation level of the specific hold effect of each stage differed depending on the customization status of the hold effect when it was the specific hold effect of the first group and when it was the specific hold effect of the second group, but this is not limited to this. Regardless of the customization status of the hold effect, the expectation level of the specific hold effect of each stage may be different or the same when it is the specific hold effect of the first group and when it is the specific hold effect of the second group. Also, depending on the customization status of the hold effect, or regardless of the customization status of the hold effect, the expectation level of an arbitrary specific stage may be different when it is the specific hold effect of the first group and when it is the specific hold effect of the second group. The specific stage is any stage of one or more.

[0206] In the above embodiment, groups are classified according to whether the shape imitates a figure or a living thing, but this is not limiting. That is, display modes of game information can be arbitrarily classified into one or more groups containing common elements. For example, elements may include other elements in addition to or instead of appearance elements such as color and hues, in addition to or instead of shape. Other elements include, for example, sound, stage, motif, expectation level, and suggestive effects. That is, when sound output is associated with display modes of game information, they can be classified into the same group if the output sounds share a common element. Furthermore, display modes of game information can be classified into the same group if they share a common element regarding the stage, such as whether they are at a predetermined stage or above a predetermined stage. Furthermore, display modes of game information can be classified into the same group if they share a common element regarding the motif. Furthermore, display modes of game information can be classified into the same group if they share a common element regarding expectation, such as whether they are at a predetermined expectation level or above a predetermined expectation level. Furthermore, display modes of game information can be classified into the same group if they share a common element regarding the suggestive effects, such as including the same or related effects as suggestive effects.

[0207] If the common element is another element, the determination ratio of the other element may be changed depending on the customization status of the hold effect. In this case, the determination ratio of the appearance element does not need to be changed depending on the customization status of the hold effect. In other words, when at least a portion of the specific hold effect executed as the specific hold effect of the first group when the specific hold effect is not customized is executed as the specific hold effect of the second group, the design such as shape, color, and color may be the same as when executed as the specific hold effect of the first group. Similarly, when at least a portion of the specific hold effect executed as the specific hold effect of the second group when the specific hold effect is not customized is executed as the specific hold effect of the first group, the design such as shape, color, and color may be the same as when executed as the specific hold effect of the second group.

[0208] The correspondence between the specific hold effect and the pre-execution effect executed before the execution of the specific hold effect may be changed as appropriate. For example, a pre-execution effect may be further provided that definitively indicates that any one or more specific hold effects will be executed. Also, for example, regardless of the type of pre-execution effect, the type of specific hold effect that can be executed thereafter may be the same, but the execution rate of the specific hold effect executed thereafter may be different. In this case, for example, after a predetermined execution effect is executed, the probability that the specific hold effect of the first group will be executed may be lower than after another pre-execution effect is executed, while the probability that the specific hold effect of the second group will be executed may be higher. According to this, for example, when the first pre-execution effect is executed, it is possible to recognize that the specific hold effect of the first group will be executed immediately thereafter, while also allowing the player to expect that the specific hold effect of the second group will be executed thereafter.

[0209] When multiple specific hold effects and multiple pre-execution effects are executed during the execution of a predetermined variable game, the type of specific hold effect executed thereafter may vary depending on the combination of the multiple pre-execution effects. For example, when another pre-execution effect is executed without executing a predetermined pre-execution effect, one of the specific hold effects of the first group and the specific hold effect of the second group may be made unexecutable thereafter. On the other hand, when another pre-execution effect is executed after executing a predetermined pre-execution effect, control may be exercised so that both the specific hold effect of the first group and the specific hold effect of the second group can be executed thereafter. In this way, even when the same pre-execution effect is executed, the type of specific hold effect that can be executed thereafter differs depending on the type of pre-execution effect executed previously, so that the combinations of pre-execution effects and specific hold effects can be diversified, providing enjoyment to players.

[0210] When multiple specific hold effects and multiple pre-execution effects are executed during the execution of a predetermined variable game, the type of pre-execution effect executed later may differ depending on the combination of the pre-execution effect and specific hold effect executed first. For example, when a predetermined pre-execution effect and a predetermined specific hold effect are executed, only some of the pre-execution effects may be executed thereafter. Some of the pre-execution effects may be the same as or different from the predetermined pre-execution effect executed before them. In this way, even when the same specific hold effect is executed, the type of pre-execution effect that can be executed thereafter differs depending on the type of pre-execution effect corresponding to the specific hold effect, so the combinations of pre-execution effects and specific hold effects can be diversified, entertaining players.

[0211] When multiple specific hold effects and multiple pre-execution effects are executed during the execution of a predetermined variable game, the type of specific hold effect that can be executed later may be different depending on the combination of pre-execution effects and specific hold effects that are executed first. For example, when a predetermined pre-execution effect and a predetermined specific hold effect are executed, only some of the specific hold effects may be executed thereafter. According to this, even when the same specific hold effect is executed, the type of specific hold effect that can be executed thereafter differs depending on the type of pre-execution effect corresponding to the specific hold effect, so it is possible to diversify the combinations of pre-execution effects and specific hold effects, which can be enjoyed by players.

[0212] -There may be cases where a specific hold effect is executed without the pre-execution effect being executed. There may be cases where the pre-execution performance is executed without the specific hold performance being executed. That is, there may be cases where the specific hold performance is not executed after the pre-execution performance is executed.

[0213] The presentation of specific hold effects may be changed as appropriate. The pre-execution performance may be changed as appropriate. The presentation of suggestive effects may be changed as appropriate.

[0214] In addition to or instead of the specific hold effect, another effect may be executed as a special effect. In addition to or instead of the suggestive effect, another effect may be executed as a special effect.

[0215] The present invention may be embodied in a gaming machine (a so-called V-type probability variable machine) in which a gaming ball passes through a specific area during a jackpot game and determines whether to grant a high-probability state depending on whether a specific sensor detects the gaming ball passing through the specific area. In this case, the main control CPU 30a may grant the high-probability state after the jackpot game ends, provided that the specific sensor detects the gaming ball. The present invention may also be embodied in a gaming machine (a so-called ST machine) in which the high-probability state ends when the number of special games played since the high-probability state was granted reaches a predetermined upper limit. In this case, the main control CPU 30a may grant the high-probability state after all jackpot games have ended. The present invention may also be embodied in a gaming machine (a so-called tumble machine) in which the high-probability state is granted until a predetermined tumble lottery is won after the jackpot game ends.

[0216] The losing display result may include a first losing display result and a second losing display result. As an example, no bonus is awarded after the variable game in which the first losing display result is displayed as a stop is over. After the variable game in which the second losing display result is displayed as a stop is over, a bonus (e.g., prize balls, winning game, high probability state, high base state, etc.) is awarded.

[0217] The present invention may be embodied in a gaming machine (a so-called type 2 gaming machine) that awards a jackpot game when a gaming ball is detected by a specific sensor. In this case, the win display result may include a small win display result, and the specific sensor may be provided in a passage through which a gaming ball passes after entering a ball entrance that opens in a small win game that is executed after the small win display result is displayed (a so-called type 1 / type 2 mixed machine).

[0218] The sub-control board 31 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker Sp, and a lamp control board that specializes in controlling the decorative lamp La may be provided separately from the sub-control board 31. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 31a may be composed of multiple CPUs mounted on a single board.

[0219] The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main control board 30 and the sub-control board 31. The functions of the main control board 30 may also be realized by dividing them into multiple boards. The main control CPU 30a may be composed of multiple CPUs mounted on a single board.

[0220] The type of jackpot may be changed as appropriate. For example, some or all of the upper limit number of rounds in a jackpot game, the opening time of the jackpot opening, and the number of times the jackpot opening is performed may be changed.

[0221] The first special game and the second special game may be played in accordance with the order in which the game balls enter the starting holes 13, 14, or may be played simultaneously in parallel. The second special game may also be omitted.

[0222] The maximum number of special reserved games may be changed as appropriate. The maximum number of first special reserved games and the maximum number of second special reserved games may be different values. The main control CPU 30a may also control the execution of either or both of the first special game and the second special game not to be reserved.

[0223] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note 1) The device is provided with a determination means for determining whether a variable game for which a hold condition is met will result in a specific result before the start condition of the variable game is met, a performance execution means for executing a performance, and a performance control means for controlling the performance, wherein the performance includes a special performance and a pre-execution performance that can be executed before the special performance is executed, and the special performance is a performance that allows recognition of the expectation that the target variable game will result in a specific result, and the special performance includes a first group of special performances and a second group of special performances, and the performance execution means may execute the special performance of the first group after the pre-execution performance is executed in a first mode, and may not execute the special performance of the first group after the pre-execution performance is executed in a second mode, or may not execute the pre-execution performance in a first mode. a gaming machine in which, when a specific variable game is executed before a variable game for which the special effect is to be performed, at least one of the execution probability and the expected degree of the special effect of the first group is different from the execution probability and the expected degree of the special effect of the second group, and when the special effect is executed multiple times for a specific variable game, if the special effect executed first is the special effect of the first group, either the special effect of the first group or the special effect of the second group can be executed as the special effect to be performed next, and when the special effect executed first is the special effect of the second group, the special effect of the second group can be executed as the special effect to be performed next, and the special effect of the first group cannot be executed, and when a specific variable game is executed before a variable game for which the special effect is to be performed, at least one of the execution probability and the expected degree of the special effect of the first group is different from the execution probability and the expected degree of the special effect of the second group.

[0224] (Note 2) The device is provided with a determination means for determining whether a variable game for which a hold condition is met will result in a specific result before the start condition of the variable game is met, a performance execution means for executing a performance, and a performance control means for controlling the performance, wherein the performance includes a special performance and a pre-execution performance that can be executed before the special performance is executed, and the special performance is a performance that can recognize the expectation that the target variable game will result in a specific result, and the special performance includes a first group of special performances and a second group of special performances, and the performance execution means may execute the special performance of the first group after the pre-execution performance is executed in a first mode, and may not execute the special performance of the first group after the pre-execution performance is executed in a second mode, or may execute the special performance of the first group after the pre-execution performance is executed in a first mode. a gaming machine in which the probability of the special effect of the first group being executed is lower than that of the special effect of the second group, and when the special effect is executed multiple times for a predetermined variable game, if the special effect executed first is the special effect of the first group, either the special effect of the first group or the special effect of the second group can be executed as the special effect to be executed next, and if the special effect executed first is the special effect of the second group, the special effect of the second group can be executed as the special effect to be executed next, and the special effect of the first group cannot be executed, and the special effect can be executed in an effect mode according to the variable content of the target variable game, and the number of variable content that can determine the execution of the special effect of the first group and the number of variable content that can determine the execution of the special effect of the second group are different.

[0225] (Supplementary Note 3) The system is provided with a determination means for determining whether a variable game for which a hold condition is met will result in a specific result before a start condition for the variable game is met, a performance execution means for executing a performance, a performance control means for controlling the performance, and a customization means for customizing the performance, wherein the performance includes a special performance and a pre-execution performance that can be executed before the special performance is executed, and the special performance is a performance that allows recognition of the expectation that the target variable game will result in a specific result, and the special performance includes a first group of special performances and a second group of special performances, and the performance execution means may execute the special performance of the first group after the pre-execution performance is executed in a first mode, and may not execute the special performance of the first group after the pre-execution performance is executed in a second mode, or may execute the special performance of the first group more frequently than after the pre-execution performance is executed in the first mode. a gaming machine in which the probability of the special effect of the first group being executed is lower than the probability of the special effect of the first group being executed, and in the case where the special effect is executed multiple times for a predetermined variable game, if the special effect executed first is the special effect of the first group, either the special effect of the first group or the special effect of the second group can be executed as the special effect to be executed next, and if the special effect executed first is the special effect of the second group, the special effect of the second group can be executed as the special effect to be executed next, and the special effect of the first group cannot be executed, and the customization means can customize the group of special effects, and the amount of change in at least one of the execution probability and expectation level of the special effect of the first group before and after the customization is different from the amount of change in the execution probability and expectation level of the special effect of the second group before and after the customization.

[0226] (Note 4) The present invention is provided with a determination means for determining whether a variable game for which a hold condition is met will result in a specific result before a start condition for the variable game is met, a performance execution means for executing a performance, a performance control means for controlling the performance, and a customization means for customizing the performance, wherein the performance includes a special performance and a pre-execution performance that can be executed before the special performance is executed, and the special performance is a performance that can recognize the expectation that the target variable game will result in a specific result, and the special performance includes a first group of special performances and a second group of special performances, and the performance execution means may execute the special performance of the first group after the pre-execution performance is executed in a first mode, and may not execute the special performance of the first group after the pre-execution performance is executed in a second mode, or may execute the special performance of the first group in a more advanced mode than after the pre-execution performance is executed in the first mode. A gaming machine in which the probability of the first group's special effect being executed is low, and when the special effect is executed multiple times for a predetermined variable game, if the special effect executed first is the special effect of the first group, either the special effect of the first group or the special effect of the second group can be executed as the special effect to be executed next, and if the special effect executed first is the special effect of the second group, the special effect of the second group can be executed as the special effect to be executed next, and the special effect of the first group cannot be executed, and the customization means can customize the group of special effects, and at least some of the special effects that are executed as the special effect of the first group when the special effect is not customized are executed as the special effect of the second group when the special effect is customized.

[0227] (Supplementary Note 5) A game system is provided with a determination means for determining whether a variable game for which a hold condition is met will result in a specific result before a start condition for the variable game is met, a performance execution means for executing a performance, a performance control means for controlling the performance, and a customization means for customizing the performance, wherein the performance includes a special performance and a pre-execution performance that can be executed before the special performance is executed, and the special performance is a performance that can recognize the expectation that the target variable game will result in a specific result, and the special performance includes a first group of special performances and a second group of special performances, and the performance execution means may execute the special performance of the first group after the pre-execution performance is executed in a first mode, and may not execute the special performance of the first group after the pre-execution performance is executed in a second mode, or may execute the special performance of the first group more frequently than after the pre-execution performance is executed in the first mode. A gaming machine in which the probability of a special effect of a group being executed is low, and when the special effect is executed multiple times for a specified variable game, if the special effect executed first is a special effect of the first group, either the special effect of the first group or the special effect of the second group can be executed as the special effect to be executed next, and when the special effect executed first is a special effect of the second group, the special effect of the second group can be executed as the special effect to be executed next, and the special effect of the first group cannot be executed, and some of the effects can be executed by being customized, or at least one of the execution probability and expected degree can be changed by being customized, and at least one of the execution probability and expected degree of the special effect of the first group differs when the special effect is executed and when the special effect is not executed.

[0228] (Supplementary Note 6) A game system is provided with a determination means for determining whether a variable game for which a hold condition is met will result in a specific result before a start condition for the variable game is met, a performance execution means for executing a performance, a performance control means for controlling the performance, and a customization means for customizing the performance, wherein the performance includes a special performance and a pre-execution performance that can be executed before the special performance is executed, and the special performance is a performance that can recognize the expectation that the target variable game will result in a specific result, and the special performance includes a first group of special performances and a second group of special performances, and the performance execution means may execute the special performance of the first group after the pre-execution performance is executed in a first mode, and may not execute the special performance of the first group after the pre-execution performance is executed in a second mode, or may execute the special performance of the first group more frequently than after the pre-execution performance is executed in the first mode. A gaming machine in which the probability of a special effect of a group being executed is low, and when the special effect is executed multiple times for a specified variable game, if the special effect executed first is a special effect of the first group, either the special effect of the first group or the special effect of the second group can be executed as the special effect to be executed next, and when the special effect executed first is a special effect of the second group, the special effect of the second group can be executed as the special effect to be executed next, and the special effect of the first group cannot be executed, and some of the effects can be executed by being customized, or at least one of the execution probability and expected degree can be changed by being customized, and at least one of the execution probability and expected degree of the special effect of the second group differs when the special effect is executed and when the special effect is not executed.

[0229] (Appendix 7) The special effect is an effect that can be recognized as having different expectations depending on the effect stage, and the expectation level of the special effect at a specific stage is different when it is the special effect of the first group and when it is the special effect of the second group. A gaming machine described in any of (Appendix 1) to (Appendix 6). [Explanation of symbols]

[0230] A1...First actuator A2...Second actuator EB...Effect button GH...Image display section GJ...Game information HD...Firing handle HP1~HP8...Variation pattern JB...Drawing pad JBd...Down button JBl...Left button JBr...Right button JBu...Up button JG1...First pre-execution image JG2...Second pre-execution image JG3...Third pre-execution image La...Decorative lamp SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SG...Suggestion image Sp...Speaker YB...Game board YBa...Game area 10...Pachinko game machine 11...Information display device 11a...First special symbol display section 11b...Second special symbol display section 11c...First special hold display section 11d...Second special hold display section 11e...Normal symbol display section 11f...Normal hold display section 12...Effect display device 13...First start port 14...Second start port 15...First variable member 16...Big prize opening 17...Second variable member 18...Gate 30...Main control board 30a...Main control CPU 30b...Main control ROM 30c...Main control RAM 31...Sub-control board 31a...Sub-control CPU 31b...Sub-control ROM 31c...Sub-control RAM

Claims

[Claim 1] In a gaming machine that can suspend the execution of a variable game until a start condition is met when a hold condition is met, a determination means for determining whether the variable game for which the hold condition is satisfied will result in a specific result before the start condition of the variable game is satisfied; a performance execution means for executing a performance; a performance control means for controlling performance; A customization means for customizing the presentation; The effects include a special effect and a pre-execution effect that can be executed before the special effect is executed, The performance control means is capable of executing a control for causing the performance execution means to execute the special performance and a control for causing the performance execution means to execute the pre-execution performance based on the result of the determination by the determination means, The special effect is an effect that allows the player to recognize the expectation that the target variable game will have a specific result, The special effects include a first group of special effects whose recognizable expectation is less than a predetermined expectation, and a second group of special effects whose recognizable expectation is equal to or greater than the predetermined expectation, In the performance execution means, After the pre-execution performance is executed in the first mode, the special performance of the first group may be executed, and after the pre-execution performance is executed in the second mode, the special performance of the first group is not executed, or the probability of the special performance of the first group being executed is lower than after the pre-execution performance is executed in the first mode, When the special effect is executed multiple times for a predetermined variable game, if the special effect executed first is the special effect of the first group, either the special effect of the first group or the special effect of the second group can be executed as the special effect to be executed next, When the special effect to be executed first is the special effect of the second group, the special effect of the second group can be executed as the special effect to be executed next, and the special effect of the first group cannot be executed; the customization means is capable of customizing the special effects, In a situation where the special effects are customized, when the execution of a specific variable game is suspended, the probability of executing the special effects of the first group is the same as the probability of executing the special effects of the second group, and when the execution of the specific variable game is not suspended, the probability of executing the special effects of the first group is different from the probability of executing the special effects of the second group.

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