gaming machines

The gaming machine executes pseudo-sequential and non-pseudo-sequential variation games with customizable effects across cycles, addressing player recognition of game types and enhancing the gaming experience by obscuring execution patterns and bonus probabilities.

JP7804350B2Active Publication Date: 2026-01-22NEWGIN KK
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Patent Information

Application Number
JP2023180296
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-19
Publication Date
2026-01-22
Estimated Expiration
2043-10-19

AI Technical Summary

Technical Problem

In conventional gaming machines, it is easy to distinguish between continuous and pseudo-continuous effects, making it evident whether multiple non-pseudo-consecutive fluctuation games or fluctuation cycles in a pseudo-consecutive game are being executed, which can lead to player recognition of game mechanics.

Method used

A gaming machine that can execute pseudo-sequential and non-pseudo-sequential variation games, equipped with performance and effect execution, control, and customization means, allowing specific effects to be executed across multiple games and cycles with varying bonus probabilities based on the ratio of non-pseudo-consecutive to pseudo-consecutive fluctuation games.

Benefits of technology

This design makes it difficult for players to recognize the execution pattern, enhancing the gaming experience by obscuring the distinction between different game types and potentially influencing the perceived probability of bonus awards.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which makes it difficult for a player to discern whether a specific performance is executed over a plurality of non-pseudo continuous variation games or over a plurality of variation cycles in one pseudo continuous variation game.SOLUTION: A ripple performance as a specific performance, and a countdown performance are performances that can be executed over a plurality of non-pseudo continuous variation games and performances that can be executed over a plurality of variation cycles in one pseudo continuous variation game and, if they are customized in one variation cycle which is not the final one in the plurality of variation cycles in one pseudo continuous variation game, they are executed in a content before the customization in the following variation cycle.SELECTED DRAWING: Figure 24
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Description

[Technical Field]

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

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

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-206405 [Patent Document 2] Japanese Patent Application Laid-Open No. 2013-102881 Summary of the Invention [Problem to be solved by the invention]

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

[0005] A gaming machine that solves the above problem is a gaming machine that can execute a pseudo-sequential variation game that includes a plurality of variation cycles and a non-pseudo-sequential variation game that is different from the pseudo-sequential variation game, and is equipped with a performance execution means that executes a performance, a performance control means that controls the performance execution means, and a customization means that can customize the performance, and the performance includes a specific performance, and the specific performance is a performance that can be executed across a plurality of the non-pseudo-sequential variation games and across a plurality of variation cycles in one of the pseudo-sequential variation games, and when the specific performance is customized in one variation cycle that is not the final one of the plurality of variation cycles in one of the pseudo-sequential variation games, in the next variation cycle, the content before the customization is used. The aforementioned A specific performance is performed The specific effect is an effect that can be executed across one or more of the non-pseudo-consecutive fluctuation games and one or more of the pseudo-consecutive fluctuation games, and the specific effect is an effect that can be executed across one or more of the non-pseudo-consecutive fluctuation games and one or more of the pseudo-consecutive fluctuation games. The expected probability of a bonus being awarded may vary depending on the ratio of the number of non-pseudo-consecutive fluctuation games, which is one or more, to the total number of fluctuation cycles of the pseudo-consecutive fluctuation games, which is one or more. The gist of this is as follows.

[0006] A gaming machine that solves the above problem is a gaming machine that can execute a pseudo-sequential variation game that includes a plurality of variation cycles and a non-pseudo-sequential variation game that is different from the pseudo-sequential variation game, and is equipped with an effect execution means that executes an effect, an effect control means that controls the effect execution means, and a customization means that can customize the effect, and the effect includes a specific effect that can be executed across a plurality of the non-pseudo-sequential variation games and across a plurality of variation cycles in one of the pseudo-sequential variation games, and when the specific effect is customized in one of the non-pseudo-sequential variation games, the next non-pseudo-sequential variation game will have the content before the customization. The aforementioned A specific performance is performed The specific effect is an effect that can be executed across one or more of the non-pseudo-consecutive fluctuation games and one or more of the pseudo-consecutive fluctuation games, and the specific effect is an effect that can be executed across one or more of the non-pseudo-consecutive fluctuation games and one or more of the pseudo-consecutive fluctuation games. The expected probability of a bonus being awarded may vary depending on the ratio of the number of non-pseudo-consecutive fluctuation games, which is one or more, to the total number of fluctuation cycles of the pseudo-consecutive fluctuation games, which is one or more. The gist of this is as follows. [Effects of the Invention]

[0007] According to the present invention, it becomes difficult for a player to recognize whether a specific effect is being executed over multiple non-pseudo consecutive variation games or over multiple variation cycles in one pseudo consecutive variation game. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing the appearance of a pachinko gaming machine. [Figure 2] FIG. 2 is a diagram of the game board as seen from the front. [Figure 3] FIG. 3 is a diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a diagram showing an example of a fluctuation pattern. [Figure 5] FIG. 5 is a diagram showing an example of a display mode of the ripple effect. [Figure 6] FIG. 6 is a diagram showing an example of a pattern of the pseudo-ripple effect. [Figure 7] FIG. 7 is a diagram showing an example of an effect pattern of the continuous ripple effect. [Figure 8] FIG. 8 is a diagram showing an example of an effect pattern of the continuous ripple effect. [Figure 9] FIG. 9 is a diagram showing an example of a display mode of the countdown effect. [Figure 10] FIG. 10 is a diagram showing an example of a display mode of the count display effect. [Figure 11] FIG. 11 is a diagram showing an example of a presentation pattern of the pseudo countdown presentation. [Figure 12] FIG. 12 is a diagram showing an example of a performance pattern of the continuous countdown performance. [Figure 13] FIG. 13 is a diagram showing an example of a performance pattern of the continuous countdown performance. [Figure 14] FIG. 14 is a diagram showing an example of a display mode of the curtain effect. [Figure 15] FIG. 15 is a diagram showing an example of a performance pattern of curtain performance. [Figure 16] FIG. 16 is a diagram showing an example of a presentation mode of the customization presentation. [Figure 17] FIG. 17 is a diagram showing an example of a presentation mode of the customization presentation. [Figure 18] FIG. 18 is a diagram showing an example of how the pseudo-ripple effect is executed. [Figure 19] FIG. 19 is a diagram showing an example of how the continuous ripple effect is executed. [Figure 20] FIG. 20 is a diagram showing an example of how the pseudo countdown effect is executed. [Figure 21] FIG. 21 is a diagram showing an example of an execution mode of the continuous countdown effect. [Figure 22] FIG. 22 is a diagram showing an example of how the pseudo-ripple effect is executed when power supply is temporarily stopped during execution of the pseudo-ripple effect. [Figure 23] FIG. 23 is a diagram showing an example of how the continuous ripple effect is executed when power supply is temporarily stopped during execution of the continuous ripple effect. [Figure 24] FIG. 24 is a diagram showing an example of an execution mode of the pseudo countdown effect when the countdown effect is customized during execution of the pseudo countdown effect. [Figure 25] FIG. 25 is a diagram showing an example of an execution mode of the continuous countdown effect when the countdown effect is customized during execution of the continuous countdown effect. [Figure 26] FIG. 26 is a diagram showing an example of the manner in which a curtain effect is executed when the curtain effect is customized during execution in a pseudo consecutive variation game. [Figure 27] FIG. 27 is a diagram showing an example of the manner in which a curtain effect is executed when the curtain effect is customized during execution in a non-pseudo consecutive variation game. DETAILED DESCRIPTION OF THE INVENTION

[0009] An example of an embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0010] As shown in Fig. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various gaming components. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.

[0011] The pachinko gaming machine 10 is equipped with a speaker SP. The speaker SP can execute effects that output a predetermined sound (hereinafter referred to as sound effects). For example, the predetermined sound is music, a human voice, sound effects, etc. The pachinko gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA can execute effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing a built-in light-emitting element (not shown). The pachinko gaming machine 10 is equipped with a launch handle HD that is operated when launching a gaming ball. As an example, the launch handle HD is provided on the surface side (front side) of the mounting frame 11b.

[0012] The pachinko gaming machine 10 is equipped with an effect button BT. The effect button BT is configured to include a single operable portion (operation unit). As an example, the effect button BT 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 a plurality of operation units that can be operated, respectively. 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 a plurality of operation units that can be operated, respectively. As an example, the up button JBu, the down button JBd, the left button JBl, and the right button JBr are each configured to include a button-type operation unit that can be pressed.

[0013] The game board YB will now be explained. As shown in Figure 2, a game area YBa that is approximately circular in front view is formed on the front surface of the game board YB. A display window YBb is formed in approximately the center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa, which guides game balls launched by operating the launch handle HD into the game area YBa. The game board YB is equipped with a backflow prevention valve YBd that prevents game balls launched by operating the launch handle HD from returning back into the launch passage YBc.

[0014] The pachinko gaming machine 10 is equipped with a first special symbol display device 19a, a second special symbol display device 19b, a first reserved symbol display device 19c, a second reserved symbol display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved symbol display device 19c, the second reserved symbol display device 19d, and the normal symbol display device 19e are provided at positions on the game board YB that are visible to the player.

[0015] The first special symbol display device 19a can execute a first special symbol change game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and then a first special symbol is statically displayed. The second special symbol display device 19b can execute a second special symbol change game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and then a second special symbol is statically displayed. Each special symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning special symbol). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game." Special symbols include a jackpot symbol as a jackpot display result and a loss symbol as a loss display result. If a jackpot is won in the special symbol winning lottery, the jackpot symbol is statically displayed in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol is statically displayed ends.

[0016] The first reservation display device 19c displays information that can identify the number of first special games whose execution has been suspended because the reservation conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first reservation number). The second reservation display device 19d displays information that can identify the number of second special games whose execution has been suspended because the reservation conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second reservation number). As an example, the upper limit number for each reservation number is 4. However, the upper limit number for each reservation number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first reservation number and the second reservation number may be different.

[0017] The normal symbol display device 19e can execute a normal game in which predetermined symbols are variably displayed and then a normal symbol is statically displayed. The normal symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. If the normal symbol winning lottery is won, the normal winning symbol is statically displayed in the normal game. After that, a normal winning game is awarded after the normal game in which the normal winning symbol is statically displayed is completed.

[0018] The pachinko gaming machine 10 may be equipped with a normal hold display device, a right-hit display device, and a round display device. The normal hold display device displays information that can identify the number of normal games whose execution is on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the normal hold number). The right-hit display device displays information instructing a right hit. A right hit is a shot in which the game ball is shot with a stronger shot intensity set so that the game ball flows down the area of ​​the game area YBa to the right of the display window YBb. Shooting a game ball with a weaker shot intensity set so that the game ball flows down the area of ​​the game area YBa to the left of the display window YBb is called a left hit. The round display device notifies the player of the upper limit number of rounds of play, which will be described later.

[0019] The pachinko gaming machine 10 includes an effect display device EH. The effect display device EH has a display area R capable of displaying an image. The effect display device EH is attached to the game board YB so that the display area R is visible through a display window YBb. As an example, the effect display device EH is a liquid crystal device. The effect display device EH can execute an effect (hereinafter referred to as a display effect) that displays a predetermined object as an image. For example, the predetermined object may be an effect pattern, a character, a landscape, letters, numbers, or symbols. The effect display device EH arranges objects as images on multiple layers, and generates a display screen based on the multiple layers. At this time, if objects arranged on different layers overlap, a display screen is generated by giving priority to the object arranged on the layer with the highest priority in the overlapping area. The generated display screen is then displayed on the effect display device EH. The effect display device EH, speaker SP, and decorative lamp LA are each effect devices capable of executing effects. The effect display device EH, speaker SP, and decorative lamp LA form an effect device group ES consisting of multiple effect devices. That is, the performance effect device group ES includes the performance effect display device EH, the speaker SP, and the decorative lamp LA. The performance effect device group ES is an example of a performance effect execution means that executes performances. The performance effect device group ES also functions as an alarm device that can execute an alarm.

[0020] As an example, the display effects in the effect display device EH include an effect pattern variable game (hereinafter referred to as an effect game) that uses multiple columns of effect patterns. In an effect game, after multiple columns of effect patterns are variably displayed, a combination of effect patterns (hereinafter referred to as a pattern combination) is finally stopped and displayed. The effect patterns are symbols (images) decorated with characters, patterns, etc., and are used to diversify the display effects. As an example, an effect game is performed by variably displaying the effect patterns of the left column, the center column, and the right column in predetermined directions. An effect game is started together with a special game. An effect game is ended together with the special game. In an effect game, a pattern combination corresponding to the special pattern stopped and displayed in the special game is stopped and displayed. When a jackpot pattern is stopped and displayed in the special game, the jackpot pattern combination is stopped and displayed in the effect game. When a losing pattern is stopped and displayed in the special game, the losing pattern combination is stopped and displayed in the effect game. Hereinafter, the first special game and the corresponding effect game executed therein will be collectively referred to as the "first variation game." Also, the second special game and the corresponding effect game executed therein will be collectively referred to as the "second variation game." Also, the first variation game and the second variation game will be collectively referred to as the "variation game."

[0021] The effect game may include a reach effect. A reach effect is an effect that forms a reach and ultimately stops and displays a predetermined symbol combination. For example, a reach is a state in which the same symbol is temporarily stopped and displayed in the left and right symbol rows of the effect symbols, and the symbol in the middle symbol row of the effect symbols continues to change and be displayed. Reach effects include normal reach effects and super reach effects. In the following explanation, normal reach effects may be referred to as NR effects, and super reach effects may be referred to as SR effects. Compared to NR effects, SR effects have a higher expectation of a jackpot symbol combination being stopped and displayed (hereinafter referred to as jackpot expectation). As an example, SR effects are executed via NR effects.

[0022] The game area YBa is formed with a plurality of winning holes (ball winning holes) through which game balls can enter. The winning holes include at least a first start hole 12, a second start hole 13, and a big prize hole 14. The first start hole 12 is a winning hole through which game balls can enter when the conditions for awarding prize balls and the conditions for starting the first variable game are met. The first start hole 12 is located below the effect display device EH, and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start hole 12 (see Figure 3).

[0023] The second starting opening 13 is a winning opening through which game balls enter when the conditions for awarding prize balls and the conditions for starting the second variable game are met. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a normal opening / closing piece 13a, which is, for example, door-shaped. The second starting opening 13 is closed to prevent or make it difficult for game balls to enter when a normal winning game is not awarded. The second starting opening 13 is opened to allow or make it easy for game balls to enter when a normal winning game is awarded. The game board YB is equipped with a normal solenoid SL1 as a means for operating the normal opening / closing piece 13a (see Figure 3). The game board YB is equipped with a second starting sensor SE2 that detects game balls that have entered the second starting opening 13 (see Figure 3). The second starting opening 13 is a so-called "normal electric device."

[0024] The large prize opening 14 is an opening into which game balls enter when the conditions for awarding a prize ball are met. The large prize opening 14 is located at the lower right of the effect display device EH. The large prize opening 14 is equipped with a special opening / closing piece 14a, for example, in the form of a door. The large prize opening 14 is closed to prevent game balls from entering when a jackpot game is not awarded. The large prize opening 14 is opened to allow game balls to enter or to make it easier for balls to enter when a jackpot game is awarded. The game board YB is equipped with a special solenoid SL2 as means for operating the special opening / closing piece 14a (see Figure 3). The game board YB is equipped with a count sensor SE3 that detects game balls that enter the large prize opening 14 (see Figure 3).

[0025] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. A gate sensor SE4 that detects game balls that enter and pass through is provided in the gate opening 17a (see Figure 3). The gate 17 is an entrance opening through which game balls can enter when the start conditions for the normal game are met. The gate 17 is an entrance opening through which game balls can enter when the start conditions for the normal game are met. Even if a game ball enters the gate 17, the conditions for awarding prize balls are not met. The game area YBa is formed with an outlet opening 18 through which game balls can enter. The outlet opening 18 is an entrance opening through which game balls that did not enter the first start opening 12, the second start opening 13, or the big prize opening 14 can be collected from the game area YBa.

[0026] Next, the jackpot game will be explained. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). As an example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot opening 14 is opened is performed a predetermined number of times. One round game ends when a number condition is met in which a predetermined number of game balls enter the jackpot, or when a time condition is met in which a predetermined time has elapsed. In a round game, the jackpot opening 14 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). As an example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses. In the following explanation, the opening period may be referred to as the period from when the jackpot game starts until the opening time has elapsed, the round period may be referred to as the period from when the opening period ends until the final round of gameplay ends, and the ending period may be referred to as the period from when the round period ends until the jackpot game ends.

[0027] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter referred to as a probability variation function). The probability variable function is a function for varying the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). The pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variable function is not activated, and a high probability state in which the probability variable function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as a "probability variable state (probability variable state)."

[0028] The pachinko gaming machine 10 has a ball entry assist function. The ball entry assist function is a function for assisting in winning a prize through the second starting hole 13. The pachinko gaming machine 10 has two states in which the probability of a gaming ball entering the second starting hole 13 is different: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability of a gaming ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a gaming ball entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it makes it easier for gaming balls to enter the second starting hole 13 (easy ball entry state).

[0029] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, selected arbitrarily, 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 ball entry rate state. The second control is normal symbol probability variation control, which varies the probability of winning the normal win lottery (normal win probability) to a higher probability than the low ball entry rate state. The third control is opening time extension control, which lengthens the total opening time of the second start port 13 in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 13 is opened in one normal win game compared to the low ball entry rate state, and control that lengthens the opening time of one opening of the second start port 13 in a normal win game compared to the low ball entry rate state.

[0030] The high ball winning rate state may be realized by combining the fourth control, which will be explained 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 ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0031] The gaming state in the pachinko gaming machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball-entering assist function is activated. In the following explanation, a gaming state that is a low-probability state and a low ball-entering rate state will be referred to as a "low-probability non-time-shortening state." Also, a gaming state that is a high-probability state and a low ball-entering rate state will be referred to as a "high-probability non-time-shortening state." Also, a gaming state that is a low-probability state and a high ball-entering rate state will be referred to as a "low-probability time-shortening state." Also, a gaming state that is a high-probability state and a high ball-entering rate state will be referred to as a "high-probability time-shortening state."

[0032] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko gaming machine 10 is provided with a main board 40 and an auxiliary board 50 on the back side (rear) of the game board YB. The main board 40 and the auxiliary board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the auxiliary board 50. The main board 40 executes a predetermined process and outputs a control signal to the auxiliary board 50. The auxiliary board 50 executes a predetermined process based on the control signal input from the main board 40.

[0033] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to perform processing related to the progress of the game. The main ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, etc.

[0034] The main ROM 42 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that specifies the fluctuation time from when the fluctuation game starts to when it ends. The fluctuation pattern is information that specifies the fluctuation content (presentation content) of the fluctuation game. There are jackpot fluctuation patterns and miss fluctuation patterns. The jackpot fluctuation pattern specifies the fluctuation content that, in a presentation game, goes through a reach presentation and finally stops and displays a jackpot symbol combination. The miss fluctuation pattern specifies the fluctuation content that, in a presentation game, goes through a reach presentation or does not go through a reach presentation and finally stops and displays a miss symbol combination. Details of the fluctuation patterns will be described later.

[0035] The main RAM 43 stores various information that is rewritten depending on the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers. As an example, the pachinko gaming machine 10 is configured to be able to back up (retain) the information stored in the main RAM 43 even when the power supply is interrupted. As an example, the pachinko gaming machine 10 is provided with a backup power supply, and is configured to be able to back up the information stored in the main RAM 43 using the power supplied from the backup power supply even when the power supply is interrupted. Note that the pachinko gaming machine 10 may be configured such that the main RAM 43 is a non-volatile memory that can retain its stored contents even when the power supply is interrupted, thereby enabling at least a portion of the information stored in the main RAM 43 to be backed up even after the power supply is interrupted.

[0036] As an example, among the information stored in the main RAM 43, information that is backed up even when the power supply is cut off (hereinafter referred to as main backup information) includes game information related to the progress of the game. As an example, the game information includes information related to special games, information related to jackpot games, information related to the game status, and information related to the payout of prize balls. Information related to special games includes, for example, information that can identify the special reserve number, various random number information, information that can identify the lottery results of the winning lottery (jackpot and small win), information that can identify the variation pattern of the special game, and information that can identify the special symbol derived in the special game. Information related to jackpot games includes information that can identify the progress of the jackpot game. Information related to the game status includes information that can identify the operating status (including the remaining number of times it has been operated) of the probability change function and the ball entry assist function. Information related to the payout of prize balls includes information that can identify the number of prize balls that have not been paid out.

[0037] The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured so that software random numbers can be generated by the random number generation process performed by the main CPU 41.

[0038] The main board 40 is equipped with a RAM clear switch 46. As an example, the RAM clear switch 46 is configured to include an operation unit that can be pressed. The main CPU 41 can input an operation signal that can identify the operation state of the RAM clear switch 46. The operation state of the operation unit is information that indicates whether or not the operation unit is being operated. In other words, the operation state of the operation unit includes a state in which the operation unit is being operated and a state in which the operation unit is not being operated.

[0039] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main CPU 41 can input the detection signals output by the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 when they detect a gaming ball. The main board 40 is connected to the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main CPU 41 can control the display contents of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e individually. The main board 40 is connected to the normal solenoid SL1 and the special solenoid SL2. The main CPU 41 can control the opening mode of the second start opening 13 by controlling the operation of the normal solenoid SL1. The main CPU 41 can control the opening mode of the big prize opening 14 by controlling the operation of the special solenoid SL2.

[0040] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to the effects. The sub-ROM 52 stores the sub-control program and determination values ​​used in predetermined lotteries. The sub-ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and sound effect data used for sound effects. The sub-RAM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-board 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers using the random number generation circuit.

[0041] As an example, the pachinko gaming machine 10 is configured to be able to back up (retain) information stored in the sub-RAM 53 even when the power supply is cut off. As an example, the pachinko gaming machine 10 is configured to be able to back up information stored in the sub-RAM 53 even when the power supply is cut off, by using power supplied from a backup power source. Note that the pachinko gaming machine 10 may be configured such that the sub-RAM 53 is a non-volatile memory that can retain stored content even when the power supply is cut off, so that the information stored in the sub-RAM 53 can be backed up even after the power supply is cut off.

[0042] As an example, the information stored in the secondary RAM 53 that is backed up even when the power supply is cut off (hereinafter referred to as secondary backup information) includes effect information related to the execution of effects. As an example, the effect information includes information related to effects executed during a variable game and information related to effects executed during a jackpot game. Information related to effects executed during a variable game includes, for example, information that can identify the number of special reserved balls, information that can identify the game status, information that can identify effects executed in a variable game currently being executed, and information that can identify effects executed in a reserved variable game. Information related to effects executed during a jackpot game includes, for example, information that can identify the number of rounds executed, information that can identify the number of prize balls acquired during a jackpot game, information that can identify the number of prize balls acquired during a consecutive win period, and information that can identify effects executed during a jackpot game.

[0043] The sub-board 50 is connected to the performance display device EH. The sub-CPU 51 can control the display content in the display area R of the performance display device EH. The sub-board 50 is connected to a speaker SP. The sub-CPU 51 can control the output content of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The sub-CPU 51 can control the light emission mode of the decorative lamp LA. The sub-CPU 51 is an example of a performance control means that controls the performance device group ES as a performance execution means.

[0044] The sub-board 50 is connected to the effect button BT. The sub-CPU 51 can input an operation signal indicating the operation state of the effect button BT. The sub-board 50 is connected to the cross button JB. The sub-CPU 51 can input an operation signal indicating the operation state of the cross button JB. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the up button JBu. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the down button JBd. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the left button JBl. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the right button JBr.

[0045] Next, various processes performed by the main CPU 41 will be described. The power-on process will now be described. When the main CPU 41 is started up by the start of power supply, it executes a power-on process. During the power-on process, the main CPU 41 determines whether the RAM clear switch 46 has been operated based on an operation signal from the RAM clear switch 46. If the RAM clear switch 46 has been operated, the main CPU 41 initializes the main backup information. After initializing the main backup information, the main CPU 41 stores a control command (hereinafter referred to as an initialization command) that can identify that the main backup information has been initialized in the output buffer of the main RAM 43. As an example, the control command stored in the output buffer is output to the sub-board 50 when an output condition is satisfied. As an example, one control command is output to the sub-board 50 each time the output condition is satisfied. As an example, the output condition is satisfied every predetermined control period (e.g., 16 ms). The control command stored in the output buffer is an example of main backup information. The control command stored in the output buffer is an example of game information. Thereafter, the main CPU 41 terminates the power-on process. If the RAM clear switch 46 is not operated, the main CPU 41 does not initialize the main backup information, and stores a control command (hereinafter referred to as a restore command) that can identify that the main backup information has not been initialized in the output buffer of the main RAM 43. Thereafter, the main CPU 41 restores based on the main backup information and then terminates the power-on process. Note that in the following description, when the term "output buffer" is simply used, it refers to the output buffer of the main RAM 43.

[0046] Next, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.

[0047] The special symbol input process will be described. In the special symbol input process, the main CPU 41 determines whether a gaming ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 12, the main CPU 41 determines whether the first reserved number stored in the main RAM 43 is less than the upper limit number. If the first reserved number is less than the upper limit number, the main CPU 41 updates the first reserved number by adding 1. In this way, the reservation condition for the first special game can be met when the first reserved number is less than the upper limit number and a gaming ball is detected by the first start sensor SE1. Next, the main CPU 41 controls the first reserved display device 19c to display information that can identify the updated first reserved number. The main CPU 41 stores a control command (hereinafter referred to as a first reserved number command) that can identify the first reserved number after the addition in the output buffer.

[0048] Next, the main CPU 41 acquires random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used in the lottery for determining a winning special symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition is met.

[0049] The main CPU 41 executes a read-ahead process based on the various random numbers for the first special game that have been acquired. In the read-ahead process, the main CPU 41 determines in advance the variable content of the first special game. As an example, the main CPU 41 specifies whether or not the value of the acquired winning random number is a value that will result in a winning in the jackpot lottery described below. In the read-ahead process, the main CPU 41 may specify which winning symbol the value of the winning symbol random number will result in. In the read-ahead process, the main CPU 41 may specify which variable pattern the value of the variable pattern random number will result in. The main CPU 41 stores control information (hereinafter referred to as a read-ahead command) that can specify the variable content of the first special game that has been read in advance in an output buffer.

[0050] When the main CPU 41 stores the look-ahead command in the output buffer, when a gaming ball has not entered the first start opening 12, and when the first reserved number is not less than the upper limit, the main CPU 41 determines whether a gaming ball has entered the second start opening 13 based on whether a detection signal has been input from the second start sensor SE2. When a gaming ball has entered the second start opening 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit. If the second reserved number is less than the upper limit, the main CPU 41 updates the second reserved number by adding 1. The main CPU 41 controls the second reserved display device 19d to display information that identifies the second reserved number after the addition. The main CPU 41 stores a control command (hereinafter referred to as the second reserved number command) that identifies the second reserved number after the addition in the output buffer. The reserved condition for the second special game can be met when the second reserved number is less than the upper limit and a gaming ball is detected by the second start sensor SE2.

[0051] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start conditions of the second special game are met. When the random number information for the second special game has been stored in the main RAM 43, if a gaming ball has not entered the second start hole 13 and if the second reserved number is not less than the upper limit number, the main CPU 41 terminates the special symbol input process.

[0052] Next, the special symbol start process will be described. The main CPU 41 determines whether the start conditions for the special game are met. The main CPU 41 makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the start conditions for the special game are not met, the main CPU 41 ends the special symbol start process. If the start conditions for the special game are met, the main CPU 41 determines whether the second reserved number is greater than zero.

[0053] If the second reserved number is greater than zero, the main CPU 41 performs processing to execute a second special game. Specifically, the main CPU 41 updates the second reserved number by subtracting 1. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU 41 stores a second reserved number command that can identify the second reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the second special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability that corresponds to the current probability state.

[0054] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 uses a winning symbol random number that can be identified from the random number information to draw a jackpot symbol and determine the jackpot symbol to be stopped and displayed in the second special game. The main CPU 41 uses a variation pattern random number that can be identified from the random number information to draw a variation pattern and determine a variation pattern from among multiple jackpot variation patterns. Thereafter, the main CPU 41 ends the special symbol start processing. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies variation details that ultimately result in a jackpot symbol combination being stopped and displayed after an NR presentation in a presentation game. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies variation details that ultimately result in a jackpot symbol combination being stopped and displayed after an SR presentation in a presentation game.

[0055] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. The main CPU 41 then terminates the special symbol start process. As an example, the loss variation pattern may specify a variation content that ultimately stops and displays a losing symbol combination in a presentation game without going through a reach effect. As an example, the loss variation pattern may specify a variation content that ultimately stops and displays a losing symbol combination in a presentation game after going through an NR effect. As an example, the loss variation pattern may specify a variation content that ultimately stops and displays a losing symbol combination in a presentation game after going through an SR effect. Note that in the following description, the variation content that stops and displays a jackpot symbol combination may be referred to as the jackpot variation content, and the variation content that stops and displays a losing symbol combination may be referred to as the loss variation content.

[0056] If the second reserved number is zero, the main CPU 41 determines whether or not the first reserved number is greater than zero. If the first special reserved number is zero, the main CPU 41 determines whether or not to store a standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether or not a standby command has been output. The standby command is a control command that can identify that the machine has been controlled to a standby state. The standby state is a state in which the pachinko gaming machine is not executing a jackpot game, is not executing a variable game, and is not holding a variable game.

[0057] As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not already been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that a wait command has already been output. Thereafter, the main CPU 41 terminates the special symbol start process.

[0058] If the first reserved number is greater than zero, the main CPU 41 performs processing to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that can identify the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the first special game that was stored earliest from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability that corresponds to the current probability state.

[0059] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the main CPU 41 ends the special pattern start processing.

[0060] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. Thereafter, the main CPU 41 terminates the special symbol start process. In the jackpot variation process and the loss variation process, the main CPU 41 stores a variation start command and a special symbol command in the output buffer. The variation start command is a control command that can identify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can identify the special symbol (jackpot symbol or loss symbol) determined in each variation process. As an example, the variation start command and the special symbol command are different control commands when the variation process for the first special game is executed and when the variation process for the second special game is executed. In the big win variation process and the loss variation process, the main CPU 41 updates the output information of the main RAM 43 so that it is possible to identify that the standby command has not been output.

[0061] When the special symbol start process is completed, the main CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start variable display of predetermined symbols. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter referred to as a variable end command) capable of specifying the end of the variable game in an output buffer.

[0062] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. As described above, the main CPU 41 is configured to execute the special symbol input process and the special symbol start process, thereby conducting a winning lottery triggered by the entry of a gaming ball into the start hole.

[0063] The jackpot game processing will now be described. The jackpot game processing is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game ends. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The main CPU 41 awards the specified type of jackpot game. As an example, there are first and second jackpots. The first jackpot is a jackpot based on the first jackpot symbol among the jackpot symbols. The second jackpot is a jackpot based on a second jackpot symbol that is different from the first jackpot symbol. In the following description, a jackpot game based on a first jackpot is referred to as a first jackpot game, and a jackpot game based on a second jackpot is referred to as a second jackpot game.

[0064] First, the main CPU 41 stores a control command (hereinafter referred to as an opening command) capable of specifying the start of the opening time in the output buffer. As an example, the opening command may include information capable of specifying the type of jackpot game. When the opening time has elapsed, the main CPU 41 performs processing to execute a round game. That is, the main CPU 41 controls the special solenoid SL2 using the opening control data for the specified jackpot game to open the jackpot opening 14. As an example, regardless of the type of jackpot game specified, the main CPU 41 controls the special solenoid SL2 to keep the jackpot opening 14 open until the number condition or time condition is met.

[0065] The main CPU 41 performs this process for executing round games until the number of round games specified for the jackpot game is completed. As an example, it is specified that 10 round games are executed for both the first jackpot game and the second jackpot game. As an example, it is specified that 10 game balls enter the large prize opening 14 as a number condition for each round game. As an example, it is specified that 29 seconds elapse as a time condition for each round game. Therefore, in the first jackpot game and the second jackpot game, a total of 100 game balls (10 times x 10 balls) can be expected to enter the large prize opening 14. Here, if the number of prize balls specified for the large prize opening 14 is 15, the number of prize balls expected to be awarded in the first jackpot game and the second jackpot game (hereinafter referred to as the expected number of balls) is 1,500. Each time a round game is started, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as a round command) capable of specifying the start of a jackpot round game. When the final round game ends, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as an ending start command) capable of specifying the start of an ending time. When the ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 stores in the output buffer a control command (hereinafter referred to as an ending end command) capable of specifying the passage of the ending time. As a result, when a jackpot is won in the winning lottery, a variable game can be executed based on the result of the winning lottery, and after the variable game ends, a jackpot game is awarded based on the result of the winning lottery.

[0066] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process that transitions the probability state, and a winning probability transition process that transitions the winning probability state. As an example, the game state transition process is executed after the end of the jackpot game process. As an example, in the game state transition process, the winning probability transition process and the probability transition process are executed in this order.

[0067] First, the goal scoring rate transition process will be described. In the ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43 upon completion of the first or second jackpot game. In other words, the main CPU 41 controls the system to a high ball entry rate state upon completion of the first or second jackpot game. After the second jackpot game, the main CPU 41 counts the number of special games executed after the jackpot game by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends, the main CPU 41 erases the activation flag stored in the main RAM 43. In other words, the main CPU 41 controls the system to a low ball entry rate state upon completion of the activated special game after the second jackpot game. The main CPU 41 does not erase the activation flag after the first jackpot game ends until the next jackpot game is awarded. When the main CPU 41 starts a jackpot game and the activation flag is set, the main CPU 41 clears the activation flag. In other words, the main CPU 41 controls the jackpot game to a low ball entry rate state.

[0068] Next, the probability transition process will be described. In the probability transition process, the main CPU 41 sets a high probability flag in the main RAM 43 when the first jackpot game ends. In other words, the main CPU 41 controls to a high probability state when the first jackpot game ends. After the first jackpot game ends, the main CPU 41 does not clear the high probability flag until the next jackpot game is awarded. When the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. In other words, the main CPU 41 controls to a low probability state when the second jackpot game ends. When starting a jackpot game and the high probability flag is set, the main CPU 41 clears the high probability flag. In other words, the main CPU 41 controls to a low probability state during a jackpot game.

[0069] By the probability transition process and the ball entry rate transition process, after the first jackpot game ends, the pachinko gaming machine 10 is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the pachinko gaming machine 10 is controlled to a high probability time-shortening state. Also, after the second jackpot game ends, the pachinko gaming machine 10 is controlled to a low probability state and a high ball entry rate state. Thereafter, when the special game of the second activation number ends, the pachinko gaming machine 10 is controlled to a low ball entry rate state. In other words, after the second jackpot game ends, the pachinko gaming machine 10 is controlled to a low probability time-shortening state, and then, when the special game of the second activation number ends, it is controlled to a low probability non-time-shortening state.

[0070] In this way, the main CPU 41 can control the game state to be advantageous to the player, triggered by the end of the jackpot game. In other words, the pachinko gaming machine 10 can execute a variable game based on the result of a winning lottery, and after the end of the variable game, a game state advantageous to the player is granted based on the result of the winning lottery. The first jackpot game is a jackpot game that is controlled to be a more advantageous game state than after the end of the second jackpot game after the end of the jackpot game.

[0071] As an example, when the game state transitions, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as a state designation command) capable of identifying the current game state. That is, the state designation commands include a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a low-probability time-shortening state, and a state designation command capable of identifying a high-probability time-shortening state. As an example, when power supply is started, the main CPU 41 stores in the output buffer a state designation command capable of identifying the current game state, regardless of whether the main backup information has been initialized. That is, if the main backup information has been initialized when power supply is started, a state designation command capable of identifying a low-probability non-time-shortening state is stored in the output buffer. On the other hand, if the main backup information has not been initialized when power supply is started, a state designation command capable of identifying the game state at the time the power supply was cut off is stored in the output buffer.

[0072] The normal symbol input process will be described. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a gaming ball has entered the gate 17 based on whether a detection signal has been input from the gate sensor SE4. When the gaming ball has entered the gate 17, the main CPU 41 determines whether the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number for the normal reserved number is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.

[0073] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery to determine winning normal symbols, winning symbol random numbers used to determine normal symbols, etc. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.

[0074] Next, the normal symbol start process will be described. The normal symbol start processing is an example of timer interrupt processing. In the normal symbol start processing, the main CPU 41 determines whether the start conditions for the normal game are met. The main CPU 41 makes a positive determination when neither a normal win game nor a normal game is being played, and makes a negative determination when a normal win game is being played or a normal game is being played. If the start conditions for the normal game are not met, the main CPU 41 ends the normal symbol start processing. If the start conditions for the normal game are met, the main CPU 41 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start processing.

[0075] If the normal reserved number is greater than zero, the main CPU 41 performs processing to execute a normal game. Specifically, the main CPU 41 updates the normal reserved number by subtracting 1. The main CPU 41 acquires the random number information for the normal game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a normal win lottery to determine whether or not a normal win will be awarded. The main CPU 41 performs a normal win lottery with a normal win probability according to the current ball entry rate state. As an example, the normal win probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in a low ball entry rate state is zero or approximately zero.

[0076] If a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be identified from the random number information to draw a normal win pattern and determine the normal win pattern to be stopped and displayed in the normal game. If a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.

[0077] The main CPU 41 determines a variation pattern from among multiple normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that specifies a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be multiple variation patterns that can be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among multiple normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.

[0078] When the normal pattern start process is completed, the main CPU 41 executes a normal game through a process separate from the normal pattern start process. When executing a normal game, the main CPU 41 controls the normal pattern display device 19e to start variable display of predetermined patterns. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the normal pattern display device 19e to statically display the normal pattern determined in the normal pattern start process.

[0079] The normal winning game process will be explained. The normal win game processing is a processing for awarding a normal win game. When the main CPU 41 stops and displays the normal win symbol in the normal game, it executes the normal win game processing after the normal game of the normal win ends. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing, and opens the second start port 13.

[0080] Next, various processes executed by the secondary CPU 51 will be described. The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during execution of the special game. When the sub-CPU 51 inputs a variation start command and a special symbol command, it controls the effect device group ES including the effect display device EH to execute the effect game.

[0081] The sub-CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the special symbol command. The sub-CPU 51 determines the jackpot symbol combination when a jackpot symbol can be identified from the special symbol command. As an example, a jackpot symbol combination is a symbol combination in which multiple effect symbols are the same. The sub-CPU 51 determines a losing symbol combination when a losing symbol can be identified from the special symbol command. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination including a reach if a condition for executing a reach effect (hereinafter referred to as a reach condition) is met. As an example, a losing symbol combination including a reach is a symbol combination in which, among multiple effect symbols, the effect symbols in the left and right columns are the same but the effect symbol in the center column is different. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination not including a reach if the reach condition is not met. As an example, a losing symbol combination that does not include a reach is a symbol combination in which a plurality of effect symbols are different from each other. As an example, the sub-CPU 51 determines whether a reach condition is met based on a variation pattern that can be specified from the input variation start command.

[0082] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. The sub-CPU 51 controls the performance display device EH to start the variation display of the performance symbols in each symbol row based on the determined variation content. In other words, the sub-CPU 51 starts the performance game.

[0083] After the start of the effect game, when a predetermined timing arrives, the sub-CPU 51 temporarily stops and displays the symbol combination. The sub-CPU 51 stops and displays the symbol combination in a confirmed state when a variation end command is input. The sub-CPU 51 may also stop and display the symbol combination in a confirmed state when a variation time set in the variation pattern has elapsed. In this case, the variation end command may be omitted.

[0084] The fluctuation pattern will be explained. As shown in FIG. 4, there are loss fluctuation patterns and jackpot fluctuation patterns. As an example, loss fluctuation patterns include fluctuation pattern H01, fluctuation pattern H02, fluctuation pattern H03, fluctuation pattern H04, fluctuation pattern H05, fluctuation pattern H06, fluctuation pattern H07, and fluctuation pattern H08. As an example, jackpot fluctuation patterns include fluctuation pattern H09, fluctuation pattern H10, fluctuation pattern H11, fluctuation pattern H12, and fluctuation pattern H13. As an example, fluctuation patterns H01 to H04, fluctuation pattern H09, and fluctuation pattern H10 are fluctuation patterns associated with one fluctuation cycle. Here, a fluctuation cycle is defined as one cycle from the start of the display of the performance symbols to the stop display of all columns of performance symbols. In other words, the fluctuation patterns H01 to H04, the fluctuation pattern H09, and the fluctuation pattern H10 are fluctuation patterns associated with the stop display of the performance patterns in all columns being performed once after the start of the variable display of the performance patterns.

[0085] As an example, the fluctuation pattern H05 to the fluctuation pattern H07, the fluctuation pattern H11, and the fluctuation pattern H12 are fluctuation patterns associated with two fluctuation cycles. In other words, the fluctuation pattern H05 to the fluctuation pattern H07, the fluctuation pattern H11, and the fluctuation pattern H12 are fluctuation patterns associated with two cycles of stopping and displaying the performance symbols in all columns after the start of the variable display of the performance symbols. As an example, the fluctuation pattern H08 and the fluctuation pattern H13 are fluctuation patterns associated with three cycles of stopping and displaying the performance symbols in all columns after the start of the variable display of the performance symbols.

[0086] As an example, in a variation pattern in which multiple variation cycles are associated, a pseudo consecutive stimulating effect is associated in a variation cycle prior to the final variation cycle. The pseudo consecutive stimulating effect is an effect that suggests or notifies whether the next variation cycle will be executed or not. As an example, the pseudo consecutive stimulating effect is an effect that suggests or notifies that the next variation cycle will be executed by displaying a pseudo consecutive symbol combination as still. In other words, in a variation pattern in which multiple variation cycles are associated, a pseudo consecutive symbol combination is associated with being displayed as still in a variation cycle prior to the final variation cycle. As an example, a pseudo consecutive symbol combination is a combination in which one of the effect symbols in the reach formation column is the next effect symbol in the variation order of the other effect symbol in the reach formation column, and the effect symbol in the remaining symbol column (middle symbol column) is the same as one of the effect symbols in the reach formation column, such as

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

[0087] As an example, each variation pattern has a predetermined effect in the final variation cycle. As an example, variation pattern H01 has a predetermined effect in the final variation cycle, where a losing symbol combination is stopped and displayed without a reach. As an example, variation pattern H02 and variation pattern H05 have a predetermined effect in the final variation cycle, where a losing symbol combination is stopped and displayed after a pseudo-consecutive provocation effect. As an example, a losing symbol combination in a case where a losing symbol combination is stopped and displayed after a pseudo-consecutive provocation effect is predetermined as the effect in the final variation cycle is a combination such as

[0132] , where one of the effect symbols in the reach formation column is the next effect symbol in the variation order of the other effect symbol in the reach formation column, and the effect symbols in the remaining symbol column (middle symbol column) are different from the effect symbols in both of the reach formation columns.

[0088] For example, in the variation patterns H03 and H06, the effect content in the final variation cycle is determined to be an NR effect followed by a stop display of a losing symbol combination. For example, in the variation patterns H04, H07, and H08, the effect content in the final variation cycle is determined to be an SR effect followed by a stop display of a losing symbol combination. For example, in the variation patterns H09 and H11, the effect content in the final variation cycle is determined to be an NR effect followed by a stop display of a winning symbol combination. For example, in the variation patterns H10, H12, and H13, the effect content in the final variation cycle is determined to be an SR effect followed by a stop display of a winning symbol combination.

[0089] As an example, the period during which each fluctuation cycle is executed (hereinafter referred to as the fluctuation period) differs depending on the presentation content. As an example, the fluctuation period of a fluctuation cycle in which presentation content including reach presentation is set is longer than the fluctuation period of a fluctuation cycle in which presentation content not including reach presentation is set. As an example, the fluctuation period of a fluctuation cycle in which presentation content including SR presentation is set is longer than the fluctuation period of a fluctuation cycle in which presentation content including NR presentation is set. As an example, the fluctuation period of a fluctuation cycle in which jackpot presentation content is set is longer than the fluctuation period of a fluctuation cycle in which miss presentation content is set but the other presentation content is the same. As an example, a fluctuation cycle in which presentation content including pseudo consecutive hype presentation is set is longer than the fluctuation period of a fluctuation cycle in which presentation content not including reach presentation is set. As an example, a fluctuation cycle in which presentation content including pseudo consecutive hype presentation is set is shorter than the fluctuation period of a fluctuation cycle in which presentation content including reach presentation is set. As an example, the fluctuation period of a fluctuation cycle in which the performance content including the pseudo consecutive excitement performance is set is longer when the fluctuation cycle is the final fluctuation cycle than when the fluctuation cycle is not the final fluctuation cycle.

[0090] That is, in a fluctuation pattern to which multiple fluctuation cycles are associated, the fluctuation period of the final fluctuation cycle is longer than the fluctuation period of the non-final fluctuation cycles.Furthermore, among the fluctuation patterns to which one fluctuation cycle is associated, there are fluctuation patterns in which a fluctuation period is set shorter than the fluctuation period of the non-final fluctuation cycles in the fluctuation patterns to which multiple fluctuation cycles are associated.Furthermore, among the fluctuation patterns to which one fluctuation cycle is associated, there are fluctuation patterns in which a fluctuation period is set longer than the fluctuation period of the non-final fluctuation cycles in the fluctuation patterns to which multiple fluctuation cycles are associated.

[0091] In the pachinko gaming machine 10, when the variation game starts, one variation pattern is determined from these variation patterns. Then, the variation game is executed according to the determined variation pattern. A variation game with a variation pattern associated with multiple variation cycles is a pseudo consecutive variation game. A variation game with a variation pattern associated with one variation cycle is a non-pseudo consecutive variation game. In other words, a pseudo consecutive variation game is a variation game consisting of multiple variation cycles, and a non-pseudo consecutive variation game is a variation game consisting of one variation cycle.

[0092] Next, an example of various effects that can be executed in the pachinko gaming machine 10 will be described. First, the ripple effect will be explained. The ripple effect is an effect that suggests or notifies the probability of a jackpot in the variable game that is being executed. As an example, the variable game that is the target of the ripple effect execution is a variable game that is currently being executed or a variable game that is on hold. The ripple effect is an effect that can be executed over multiple variable cycles in one pseudo-consecutive variable game. The ripple effect is an effect that can be executed over multiple non-pseudo-consecutive variable games. The ripple effect is an example of a specific effect. In the following description, when distinguishing between a ripple effect that can be executed over multiple variable cycles and a ripple effect that can be executed over multiple variable games, they are referred to as a pseudo ripple effect and a continuous ripple effect, respectively.

[0093] As shown in FIG. 5, the ripple effect may include a ripple display effect that displays a ripple image. As an example, the ripple display effect includes a first ripple display effect, a second ripple display effect, and a third ripple display effect. The first ripple display effect is a display effect that displays a first ripple image hg1. The second ripple display effect is a display effect that displays a second ripple image hg2. The third ripple display effect is a display effect that displays a third ripple image hg3. As an example, the first ripple image hg1 is an image that imitates white ripples. As an example, the second ripple image hg2 is an image that imitates red ripples. As an example, the third ripple image hg3 is an image that imitates gold ripples. As an example, the first ripple image hg1, the second ripple image hg2, and the third ripple image hg3 are images superimposed on the effect symbols and the background image, and are visible through a portion of the effect symbols and the background image. As an example, the first ripple image hg1, the second ripple image hg2, and the third ripple image hg3 are images suggesting or informing the player of the likelihood of a jackpot in the variable game being executed. As an example, the second ripple image hg2 is an image suggesting or informing the player that the likelihood of a jackpot in the variable game being executed is higher than that in the first ripple image hg1. As an example, the third ripple image hg3 is an image suggesting or informing the player that the likelihood of a jackpot in the variable game being executed is higher than that in the second ripple image hg2. As an example, the third ripple image hg3 is an image suggesting or informing the player that the variable game being executed will be a jackpot.

[0094] As shown in Figures 6, 7, and 8, a ripple effect is composed of one or more ripple display effects. The number of ripple display effects and the type of ripple display effect comprised by the ripple effect vary depending on the effect pattern. As an example, the effect patterns of the ripple effect include an effect pattern that can be selected in a pseudo-ripple effect and an effect pattern that can be selected in a continuous ripple effect. As an example, the effect patterns that can be selected in a pseudo-ripple effect include ripple effect pattern RP01, ripple effect pattern RP02, ripple effect pattern RP03, ripple effect pattern RP04, ripple effect pattern RP05, ripple effect pattern RP06, ripple effect pattern RP07, ripple effect pattern RP08, and ripple effect pattern RP09. As an example, the presentation patterns that can be selected in the continuous ripple presentation include ripple presentation pattern RP11, ripple presentation pattern RP12, ripple presentation pattern RP13, ripple presentation pattern RP14, ripple presentation pattern RP15, ripple presentation pattern RP16, ripple presentation pattern RP17, ripple presentation pattern RP18, ripple presentation pattern RP19, ripple presentation pattern RP20, ripple presentation pattern RP21, ripple presentation pattern RP22, ripple presentation pattern RP23, ripple presentation pattern RP24, and There are ripple effect pattern RP25, ripple effect pattern RP26, ripple effect pattern RP27, ripple effect pattern RP28, ripple effect pattern RP29, ripple effect pattern RP30, ripple effect pattern RP31, ripple effect pattern RP32, ripple effect pattern RP33, ripple effect pattern RP34, ripple effect pattern RP35, ripple effect pattern RP36, ripple effect pattern RP37, ripple effect pattern RP38, ripple effect pattern RP39, and ripple effect pattern RP40.

[0095] Ripple effect pattern RP01, ripple effect pattern RP05, and ripple effect pattern RP08 are effect patterns that can be selected when a variation game based on a variation pattern associated with one variation cycle is to be executed. Ripple effect pattern RP02 to ripple effect pattern RP04, ripple effect pattern RP06, ripple effect pattern RP07, and ripple effect pattern RP09 are effect patterns that can be selected when a variation game based on a variation pattern associated with two variation cycles is to be executed. Ripple effect pattern RP01 to ripple effect pattern RP04 are effect patterns in which a first ripple display effect is executed in the first variation cycle. Ripple effect pattern RP05 to ripple effect pattern RP07 are effect patterns in which a second ripple display effect is executed in the first variation cycle. Ripple effect pattern RP08 and ripple effect pattern RP09 are effect patterns in which a third ripple display effect is executed in the first variation cycle. Ripple effect pattern RP02 is an effect pattern in which the first ripple display effect is executed in the second fluctuation cycle. Ripple effect pattern RP03 and ripple effect pattern RP06 are effect patterns in which the second ripple display effect is executed in the second fluctuation cycle. Ripple effect pattern RP04, ripple effect pattern RP07, and ripple effect pattern RP09 are effect patterns in which the third ripple display effect is executed in the second fluctuation cycle.

[0096] Ripple effect pattern RP11 to RP16 are effect patterns that can be selected when one or more variation games are on hold and a newly suspended variation game is to be executed. Ripple effect pattern RP17 to RP26 are effect patterns that can be selected when two or more variation games are on hold and a newly suspended variation game is to be executed. Ripple effect pattern RP27 to RP40 are effect patterns that can be selected when three variation games are on hold and a newly suspended variation game is to be executed.

[0097] Ripple effect pattern RP11 to RP13, ripple effect pattern RP17 to RP22, and ripple effect pattern RP27 to RP35 are effect patterns in which a first ripple display effect is executed in the first variation game among a plurality of variation games in which a ripple effect is executed. Ripple effect pattern RP14, ripple effect pattern RP15, ripple effect pattern RP23 to RP25, and ripple effect pattern RP36 to RP39 are effect patterns in which a second ripple display effect is executed in the first variation game among a plurality of variation games in which a ripple effect is executed. Ripple effect pattern RP16, ripple effect pattern RP26, and ripple effect pattern RP40 are effect patterns in which a third ripple display effect is executed in the first variation game among a plurality of variation games in which a ripple effect is executed.

[0098] Ripple effect pattern RP11, ripple effect pattern RP17 to ripple effect pattern RP19, and ripple effect pattern RP27 to ripple effect pattern RP31 are effect patterns in which a first ripple display effect is executed in the second variation game among a plurality of variation games in which a ripple effect is executed. Ripple effect pattern RP12, ripple effect pattern RP14, ripple effect pattern RP20, ripple effect pattern RP21, ripple effect pattern RP23, ripple effect pattern RP24, ripple effect pattern RP32 to ripple effect pattern RP34, and ripple effect pattern RP36 to ripple effect pattern RP38 are effect patterns in which a second ripple display effect is executed in the second variation game among a plurality of variation games in which a ripple effect is executed. Ripple effect pattern RP13, ripple effect pattern RP15, ripple effect pattern RP16, ripple effect pattern RP22, ripple effect pattern RP25, ripple effect pattern RP26, ripple effect pattern RP35, ripple effect pattern RP39, and ripple effect pattern RP40 are effect patterns in which the third ripple display effect is executed in the second variation game among multiple variation games in which ripple effects are executed.

[0099] The ripple effect pattern RP17 and the ripple effect patterns RP27 to RP29 are effect patterns in which the first ripple display effect is executed in the third variation game among a plurality of variation games in which the ripple effect is executed. The ripple effect pattern RP18, the ripple effect pattern RP20, the ripple effect pattern RP23, the ripple effect patterns RP30 to RP33, the ripple effect pattern RP36, and the ripple effect pattern RP37 are effect patterns in which the second ripple display effect is executed in the third variation game among a plurality of variation games in which the ripple effect is executed. Ripple effect pattern RP19, ripple effect pattern RP21, ripple effect pattern RP22, ripple effect pattern RP24 to ripple effect pattern RP26, ripple effect pattern RP34, ripple effect pattern RP35, and ripple effect pattern RP38 to ripple effect pattern RP40 are effect patterns in which a third ripple display effect is executed in the third variation game among multiple variation games in which ripple effects are executed.

[0100] Ripple effect pattern RP27 is an effect pattern in which a first ripple display effect is executed in the fourth variation game among a plurality of variation games in which the ripple effect is executed. Ripple effect pattern RP28, ripple effect pattern RP30, ripple effect pattern RP32, and ripple effect pattern RP36 are effect patterns in which a second ripple display effect is executed in the fourth variation game among a plurality of variation games in which the ripple effect is executed. Ripple effect pattern RP29, ripple effect pattern RP31, ripple effect patterns RP33 to RP35, and ripple effect patterns RP37 to RP40 are effect patterns in which a third ripple display effect is executed in the fourth variation game.

[0101] In this way, one ripple effect is composed of a first ripple display effect, a second ripple display effect, and a third ripple display effect. In one ripple effect, after the first ripple display effect is executed, the first ripple display effect, the second ripple display effect, and the third ripple display effect may be executed. Also, in one ripple effect, after the second ripple display effect is executed, the second ripple display effect and the third ripple display effect may be executed. Also, in one ripple effect, after the third ripple display effect is executed, only the third ripple display effect may be executed out of the first ripple display effect, the second ripple display effect, and the third ripple display effect.

[0102] Next, the countdown effect will be described. The countdown effect is an effect that suggests or notifies the probability of a jackpot in the variable game that is to be executed. As an example, the variable game that is to be executed with the countdown effect is a variable game that is currently being executed or a variable game that is on hold. The countdown effect is an effect that can be executed over multiple variable cycles in one pseudo-consecutive variable game. The countdown effect is an effect that can be executed over multiple non-pseudo-consecutive variable games. The countdown effect is an example of a specific effect. In the following description, when distinguishing between a countdown effect that can be executed over multiple variable cycles and a countdown effect that can be executed over multiple variable games, they are referred to as a pseudo countdown effect and a continuous countdown effect, respectively.

[0103] As shown in FIGS. 9 and 10 , the countdown effect may include a count display effect that displays a count image. For example, the count display effect may include a first count display effect, a second count display effect, a third count display effect, a fourth count display effect, a fifth count display effect, a sixth count display effect, a seventh count display effect, an eighth count display effect, a ninth count display effect, and a tenth count display effect. The first count display effect is a display effect that displays a first count image cg1. The second count display effect is a display effect that displays a second count image cg2. The third count display effect is a display effect that displays a third count image cg3. The fourth count display effect is a display effect that displays a fourth count image cg4. The fifth count display effect is a display effect that displays a fifth count image cg5. The sixth count display effect is a display effect that displays a sixth count image cg6. The seventh count display effect is a display effect that displays a seventh count image cg7. The eighth count display effect is a display effect that displays an eighth count image cg8. The ninth count display effect is a display effect that displays a ninth count image cg9. The tenth count display effect is a display effect that displays a tenth count image cg10.

[0104] As an example, the first count image cg1 to the third count image cg3 are images that imitate the Arabic numeral "3." As an example, the fourth count image cg4 to the sixth count image cg6 are images that imitate the Arabic numeral "2." As an example, the seventh count image cg7 to the ninth count image cg9 are images that imitate the Arabic numeral "1." As an example, the tenth count image cg10 is an image that imitates the Arabic numeral "0." As an example, the first count image cg1, the fourth count image cg4, and the seventh count image cg7 are images that imitate white Arabic numerals. As an example, the second count image cg2, the fifth count image cg5, and the eighth count image cg8 are images that imitate red Arabic numerals. As an example, the third count image cg3, the sixth count image cg6, the ninth count image cg9, and the tenth count image cg10 are images that resemble golden Arabic numerals.

[0105] For example, the first count image cg1 to the tenth count image cg10 are images that suggest or notify the likelihood of a jackpot in the variable game to be executed. For example, the third count image cg3, the sixth count image cg6, the ninth count image cg9, and the tenth count image cg10 are images that suggest or notify the likelihood of a jackpot in the variable game to be executed, compared to the eighth count image cg8. For example, the eighth count image cg8 is an image that suggests or notifies the likelihood of a jackpot in the variable game to be executed, compared to the fifth count image cg5. For example, the fifth count image cg5 is an image that suggests or notifies the likelihood of a jackpot in the variable game to be executed, compared to the second count image cg2. For example, the second count image cg2 is an image that suggests or notifies the likelihood of a jackpot in the variable game to be executed, compared to the seventh count image cg7. For example, the seventh count image cg7 is an image that suggests or notifies that the likelihood of a jackpot in the variable game to be executed is higher than that of the fourth count image cg4. For example, the fourth count image cg4 is an image that suggests or notifies that the likelihood of a jackpot in the variable game to be executed is higher than that of the first count image cg1. In other words, the count images suggest or notify that the likelihood of a jackpot in the variable game to be executed is higher in the following order: the third count image cg3, the sixth count image cg6, the ninth count image cg9, and the tenth count image cg10 > the eighth count image cg8 > the fifth count image cg5 > the second count image cg2 > the seventh count image cg7 > the fourth count image cg4 > the first count image cg1. The third count image cg3, the sixth count image cg6, the ninth count image cg9, and the tenth count image cg10 are images that suggest or notify that the variable game to be executed will be a jackpot.

[0106] As shown in Figures 11, 12, and 13, the countdown effect is composed of one or more countdown display effects. The number of countdown display effects and the type of countdown display effects that make up the countdown effect vary depending on the effect pattern. As an example, the countdown effect patterns include effect patterns that can be selected in pseudo countdown effects and effect patterns that can be selected in continuous countdown effects. As an example, the presentation patterns that can be selected in the pseudo countdown presentation include countdown presentation pattern CP01, countdown presentation pattern CP02, countdown presentation pattern CP03, countdown presentation pattern CP04, countdown presentation pattern CP05, countdown presentation pattern CP06, countdown presentation pattern CP07, countdown presentation pattern CP08, countdown presentation pattern CP09, countdown presentation pattern CP10, countdown presentation pattern CP11, countdown presentation pattern CP12, countdown presentation pattern CP13, countdown presentation pattern CP14, countdown presentation pattern CP15, countdown presentation pattern CP16, and countdown presentation pattern CP17.

[0107] As an example, the effect patterns that can be selected in the continuous countdown effect include countdown effect pattern CP21, countdown effect pattern CP22, countdown effect pattern CP23, countdown effect pattern CP24, countdown effect pattern CP25, countdown effect pattern CP26, countdown effect pattern CP27, countdown effect pattern CP28, countdown effect pattern CP29, countdown effect pattern CP30, countdown effect pattern CP31, countdown effect pattern CP32, countdown effect pattern CP33, countdown effect pattern CP34, countdown effect pattern CP35, and countdown effect pattern CP36. There are countdown performance pattern CP36, countdown performance pattern CP37, countdown performance pattern CP38, countdown performance pattern CP39, countdown performance pattern CP40, countdown performance pattern CP41, countdown performance pattern CP42, countdown performance pattern CP43, countdown performance pattern CP44, countdown performance pattern CP45, countdown performance pattern CP46, countdown performance pattern CP47, countdown performance pattern CP48, countdown performance pattern CP49, countdown performance pattern CP50, countdown performance pattern CP51, countdown performance pattern CP52, and countdown performance pattern CP53.

[0108] Countdown effect pattern CP01 is an effect pattern that can be selected when a variation game based on a variation pattern associated with two variation cycles is to be executed. Countdown effect pattern CP02 to countdown effect pattern CP17 are effect patterns that can be selected when a variation game based on a variation pattern associated with three variation cycles is to be executed. Countdown effect pattern CP01 to countdown effect pattern CP07 and countdown effect pattern CP12 to countdown effect pattern CP14 are effect patterns in which a first count display effect is executed in the first variation cycle. Countdown effect pattern CP08 to countdown effect pattern CP10, countdown effect pattern CP15, and countdown effect pattern CP16 are effect patterns in which a second count display effect is executed in the first variation cycle. Countdown effect pattern CP11 and countdown effect pattern CP17 are effect patterns in which a third count display effect is executed in the first variation cycle.

[0109] Countdown effect patterns CP01 to CP04 and countdown effect pattern CP12 are effect patterns in which a fourth count display effect is executed in the second fluctuation cycle. Countdown effect patterns CP05, countdown effect pattern CP06, countdown effect pattern CP08, countdown effect pattern CP09, countdown effect pattern CP13, and countdown effect pattern CP15 are effect patterns in which a fifth count display effect is executed in the second fluctuation cycle. Countdown effect patterns CP07, countdown effect pattern CP10, countdown effect pattern CP11, countdown effect pattern CP14, countdown effect pattern CP16, and countdown effect pattern CP17 are effect patterns in which a sixth count display effect is executed in the second fluctuation cycle.

[0110] Countdown effect pattern CP02 is an effect pattern in which a seventh count display effect is executed in the third fluctuation cycle. Countdown effect pattern CP03, countdown effect pattern CP05, and countdown effect pattern CP08 are effect patterns in which an eighth count display effect is executed in the third fluctuation cycle. Countdown effect pattern CP04, countdown effect pattern CP06, countdown effect pattern CP07, and countdown effect patterns CP09 to CP11 are effect patterns in which a ninth count display effect is executed in the third fluctuation cycle. Countdown effect pattern CP12 to countdown effect pattern CP17 are effect patterns in which a tenth count display effect is executed in the third fluctuation cycle.

[0111] Countdown effect pattern CP21, countdown effect pattern CP22, countdown effect pattern CP33 to countdown effect pattern CP38, and countdown effect pattern CP45 to countdown effect pattern CP47 are effect patterns that can be selected when a newly suspended variable game is to be executed in a situation where one or more variable games are suspended. Countdown effect pattern CP23 to countdown effect pattern CP32, countdown effect pattern CP39 to countdown effect pattern CP44, and countdown effect pattern CP48 to countdown effect pattern CP53 are effect patterns that can be selected when a newly suspended variable game is to be executed in a situation where two or more variable games are suspended.

[0112] Countdown effect pattern CP22 to countdown effect pattern CP28, countdown effect pattern CP45, and countdown effect pattern CP48 to countdown effect pattern CP50 are effect patterns in which a first countdown display effect is executed in the first variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP29 to countdown effect pattern CP31, countdown effect pattern CP46, countdown effect pattern CP51, and countdown effect pattern CP52 are effect patterns in which a second countdown display effect is executed in the first variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP32, countdown effect pattern CP47, and countdown effect pattern CP53 are effect patterns in which a third countdown display effect is executed in the first variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP21, countdown effect pattern CP36, and countdown effect patterns CP39 to CP41 are effect patterns in which a fourth countdown display effect is executed in the first variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP37, countdown effect pattern CP42, and countdown effect pattern CP43 are effect patterns in which a fifth countdown display effect is executed in the first variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP38 and countdown effect pattern CP44 are effect patterns in which a sixth countdown display effect is executed in the first variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP33 is an effect pattern in which a seventh countdown display effect is executed in the first variation game among a plurality of variation games in which a countdown effect is executed.Countdown effect pattern CP34 is a effect pattern in which the eighth count display effect is executed in the first variation game among a plurality of variation games in which the countdown effect is executed. Countdown effect pattern CP35 is a effect pattern in which the ninth count display effect is executed in the first variation game among a plurality of variation games in which the countdown effect is executed.

[0113] Countdown effect patterns CP22 to CP25 and countdown effect pattern CP48 are effect patterns in which a fourth count display effect is executed in the second variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect patterns CP26, countdown effect pattern CP27, countdown effect pattern CP29, countdown effect pattern CP30, countdown effect pattern CP49, and countdown effect pattern CP51 are effect patterns in which a fifth count display effect is executed in the second variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect patterns CP28, countdown effect pattern CP31, countdown effect pattern CP32, countdown effect pattern CP50, countdown effect pattern CP52, and countdown effect pattern CP53 are effect patterns in which a sixth count display effect is executed in the second variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP21 and countdown effect pattern CP39 are effect patterns in which a seventh count display effect is executed in the second variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP40 and countdown effect pattern CP42 are effect patterns in which an eighth count display effect is executed in the second variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP41, countdown effect pattern CP43, and countdown effect pattern CP44 are effect patterns in which a ninth count display effect is executed in the second variation game among a plurality of variation games in which a countdown effect is executed.Countdown effect pattern CP33 to countdown effect pattern CP38, and countdown effect pattern CP45 to countdown effect pattern CP47 are effect patterns in which the 10th count display effect is executed in the second variation game among multiple variation games in which the countdown effect is executed.

[0114] Countdown effect pattern CP23 is an effect pattern in which a seventh count display effect is executed in the third variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP24, countdown effect pattern CP26, and countdown effect pattern CP29 are effect patterns in which an eighth count display effect is executed in the third variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP25, countdown effect pattern CP27, countdown effect pattern CP28, and countdown effect patterns CP30 to CP32 are effect patterns in which a ninth count display effect is executed in the third variation game among a plurality of variation games in which a countdown effect is executed. Countdown effect pattern CP39 to countdown effect pattern CP44, and countdown effect pattern CP48 to countdown effect pattern CP53 are effect patterns in which a tenth count display effect is executed in the third variation game among a plurality of variation games in which a countdown effect is executed.

[0115] Thus, in the countdown performance of 1, after a countdown performance displaying an image imitating red Arabic numerals, a countdown performance displaying an image imitating white Arabic numerals is not executed. Furthermore, in the countdown performance of 1, after a countdown performance displaying an image imitating gold Arabic numerals, a countdown performance displaying an image imitating white Arabic numerals and a countdown performance displaying an image imitating red Arabic numerals are not executed. Furthermore, in the countdown performance of 1, after a countdown performance displaying an image imitating a specific Arabic numeral, a countdown performance displaying an image imitating the same Arabic numeral is not executed. Furthermore, in the countdown performance of 1, after a countdown performance displaying an image imitating the Arabic numeral "2," a countdown performance displaying an image imitating the Arabic numeral "3" is not executed. Furthermore, in the countdown performance of 1, after a countdown performance displaying an image imitating the Arabic numeral "1," a countdown performance displaying an image imitating the Arabic numeral "2" and a countdown performance displaying an image imitating the Arabic numeral "3" are not executed. Also, in the countdown performance of 1, the count display performance that displays an image that resembles the Arabic numeral "0" is not executed after the count display performance.

[0116] That is, in one countdown performance, after the first count display performance is executed, the fourth count display performance, the fifth count display performance, the sixth count display performance, the seventh count display performance, the eighth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In one countdown performance, after the second count display performance is executed, the fifth count display performance, the sixth count display performance, the eighth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In one countdown performance, after the third count display performance is executed, the sixth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In one countdown performance, after the fourth count display performance is executed, the seventh count display performance, the eighth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In one countdown performance, after the fifth count display performance is executed, the eighth count display performance, the ninth count display performance, or the tenth count display performance may be executed. In one countdown performance, after the sixth count display performance is executed, the ninth count display performance or the tenth count display performance may be executed. In one countdown performance, after the seventh count display performance is executed, the tenth count display performance may be executed. In one countdown performance, after the eighth count display performance is executed, the tenth count display performance may be executed. In one countdown performance, after the ninth count display performance is executed, the tenth count display performance may be executed.

[0117] Next, the curtain effects will be described. A curtain effect is an effect that suggests or notifies the probability of a jackpot in the variable game that is the subject of execution. As an example, the variable game that is the subject of execution of a curtain effect is a variable game that is currently being executed. A curtain effect is an effect that can be executed in a non-pseudo consecutive variable game. A curtain effect is an effect that can be executed in each of multiple variable cycles in a pseudo consecutive variable game. A curtain effect is an example of a special effect that is different from a specific effect.

[0118] As shown in FIG. 14, the curtain effects may include curtain display effects that display curtain images. As an example, the curtain display effects include a first curtain display effect, a second curtain display effect, and a third curtain display effect. The first curtain display effect is a display effect that displays a first curtain image mg1. The second curtain display effect is a display effect that displays a second curtain image mg2. The third curtain display effect is a display effect that displays a third curtain image mg3. As an example, the first curtain image mg1 is an image that resembles a white curtain. As an example, the second curtain image mg2 is an image that resembles a red curtain. As an example, the third curtain image mg3 is an image that resembles a gold curtain. The first curtain image mg1 to the third curtain image mg3 are images that suggest or notify the probability of a jackpot in the variable game to be executed. As an example, the third curtain image mg3 is an image that suggests or notifies the probability of a jackpot in the variable game to be executed that is higher than the second curtain image mg2. For example, the second-act image mg2 is an image that suggests or notifies that the variable game to be executed has a higher chance of winning than the first-act image mg1, and the third-act image mg3 is an image that suggests or notifies that the variable game to be executed will win a jackpot.

[0119] As shown in Figure 15, a curtain performance is composed of one curtain display performance. The type of curtain performance differs depending on the performance pattern. As an example, curtain performance patterns include curtain performance pattern MP1, curtain performance pattern MP2, and curtain performance pattern MP3. Curtain performance pattern MP1 is a performance pattern in which a first curtain display performance is to be executed. Curtain performance pattern MP2 is a performance pattern in which a second curtain display performance is to be executed. Curtain performance pattern MP3 is a performance pattern in which a third curtain display performance is to be executed.

[0120] Next, the effect customization function provided in the pachinko gaming machine 10 will be described. The customization function is a function that enables customization of effects. The pachinko gaming machine 10 is provided with the customization function, so that the effects can be customized.

[0121] As shown in Figures 16 and 17, when the effect button BT is operated, a customized effect is executed in the effect display device EH. As an example, the customized effect may include a display effect that displays an item image in the display area R of the effect display device EH. As an example, the item image is an image related to a customizable effect. As an example, in the customized effect, multiple item images are displayed. Each of the multiple item images corresponds to a different customizable effect. As an example, the item images may include a first item image kg1 corresponding to a ripple effect. As an example, the first item image kg1 is an image that resembles the character string "ripple effect." As an example, the item images may include a second item image kg2 corresponding to a countdown effect. As an example, the second item image kg2 is an image that resembles the character string "countdown effect." As an example, the item images may include a third item image kg3 corresponding to a curtain effect. As an example, the third item image kg3 is an image that resembles the character string "curtain effect."

[0122] As an example, when a plurality of item images are displayed, operating the cross button JB allows a predetermined item image to be selected. Specifically, when a plurality of item images are displayed, operating the up button JBu or down button JBd of the cross button JB allows the selected item image to be changed to another item image. That is, when a plurality of item images are displayed and the first item image kg1 is selected, operating the down button JBd of the cross button JB changes the selected item image from the first item image kg1 to the second item image kg2. Also, when a plurality of item images are displayed and the second item image kg2 is selected, operating the down button JBd of the cross button JB changes the selected item image from the second item image kg2 to the third item image kg3. Also, when a plurality of item images are displayed and the third item image kg3 is selected, operating the down button JBd of the cross button JB changes the selected item image from the third item image kg3 to the first item image kg1. Furthermore, when a plurality of item images are displayed and the first item image kg1 is selected, operating the up button JBu of the cross button JB changes the selected item image from the first item image kg1 to the third item image kg3. When a plurality of item images are displayed and the second item image kg2 is selected, operating the up button JBu of the cross button JB changes the selected item image from the second item image kg2 to the first item image kg1. When a plurality of item images are displayed and the third item image kg3 is selected, operating the up button JBu of the cross button JB changes the selected item image from the third item image kg3 to the second item image kg2. For example, when the customization effect is started, the first item image kg1 is selected. For example, the plurality of item images are displayed so that the selected item image can be recognized. For example, the selected item image has a different display mode from the other item images. Specifically, the selected item image is a brighter image than the other item images.

[0123] As an example, when the effect button BT is operated while multiple item images are displayed, the effect corresponding to the currently selected item image can be customized. Specifically, when the effect button BT is operated while the first item image kg1 is selected while multiple item images are displayed, the ripple effect can be customized. As an example, the ripple effect can be set to a first setting in which the execution probability of the ripple effect is 0, a second setting in which the execution probability of the ripple effect is not 0, or a third setting in which the execution probability of the ripple effect is lower than the second setting. As an example, the third setting of the ripple effect has a higher expected jackpot when executed compared to the second setting. As an example, the ripple effect is set to the second setting when power supply is started. In other words, the ripple effect can be customized from the second setting in which the execution probability of the ripple effect is not 0 to the first setting in which the execution probability of the ripple effect is 0, or to the third setting in which the expected jackpot is higher than the second setting.

[0124] During customization of the ripple effect, a first status image jg1 indicating the customization status of the ripple effect is displayed. As an example, the first status image jg1 may include an image corresponding to the first setting, an image corresponding to the second setting, and an image corresponding to the third setting. As an example, the image corresponding to the first setting is an image suggesting or notifying the first setting, in which the probability of execution of the ripple effect is 0. As an example, the image corresponding to the first setting is an image imitating the character string "OFF." As an example, the image corresponding to the second setting is an image suggesting or notifying the second setting, in which the probability of execution of the ripple effect is not 0. As an example, the image corresponding to the second setting is an image suggesting or notifying the setting in which the expected probability of a jackpot for the ripple effect is a standard value. As an example, the image corresponding to the second setting is an image imitating the character string "normal." As an example, the image corresponding to the third setting is an image suggesting or notifying the third setting, in which the expected probability of a jackpot for the ripple effect is higher than that of the second setting. As an example, the image corresponding to the third setting is an image imitating the character string "high."

[0125] As an example, the first status image jg1 is displayed so that the current setting of the ripple effect can be recognized. As an example, the first status image jg1 displays an image corresponding to the current setting in a different display mode from images corresponding to other settings. Specifically, the image corresponding to the current setting is brighter than the images corresponding to other settings. As an example, when the first status image jg1 is displayed, item images different from the first item image kg1 are hidden. In other words, when the first status image jg1 is displayed, the second item image kg2 and the third item image kg3 are hidden.

[0126] As an example, when the directional pad JB is operated while the first status image jg1 is displayed, the ripple effect setting can be changed. Specifically, when the left button JBl or the right button JBr of the directional pad JB is operated while the first status image jg1 is displayed, the ripple effect setting can be changed. As an example, when the right button JBr of the directional pad JB is operated while the ripple effect setting is the first setting while the first status image jg1 is displayed, the ripple effect setting can be changed to the second setting. Also, when the right button JBr of the directional pad JB is operated while the ripple effect setting is the second setting while the first status image jg1 is displayed, the ripple effect setting can be changed to the third setting. Also, when the right button JBr of the directional pad JB is operated while the ripple effect setting is the third setting while the first status image jg1 is displayed, the ripple effect setting can be changed to the first setting. Also, when the left button JBl of the directional pad JB is operated while the first status image jg1 is displayed, the ripple effect setting can be changed to the third setting. Furthermore, while the first status image jg1 is displayed, if the left button JBl of the directional pad JB is operated when the ripple effect setting is set to Setting 2, the ripple effect setting can be switched to Setting 1. Furthermore, while the first status image jg1 is displayed, if the left button JBl of the directional pad JB is operated when the ripple effect setting is set to Setting 3, the ripple effect setting can be switched to Setting 2.

[0127] When the effect button BT is operated while the second item image kg2 is selected while multiple item images are displayed, the countdown effect can be customized. As an example, the countdown effect can be set to a first setting in which the execution probability of the countdown effect is 0, a second setting in which the execution probability of the countdown effect is not 0, or a third setting in which the execution probability of the countdown effect is lower than the second setting. As an example, the third setting of the countdown effect has a higher expectation of a jackpot when executed compared to the second setting. As an example, the countdown effect is set to the second setting when power supply is started. In other words, the countdown effect can be customized from the second setting in which the execution probability of the countdown effect is not 0 to the first setting in which the execution probability of the countdown effect is 0, or to the third setting in which the expectation of a jackpot is higher than the second setting.

[0128] During customization of the countdown effect, a second status image jg2 indicating the customization status of the countdown effect is displayed. As an example, the second status image jg2 may include an image corresponding to the first setting, an image corresponding to the second setting, and an image corresponding to the third setting. As an example, the image corresponding to the first setting is an image suggesting or notifying the first setting, in which the execution probability of the countdown effect is 0. As an example, the image corresponding to the first setting is an image imitating the character string "OFF." As an example, the image corresponding to the second setting is an image suggesting or notifying the second setting, in which the execution probability of the countdown effect is not 0. As an example, the image corresponding to the second setting is an image suggesting or notifying the setting in which the jackpot expectation of the countdown effect is a standard value. As an example, the image corresponding to the second setting is an image imitating the character string "Normal." As an example, the image corresponding to the third setting is an image suggesting or notifying the third setting, in which the jackpot expectation of the countdown effect is higher than that of the second setting. As an example, the image corresponding to the third setting is an image imitating the character string "High."

[0129] As an example, the second status image jg2 is displayed so that the current setting of the countdown effect can be recognized. As an example, the second status image jg2 displays an image corresponding to the current setting in a different display mode from images corresponding to other settings. Specifically, the image corresponding to the current setting is brighter than the images corresponding to other settings. As an example, when the second status image jg2 is displayed, item images different from the second item image kg2 are hidden. In other words, when the second status image jg2 is displayed, the first item image kg1 and the third item image kg3 are hidden.

[0130] As an example, when the cross button JB is operated while the second status image jg2 is displayed, the countdown effect setting can be changed. Specifically, when the left button JBl or right button JBr of the cross button JB is operated while the second status image jg2 is displayed, the countdown effect setting can be changed. As an example, when the right button JBr of the cross button JB is operated while the countdown effect setting is the first setting while the second status image jg2 is displayed, the countdown effect setting can be changed to the second setting. Furthermore, when the right button JBr of the cross button JB is operated while the countdown effect setting is the second setting while the second status image jg2 is displayed, the countdown effect setting can be changed to the third setting. Furthermore, when the right button JBr of the cross button JB is operated while the countdown effect setting is the third setting while the second status image jg2 is displayed, the countdown effect setting can be changed to the first setting. Furthermore, when the left button JBl of the cross button JB is operated while the second status image jg2 is displayed, the countdown effect setting can be changed to the third setting while the second status image jg2 is displayed, the countdown effect setting can be changed to the first setting. Furthermore, while the second status image jg2 is being displayed, if the left button JBl of the directional pad JB is operated when the countdown effect is set to Setting 2, the countdown effect setting can be switched to Setting 1. Furthermore, while the second status image jg2 is being displayed, if the left button JBl of the directional pad JB is operated when the countdown effect is set to Setting 3, the countdown effect setting can be switched to Setting 2.

[0131] When the effect button BT is operated while the third item image kg3 is selected while multiple item images are displayed, the curtain effect can be customized. As an example, the curtain effect can be set to a first setting in which the execution probability of the curtain effect is 0, a second setting in which the execution probability of the curtain effect is not 0, and a third setting in which the execution probability of the curtain effect is higher than that of the second setting. As an example, the third setting of the curtain effect is a setting in which the execution probability of the curtain effect based on the curtain effect pattern MP3 is higher than that of the second setting. As an example, the curtain effect is set to the second setting when power supply is started. In other words, the curtain effect can be customized from the second setting in which the execution probability of the curtain effect is not 0 to the first setting in which the execution probability of the curtain effect is 0, or to the third setting in which the execution probability of the curtain effect is higher than that of the second setting.

[0132] During customization of the curtain effect, a third status image jg3 indicating the customization status of the curtain effect is displayed. As an example, the third status image jg3 may include an image corresponding to the first setting, an image corresponding to the second setting, and an image corresponding to the third setting. As an example, the image corresponding to the first setting is an image suggesting or notifying the first setting, in which the execution probability of the curtain effect is 0. As an example, the image corresponding to the first setting is an image imitating the string "OFF." As an example, the image corresponding to the second setting is an image suggesting or notifying the second setting, in which the execution probability of the curtain effect is not 0. As an example, the image corresponding to the second setting is an image suggesting or notifying the setting, in which the execution probability of the curtain effect is a standard value. As an example, the image corresponding to the second setting is an image imitating the string "Normal." As an example, the image corresponding to the third setting is an image suggesting or notifying the third setting, in which the execution probability of the curtain effect is higher than that of the second setting. As an example, the image corresponding to the third setting is an image imitating the string "High."

[0133] As an example, the third status image jg3 is displayed so that the current setting of the curtain effect can be recognized. As an example, the third status image jg3 displays an image corresponding to the current setting in a different display mode from images corresponding to other settings. Specifically, the image corresponding to the current setting is brighter than the images corresponding to other settings. As an example, when the third status image jg3 is displayed, item images different from the third item image kg3 are hidden. In other words, when the third status image jg3 is displayed, the first item image kg1 and the second item image kg2 are hidden.

[0134] As an example, when the cross button JB is operated while the third status image jg3 is displayed, the setting of the curtain effect can be changed. Specifically, when the left button JBl or the right button JBr of the cross button JB is operated while the third status image jg3 is displayed, the setting of the curtain effect can be changed. As an example, when the right button JBr of the cross button JB is operated while the third status image jg3 is displayed and the setting of the curtain effect is the first setting, the setting of the curtain effect can be changed to the second setting. Also, when the right button JBr of the cross button JB is operated while the third status image jg3 is displayed and the setting of the curtain effect is the second setting, the setting of the curtain effect can be changed to the third setting. Also, when the right button JBr of the cross button JB is operated while the third status image jg3 is displayed and the setting of the curtain effect is the third setting, the setting of the curtain effect can be changed to the first setting. Also, when the left button JBl of the cross button JB is operated while the third status image jg3 is displayed and the setting of the curtain effect is the first setting, the setting of the curtain effect can be changed to the third setting. Furthermore, while the third status image jg3 is being displayed, if the left button JBl of the directional pad JB is operated when the curtain effect setting is Setting 2, the curtain effect setting can be switched to Setting 1. Furthermore, while the third status image jg3 is being displayed, if the left button JBl of the directional pad JB is operated when the curtain effect setting is Setting 3, the curtain effect setting can be switched to Setting 2.

[0135] Next, the control for displaying the various effects will be described. First, the control executed by the sub-CPU 51 to determine whether or not to execute a ripple effect and the effect pattern when the ripple effect is executed will be described.

[0136] First, the control executed by the sub-CPU 51 to determine whether or not to execute the continuous ripple effect and the effect pattern when the continuous ripple effect is executed will be described. As an example, when the sub-CPU 51 inputs a look-ahead command and a first reserved number command, it determines whether or not to execute the continuous ripple effect based on the type of fluctuation pattern identified from the look-ahead command, the first reserved number identified from the first reserved number command, and the first setting information stored in the sub-RAM 53. The first setting information is information that can identify the customization status of the ripple effect. As an example, the sub-CPU 51 determines not to execute the continuous ripple effect when the first setting information is information that can identify the first setting. As an example, the sub-CPU 51 performs a lottery to execute the continuous ripple effect when the first setting information is information that can identify the second setting or the third setting. As an example, the sub-CPU 51 determines to execute the continuous ripple effect when the lottery to execute the continuous ripple effect is won. On the other hand, the sub-CPU 51 determines not to execute the continuous ripple effect when the lottery to execute the continuous ripple effect is not won.

[0137] As an example, the sub-CPU 51 executes a lottery to execute the continuous ripple effect with a winning probability according to the first reserved number and the type of variation pattern. As an example, when the first reserved number is 1, the winning probability is zero regardless of the type of variation pattern. Note that when the first reserved number is 1, the sub-CPU 51 may determine not to execute the continuous ripple effect without executing a lottery to execute the continuous ripple effect regardless of the type of variation pattern, and may determine not to execute the continuous ripple effect without executing a lottery to execute the continuous ripple effect in the case of some variation patterns. As an example, among the variation patterns in which it is determined not to execute the continuous ripple effect without executing a lottery to execute the continuous ripple effect, there are variation patterns in which it is possible to recognize that a loss has occurred before or during the execution of a ripple display effect included in the continuous ripple effect, assuming that the continuous ripple effect has been executed. In other words, a variation pattern in which it is decided not to execute the continuous ripple effect without holding a lottery to execute the continuous ripple effect is a variation pattern in which, assuming that the continuous ripple effect is executed, at least the left and right columns of the effect patterns in all columns are displayed stopped before the execution of the ripple display effect included in the continuous ripple effect or during the execution of the ripple display effect.

[0138] As an example, when the first reserved number is two or more and the variation pattern is associated with two or more variation cycles, the winning probability is zero. In other words, the continuous ripple effect is not executed for a variation game with a variation pattern with two or more variation cycles. As an example, when the first reserved number is two or more and the variation pattern is associated with one variation cycle, the winning probability is an arbitrary positive number equal to or less than one. In other words, when the first reserved number is two or more, the sub-CPU 51 can determine the execution of the continuous ripple effect for a variation game with a variation pattern with one variation cycle. As an example, when the first reserved number is two or more and the variation pattern is associated with one variation cycle, the winning probability varies depending on the variation content. In other words, the sub-CPU 51 determines the execution of the continuous ripple effect based on the winning probability according to the variation content. As an example, when the first reserved number is two and the variation pattern is associated with one variation cycle, the winning probability is higher when the variation content is a jackpot than when the variation content is a loss. As an example, when the first reserved number is 2 or more and the variation pattern is associated with one variation cycle, the probability of winning is higher when the variation content includes a reach effect than when the variation content does not include a reach effect.As an example, when the first reserved number is 2 or more and the variation pattern is associated with one variation cycle, the probability of winning is higher when the variation content includes an SR effect than when the variation content includes an NR effect.

[0139] As an example, the winning probability when the first reserved number is 2 or more differs when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. In other words, the sub-CPU 51 may determine to execute the continuous ripple effect with different winning probabilities when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. As an example, the winning probability when the first reserved number is 2 may be higher than the winning probability when the first reserved number is 3, or may be lower than the winning probability when the first reserved number is 3. As an example, the winning probability when the first reserved number is 2 may be higher than the winning probability when the first reserved number is 4, or may be lower than the winning probability when the first reserved number is 4. As an example, the winning probability when the first reserved number is 3 may be higher than the winning probability when the first reserved number is 4, or may be lower than the winning probability when the first reserved number is 4. Note that the winning probability may be the same when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. In other words, when the first reserved number is 2 or more, the sub-CPU 51 may determine to execute the continuous ripple effect with the same winning probability regardless of the first reserved number. Also, the winning probability may be the same when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. In other words, the sub-CPU 51 may determine to execute the continuous ripple effect with the same winning probability in some cases when the first reserved number is 2 or more. As an example, the winning probability when the first reserved number is 2 may be the same as the winning probability when the first reserved number is 3, or may be the same as the winning probability when the first reserved number is 4. As an example, the winning probability when the first reserved number is 3 may be the same as the winning probability when the first reserved number is 4.

[0140] As an example, when the first setting information is information that can identify the third setting, the sub-CPU 51 executes a lottery to execute the continuous ripple effect so that the likelihood of a jackpot is higher than when the information is information that can identify the second setting. As an example, when the first setting information is information that can identify the third setting, the sub-CPU 51 executes a lottery to execute the continuous ripple effect so that the probability of winning in the case of a miss variation pattern is lower than when the information is information that can identify the second setting. Note that when the first setting information is information that can identify the third setting, the sub-CPU 51 may execute a lottery to execute the continuous ripple effect so that the probability of winning in the case of a jackpot variation pattern is higher than when the information is information that can identify the second setting, so that the likelihood of a jackpot for the continuous ripple effect is higher when the first setting information is information that can identify the third setting.

[0141] When it is decided to execute the continuous ripple effect, the sub-CPU 51 determines the effect pattern of the continuous ripple effect based on the type of variation pattern specified from the look-ahead command, the first reserved number specified from the first reserved number command, and the first setting information stored in the sub-RAM 53. As an example, when the first reserved number is 2, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from ripple effect pattern RP11 to ripple effect pattern RP16. As an example, when the variation pattern is a jackpot variation pattern, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from ripple effect pattern RP11 to ripple effect pattern RP16. On the other hand, when the variation pattern is a miss variation pattern, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from ripple effect pattern RP11, ripple effect pattern RP12, and ripple effect pattern RP14. As an example, the sub-CPU 51 determines the effect pattern of the continuous ripple effect so that the probability of a jackpot increases in the order of ripple effect pattern RP11 < ripple effect pattern RP12 < ripple effect pattern RP14. As an example, when the first setting information is information that can identify the third setting, the sub-CPU 51 determines the presentation pattern of the continuous ripple presentation so that the probability of a jackpot for the ripple presentation pattern RP12 and the ripple presentation pattern RP14 is higher than when the first setting information is information that can identify the second setting.

[0142] As an example, when the first reserved number is 3, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from ripple effect pattern RP11 to ripple effect pattern RP26. As an example, when the jackpot fluctuation pattern is selected, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from ripple effect pattern RP11 to ripple effect pattern RP26. On the other hand, when the loss fluctuation pattern is selected, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from ripple effect pattern RP11, ripple effect pattern RP12, ripple effect pattern RP14, ripple effect pattern RP17, ripple effect pattern RP18, ripple effect pattern RP20, and ripple effect pattern RP23. As an example, the sub-CPU 51 determines the effect pattern of the continuous ripple effect so that the jackpot expectation increases in the order of ripple effect pattern RP11<ripple effect pattern RP17<ripple effect pattern RP12<ripple effect pattern RP18<ripple effect pattern RP20<ripple effect pattern RP14<ripple effect pattern RP23. As an example, the sub-CPU 51 determines the effect pattern when the first reserved number is 3 so that the effect pattern that cannot be determined when the first reserved number is 2 has a higher determination rate than the effect pattern that can be determined when the first reserved number is 2. As an example, when the first setting information is information that can identify the third setting, the sub-CPU 51 determines the effect pattern of the continuous ripple effect so that the jackpot expectancy of ripple effect pattern RP17, ripple effect pattern RP12, ripple effect pattern RP18, ripple effect pattern RP20, ripple effect pattern RP14, and ripple effect pattern RP23 is higher than when the first setting information is information that can identify the second setting.

[0143] As an example, when the first reserved number is 4, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from the ripple effect pattern RP11 to the ripple effect pattern RP40. As an example, when the pattern is a big hit fluctuation pattern, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from the ripple effect pattern RP11 to the ripple effect pattern RP40. On the other hand, when the pattern is a miss fluctuation pattern, the sub-CPU 51 determines the effect pattern of the continuous ripple effect from the ripple effect pattern RP11, the ripple effect pattern RP12, the ripple effect pattern RP14, the ripple effect pattern RP17, the ripple effect pattern RP18, the ripple effect pattern RP20, the ripple effect pattern RP23, the ripple effect pattern RP27, the ripple effect pattern RP28, the ripple effect pattern RP30, and the ripple effect pattern RP32. As an example, the sub-CPU 51 determines the effect pattern of the continuous ripple effect so that the likelihood of a jackpot increases in the following order: ripple effect pattern RP11<ripple effect pattern RP17<ripple effect pattern RP12<ripple effect pattern RP18<ripple effect pattern RP28<ripple effect pattern RP30<ripple effect pattern RP20<ripple effect pattern RP32<ripple effect pattern RP14<ripple effect pattern RP23<ripple effect pattern RP27. As an example, the sub-CPU 51 determines the effect pattern when the first reserved number is 4 so that the effect patterns that cannot be determined when the first reserved number is 3 or less have a higher determination rate than the effect patterns that can be determined when the first reserved number is 3 or less. As an example, when the first setting information is information that can identify the third setting, the sub-CPU 51 determines the presentation pattern of the continuous ripple presentation so that the expected probability of a jackpot for ripple presentation pattern RP17, ripple presentation pattern RP12, ripple presentation pattern RP18, ripple presentation pattern RP28, ripple presentation pattern RP30, ripple presentation pattern RP20, ripple presentation pattern RP32, ripple presentation pattern RP14, ripple presentation pattern RP23, and ripple presentation pattern RP27 is higher than when the first setting information is information that can identify the second setting.

[0144] Next, the control executed by the sub-CPU 51 to determine whether or not to execute the pseudo-ripple effect and the effect pattern when the pseudo-ripple effect is executed will be described. Also, as an example, when the sub-CPU 51 inputs a fluctuation start command, it determines whether or not to execute a pseudo-ripple effect based on the type of fluctuation pattern identified from the fluctuation start command and the first setting information stored in the sub-RAM 53. At this time, if the continuous ripple effect is being executed, or if the execution of the continuous ripple effect has been determined but has not yet been executed, the sub-CPU 51 determines not to execute the pseudo-ripple effect. As an example, the sub-CPU 51 determines not to execute the pseudo-ripple effect if the first setting information is information that can identify the first setting. As an example, the sub-CPU 51 performs a lottery to execute the pseudo-ripple effect if the first setting information is information that can identify the second setting or the third setting. As an example, the sub-CPU 51 determines to execute the pseudo-ripple effect if the lottery to execute the pseudo-ripple effect is won. On the other hand, the sub-CPU 51 determines not to execute the pseudo-ripple effect if the lottery to execute the pseudo-ripple effect is not won.

[0145] As an example, the sub-CPU 51 executes a lottery to execute the pseudo-ripple effect with a winning probability according to the type of variation pattern. As an example, the winning probability is zero when the variation pattern is associated with three or more variation cycles. Note that the sub-CPU 51 may decide not to execute the pseudo-ripple effect without executing a lottery to execute the pseudo-ripple effect when the variation pattern is associated with three or more variation cycles. As an example, the winning probability is a positive number of one or less when the variation pattern is associated with two or less variation cycles.

[0146] As an example, the winning probability when a variation pattern is associated with two or less variation cycles differs depending on the variation content of the final variation cycle. As an example, the winning probability when a variation pattern is associated with two or less variation cycles is higher when the variation content is a jackpot than when the variation content is a miss. As an example, the winning probability when a variation pattern is associated with two or less variation cycles is higher when the variation content includes a reach effect than when the variation content does not include a reach effect. As an example, the winning probability when a variation pattern is associated with two or less variation cycles is higher when the variation content includes an SR effect than when the variation content includes an NR effect.

[0147] As an example, the winning probability when a variation pattern is associated with two or less variation cycles differs between a variation pattern associated with one variation cycle and a variation pattern associated with two variation cycles. As an example, the winning probability when a variation pattern is associated with one variation cycle may be higher than the winning probability when a variation pattern is associated with two variation cycles, or may be lower than the winning probability when a variation pattern is associated with two variation cycles. Note that the winning probability when a variation pattern is associated with one variation cycle may be the same as the winning probability when a variation pattern is associated with two variation cycles.

[0148] As an example, when the first setting information is information that can identify the third setting, the sub-CPU 51 executes a lottery to execute the pseudo-ripple effect so that the likelihood of a jackpot is higher than when the information is information that can identify the second setting. As an example, when the first setting information is information that can identify the third setting, the sub-CPU 51 executes a lottery to execute the pseudo-ripple effect so that the probability of winning in the case of a miss variation pattern is lower than when the information is information that can identify the second setting. Note that when the first setting information is information that can identify the third setting, the sub-CPU 51 may execute a lottery to execute the pseudo-ripple effect so that the probability of winning in the case of a jackpot variation pattern is higher than when the information is information that can identify the second setting, so that the likelihood of a jackpot for the pseudo-ripple effect is higher when the first setting information is information that can identify the third setting.

[0149] When it is decided to execute the pseudo-ripple effect, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect based on the type of fluctuation pattern identified from the fluctuation start command. As an example, when the fluctuation pattern is associated with one fluctuation cycle, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect from ripple effect pattern RP01, ripple effect pattern RP05, and ripple effect pattern RP08. As an example, when the fluctuation pattern is a jackpot fluctuation pattern, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect from ripple effect pattern RP01, ripple effect pattern RP05, and ripple effect pattern RP08. On the other hand, when the fluctuation pattern is a miss fluctuation pattern, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect from ripple effect pattern RP01 and ripple effect pattern RP05. As an example, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect so that the probability of a jackpot increases in the order of ripple effect pattern RP01 < ripple effect pattern RP05. As an example, when the first setting information is information that can identify the third setting, the sub-CPU51 determines the pseudo-ripple effect pattern so that the probability of a jackpot for the ripple effect pattern RP05 is higher than when the first setting information is information that can identify the second setting.

[0150] As an example, when the variation pattern is one in which two variation cycles are associated, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect from ripple effect pattern RP02 to ripple effect pattern RP04, ripple effect pattern RP06, ripple effect pattern RP07, and ripple effect pattern RP09. As an example, when the variation pattern is a jackpot variation pattern, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect from ripple effect pattern RP02 to ripple effect pattern RP04, ripple effect pattern RP06, ripple effect pattern RP07, and ripple effect pattern RP09. On the other hand, when the variation pattern is a miss variation pattern, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect from ripple effect pattern RP02, ripple effect pattern RP03, and ripple effect pattern RP06. As an example, the sub-CPU 51 determines the effect pattern of the pseudo-ripple effect so that the probability of a jackpot increases in the order of ripple effect pattern RP02 < ripple effect pattern RP03 < ripple effect pattern RP06. As an example, when the first setting information is information that can identify the third setting, the sub-CPU 51 determines the pseudo-ripple effect pattern so that the probability of a jackpot for the ripple effect pattern RP03 and the ripple effect pattern RP06 is higher than when the first setting information is information that can identify the second setting.

[0151] Thus, among the continuous ripple effect patterns, ripple effect pattern RP13, ripple effect pattern RP15, ripple effect pattern RP16, ripple effect pattern RP19, ripple effect pattern RP21, ripple effect pattern RP22, ripple effect pattern RP24 to ripple effect pattern RP26, ripple effect pattern RP29, ripple effect pattern RP31, and ripple effect pattern RP33 to ripple effect pattern RP40 are effect patterns that can be determined only when a jackpot is reached. Furthermore, among the pseudo-ripple effect patterns, ripple effect pattern RP04 and ripple effect patterns RP07 to RP09 are effect patterns that can be determined only when a jackpot is reached. In other words, a ripple effect including a third ripple display effect can be executed only when a jackpot is reached. The third ripple display effect can be said to be an effect that allows the player to recognize that a jackpot has been reached. Furthermore, a ripple effect (continuous ripple effect) composed of four second ripple display effects can be executed only when a jackpot is reached. In other words, in the continuous ripple effect, if the second ripple display effect is executed in four consecutive variable games, it is possible to recognize that a jackpot has been reached. A ripple effect including a third ripple display effect is an example of a specific effect according to the first mode that makes it possible to recognize that a bonus will be awarded. A ripple effect (continuous ripple effect) made up of four second ripple display effects is an example of a specific effect according to the first mode that makes it possible to recognize that a bonus will be awarded. A ripple effect that does not include a third ripple display effect and is not a ripple effect made up of four second ripple display effects is an example of a specific effect according to the second mode that makes it possible to recognize the likelihood of a bonus being awarded.

[0152] Next, the control executed by the sub-CPU 51 to determine whether or not to execute a countdown effect and the effect pattern when the countdown effect is executed will be described. First, the control executed by the sub-CPU 51 to determine whether or not to execute a continuous countdown effect and the effect pattern when the continuous countdown effect is executed will be described.

[0153] As an example, when the sub-CPU 51 inputs a look-ahead command and a first reserved number command, it determines whether or not to execute a continuous countdown effect based on the type of fluctuation pattern identified from the look-ahead command, the first reserved number identified from the first reserved number command, and the second setting information stored in the sub-RAM 53. The second setting information is information that can identify the customization status of the countdown effect. As an example, the sub-CPU 51 determines not to execute a continuous countdown effect when the second setting information is information that can identify the first setting. As an example, the sub-CPU 51 performs a lottery to execute a continuous countdown effect when the second setting information is information that can identify the second setting or the third setting. As an example, the sub-CPU 51 determines to execute a continuous countdown effect when the lottery to execute the continuous countdown effect is won. On the other hand, the sub-CPU 51 determines not to execute a continuous countdown effect when the lottery to execute the continuous countdown effect is not won.

[0154] As an example, the sub-CPU 51 executes a lottery to execute a continuous countdown effect with a winning probability according to the first reserved number and the type of variation pattern. As an example, when the first reserved number is 1, the winning probability is zero regardless of the type of variation pattern. Note that when the first reserved number is 1, the sub-CPU 51 may determine not to execute the continuous countdown effect without executing a lottery to execute the continuous countdown effect regardless of the type of variation pattern, and may determine not to execute the continuous countdown effect without executing a lottery to execute the continuous countdown effect in the case of some variation patterns. As an example, among the variation patterns in which it is determined not to execute the continuous countdown effect without executing a lottery to execute the continuous countdown effect, there are variation patterns in which, assuming that the continuous countdown effect has been executed, it is possible to recognize that a loss has occurred before or during the execution of the count display effect included in the continuous countdown effect. In other words, a variation pattern in which it is decided not to execute a continuous countdown effect without holding a lottery to execute the continuous countdown effect is a variation pattern in which, assuming that the continuous countdown effect is executed, at least the effect patterns in the left and right columns of all the columns are displayed stopped before or during the execution of the count display effect included in the continuous countdown effect.

[0155] As an example, when the first reserved number is two or more and the variation pattern is associated with two or more variation cycles, the winning probability is zero. In other words, the continuous countdown effect is not executed for a variation game with a variation pattern with two or more variation cycles. As an example, when the first reserved number is two or more and the variation pattern is associated with one variation cycle, the winning probability is an arbitrary positive number equal to or less than one. In other words, when the first reserved number is two or more, the winning probability is for a variation game with a variation pattern with one variation cycle associated. As an example, when the first reserved number is two or more and the variation pattern is associated with one variation cycle, the winning probability varies depending on the variation content. In other words, the sub-CPU 51 determines the execution of the continuous countdown effect based on the winning probability according to the variation content. As an example, when the first reserved number is two or more and the variation pattern is associated with one variation cycle, the winning probability is higher when the variation content is a jackpot than when the variation content is a loss. As an example, when the first reserved number is 2 or more and the variation pattern is associated with one variation cycle, the probability of winning is higher when the variation content includes a reach effect than when the variation content does not include a reach effect.As an example, when the first reserved number is 2 or more and the variation pattern is associated with one variation cycle, the probability of winning is higher when the variation content includes an SR effect than when the variation content includes an NR effect.

[0156] As an example, the winning probability when the first reserved number is two or more differs when the first reserved number is two, when the first reserved number is three, and when the first reserved number is four. In other words, the sub-CPU 51 may determine to execute the continuous countdown effect with different winning probabilities when the first reserved number is two, when the first reserved number is three, and when the first reserved number is four. As an example, the winning probability when the first reserved number is two may be higher than the winning probability when the first reserved number is three, or may be lower than the winning probability when the first reserved number is three. As an example, the winning probability when the first reserved number is two may be higher than the winning probability when the first reserved number is four, or may be lower than the winning probability when the first reserved number is four. As an example, the winning probability when the first reserved number is three may be higher than the winning probability when the first reserved number is four, or may be lower than the winning probability when the first reserved number is four. Note that the winning probability may be the same when the first reserved number is two, when the first reserved number is three, and when the first reserved number is four. In other words, when the first reserved number is 2 or more, the sub-CPU 51 may determine to execute the continuous countdown effect with the same winning probability regardless of the first reserved number. Also, the winning probability may be the same when the first reserved number is 2, when the first reserved number is 3, and when the first reserved number is 4. In other words, the sub-CPU 51 may determine to execute the continuous countdown effect with the same winning probability in some cases when the first reserved number is 2 or more. As an example, the winning probability when the first reserved number is 2 may be the same as the winning probability when the first reserved number is 3, or may be the same as the winning probability when the first reserved number is 4. As an example, the winning probability when the first reserved number is 3 may be the same as the winning probability when the first reserved number is 4.

[0157] As an example, when the second setting information is information that can identify the third setting, the sub-CPU 51 executes a lottery to execute the continuous countdown effect so that the probability of winning is higher than when the information is information that can identify the second setting. As an example, when the second setting information is information that can identify the third setting, the sub-CPU 51 executes a lottery to execute the continuous countdown effect so that the probability of winning in the case of a losing variation pattern is lower than when the information is information that can identify the second setting. Note that when the second setting information is information that can identify the third setting, the sub-CPU 51 may execute a lottery to execute the continuous countdown effect so that the probability of winning in the case of a jackpot variation pattern is higher than when the information is information that can identify the second setting, so that the probability of winning in the continuous countdown effect is higher when the second setting information is information that can identify the third setting.

[0158] When it is decided to execute the continuous countdown effect, the sub-CPU 51 determines the effect pattern of the continuous countdown effect based on the type of fluctuation pattern specified from the look-ahead command, the first reserved number specified from the first reserved number command, and the second setting information stored in the sub-RAM 53. As an example, when the first reserved number is 2, the sub-CPU 51 determines the effect pattern of the continuous countdown effect from countdown effect pattern CP21, countdown effect pattern CP22, countdown effect pattern CP33 to countdown effect pattern CP38, and countdown effect pattern CP45 to countdown effect pattern CP47. As an example, when it is a jackpot fluctuation pattern, the sub-CPU 51 determines the effect pattern of the continuous countdown effect from countdown effect pattern CP21, countdown effect pattern CP22, countdown effect pattern CP33 to countdown effect pattern CP38, and countdown effect pattern CP45 to countdown effect pattern CP47. On the other hand, if the variation pattern is a miss, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation from the countdown presentation pattern CP21 and the countdown presentation pattern CP22. As an example, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation so that the likelihood of a jackpot increases in the order of countdown presentation pattern CP22 < countdown presentation pattern CP21. As an example, if the second setting information is information that can identify the third setting, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation so that the likelihood of a jackpot of countdown presentation pattern CP21 is higher than when the second setting information is information that can identify the second setting.

[0159] As an example, when the first reserved number is 3 or more, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation from the countdown presentation pattern CP21 to the countdown presentation pattern CP53. As an example, when the variation pattern is a jackpot, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation from the countdown presentation pattern CP21 to the countdown presentation pattern CP53. On the other hand, when the variation pattern is a miss, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation from the countdown presentation pattern CP21 to the countdown presentation pattern CP24 and the countdown presentation pattern CP26. As an example, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation so that the probability of a jackpot increases in the order of countdown presentation pattern CP22<countdown presentation pattern CP21<countdown presentation pattern CP23<countdown presentation pattern CP24<countdown presentation pattern CP26. As an example, the sub-CPU 51 determines the presentation pattern when the first reservation number is 3 so that the presentation pattern that cannot be determined when the first reservation number is 2 has a higher determination rate than the presentation pattern that can be determined when the first reservation number is 2. As an example, when the second setting information is information that can identify the third setting, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation so that the jackpot expectancy of countdown presentation pattern CP21, countdown presentation pattern CP23, countdown presentation pattern CP24, and countdown presentation pattern CP26 is higher than when the second setting information is information that can identify the second setting.

[0160] Next, the control executed by the sub-CPU 51 to determine whether or not to execute the pseudo countdown effect and the effect pattern when the pseudo countdown effect is executed will be described.

[0161] As an example, when the sub-CPU 51 inputs a fluctuation start command, it determines whether or not to execute a pseudo countdown effect based on the type of fluctuation pattern identified from the fluctuation start command and the second setting information stored in the sub-RAM 53. At this time, the sub-CPU 51 determines not to execute a pseudo countdown effect if a continuous countdown effect is being executed, or if execution of a continuous countdown effect has been determined but has not yet been executed. As an example, the sub-CPU 51 determines not to execute a pseudo countdown effect if the second setting information is information that can identify the first setting. As an example, the sub-CPU 51 holds a lottery to execute a pseudo countdown effect if the second setting information is information that can identify the second setting or the third setting. As an example, the sub-CPU 51 determines to execute a pseudo countdown effect if the lottery to execute a pseudo countdown effect is won. On the other hand, the sub-CPU 51 determines not to execute a pseudo countdown effect if the lottery to execute a pseudo countdown effect is not won.

[0162] As an example, the sub-CPU 51 executes a lottery to execute the pseudo countdown effect with a winning probability according to the type of variation pattern. As an example, the winning probability is zero when one variation cycle is associated with the variation pattern. Note that, when one variation cycle is associated with the variation pattern, the sub-CPU 51 may decide not to execute the pseudo countdown effect without executing a lottery to execute the pseudo countdown effect. As an example, the winning probability is a positive number equal to or less than 1 when two or more variation cycles are associated with the variation pattern.

[0163] As an example, the winning probability when a variation pattern is associated with two or more variation cycles differs depending on the variation content of the final variation cycle. As an example, the winning probability when a variation pattern is associated with two or more variation cycles is higher when the variation content is a jackpot than when the variation content is a miss. As an example, the winning probability when a variation pattern is associated with two or more variation cycles is higher when the variation content includes a reach effect than when the variation content does not include a reach effect. As an example, the winning probability when a variation pattern is associated with two or more variation cycles is higher when the variation content includes an SR effect than when the variation content includes an NR effect.

[0164] As an example, the winning probability when a variation pattern is associated with two or more variation cycles differs between a variation pattern associated with two variation cycles and a variation pattern associated with three variation cycles. As an example, the winning probability when a variation pattern is associated with two variation cycles may be higher than the winning probability when a variation pattern is associated with three variation cycles, or may be lower than the winning probability when a variation pattern is associated with three variation cycles. Note that the winning probability when a variation pattern is associated with two variation cycles may be the same as the winning probability when a variation pattern is associated with three variation cycles.

[0165] As an example, when the second setting information is information that can identify the third setting, the sub-CPU 51 executes a lottery to execute the pseudo countdown effect so that the probability of winning is higher than when the information is information that can identify the second setting. As an example, when the second setting information is information that can identify the third setting, the sub-CPU 51 executes a lottery to execute the pseudo countdown effect so that the probability of winning in the case of a losing variation pattern is lower than when the information is information that can identify the second setting. Note that when the second setting information is information that can identify the third setting, the sub-CPU 51 may execute a lottery to execute the pseudo countdown effect so that the probability of winning in the case of a winning variation pattern is higher than when the information is information that can identify the second setting, so that the probability of winning in the pseudo countdown effect is higher when the second setting information is information that can identify the third setting.

[0166] When it is determined that the pseudo countdown effect is to be executed, the sub-CPU 51 determines the effect pattern of the pseudo countdown effect based on the type of fluctuation pattern identified from the fluctuation start command. As an example, when the fluctuation pattern is associated with two fluctuation cycles, the sub-CPU 51 determines the countdown effect pattern CP01 as the effect pattern of the pseudo countdown effect.

[0167] As an example, in the case of a variation pattern associated with three variation cycles, the sub-CPU 51 determines the presentation pattern of the pseudo countdown effect from countdown presentation pattern CP02 to countdown presentation pattern CP17. As an example, in the case of a jackpot variation pattern, the sub-CPU 51 determines the presentation pattern of the pseudo countdown effect from countdown presentation pattern CP02 to countdown presentation pattern CP17. On the other hand, in the case of a loss variation pattern, the sub-CPU 51 determines the presentation pattern of the pseudo countdown effect from countdown presentation pattern CP02, countdown presentation pattern CP03, and countdown presentation pattern CP05. As an example, the sub-CPU 51 determines the presentation pattern of the pseudo countdown effect so that the probability of a jackpot increases in the order of countdown presentation pattern CP02 < countdown presentation pattern CP03 < countdown presentation pattern CP05. As an example, when the second setting information is information that can identify the third setting, the sub-CPU 51 determines the presentation pattern of the continuous countdown presentation so that the probability of a jackpot for the countdown presentation pattern CP03 and the countdown presentation pattern CP05 is higher than when the second setting information is information that can identify the second setting.

[0168] Thus, among the presentation patterns of the continuous countdown presentation, countdown presentation pattern CP25 and countdown presentation patterns CP27 to CP53 are presentation patterns that can be determined only when a jackpot is reached. Furthermore, among the presentation patterns of the pseudo countdown presentation, countdown presentation pattern CP04 and countdown presentation patterns CP06 to CP17 are presentation patterns that can be determined only when a jackpot is reached. In other words, a countdown presentation including a countdown presentation displaying an image imitating golden Arabic numerals can be executed only when a jackpot is reached. Therefore, it can be said that the countdown presentation displaying an image imitating golden Arabic numerals is a presentation that allows a player to recognize that a jackpot has been reached. Furthermore, the countdown presentation consisting of the second countdown presentation, the fifth countdown presentation, and the eighth countdown presentation can be executed only when a jackpot is reached. In other words, in the continuous countdown presentation, if the second countdown presentation, the fifth countdown presentation, and the eighth countdown presentation are executed in three consecutive variable games, a player can recognize that a jackpot has been reached. Similarly, in the pseudo countdown effect, if the second countdown effect, the fifth countdown effect, and the eighth countdown effect are executed in three consecutive fluctuation cycles, it is possible to recognize that a jackpot has been reached. A countdown effect including a countdown effect that displays an image imitating golden Arabic numerals is an example of a specific effect according to the first mode that makes it possible to recognize that a bonus will be awarded. A countdown effect consisting of the second countdown effect, the fifth countdown effect, and the eighth countdown effect is an example of a specific effect according to the first mode that makes it possible to recognize that a bonus will be awarded. A countdown effect that does not include a countdown effect that displays an image imitating golden Arabic numerals and is not a countdown effect consisting of the second countdown effect, the fifth countdown effect, and the eighth countdown effect is an example of a specific effect according to the second mode that makes it possible to recognize the likelihood of a bonus being awarded.

[0169] Next, the control executed by the sub-CPU 51 to determine whether or not to execute a curtain effect and the effect pattern when a curtain effect is executed will be described. As an example, when the sub-CPU 51 inputs a fluctuation start command, it determines whether to execute a curtain effect and the effect pattern to be used if the curtain effect is to be executed, based on the type of fluctuation pattern identified from the fluctuation start command and the third setting information stored in the sub-RAM 53. As an example, the third setting information is information that can identify the customized status of the curtain effect. As an example, the sub-CPU 51 determines not to execute a curtain effect when the third setting information is information that can identify the first setting. As an example, the sub-CPU 51 performs a lottery to execute a curtain effect when the second setting information is information that can identify the second setting or the third setting. As an example, the sub-CPU 51 determines, through the lottery to execute a curtain effect, whether to not execute a curtain effect, execute a curtain effect using curtain effect pattern MP1, execute a curtain effect using curtain effect pattern MP2, or execute a curtain effect using curtain effect pattern MP3.

[0170] As an example, the sub-CPU 51 executes a lottery to execute a curtain effect at a determination ratio according to the effect content of the fluctuation cycle. That is, in the case of a non-pseudo consecutive fluctuation game, the sub-CPU 51 executes a lottery to execute a curtain effect at a determination ratio according to the effect content of one fluctuation cycle to determine whether or not to execute a curtain effect in that fluctuation cycle and the effect pattern when the curtain effect is executed. On the other hand, in the case of a pseudo consecutive fluctuation game, the sub-CPU 51 executes a lottery to execute a curtain effect at a determination ratio according to the effect content of each of a plurality of fluctuation cycles to determine whether or not to execute a curtain effect in each fluctuation cycle and the effect pattern when the curtain effect is executed.

[0171] As an example, in the lottery for executing curtain effects, it is easier to determine the execution of curtain effects according to curtain effect pattern MP1, curtain effect pattern MP2, and curtain effect pattern MP3 when the variable content is a jackpot than when the variable content is a loss. As an example, in the lottery for executing curtain effects, it is easier to determine the execution of curtain effects according to curtain effect pattern MP1, curtain effect pattern MP2, or curtain effect pattern MP3 when the variable content is a loss. As an example, in the lottery for executing curtain effects, it is easier to determine the execution of curtain effects according to curtain effect pattern MP1, curtain effect pattern MP2, and curtain effect pattern MP3 when the variable content includes a reach effect than when the variable content does not include a reach effect. As an example, in the lottery for executing curtain effects, it is easier to determine the execution of curtain effects according to curtain effect pattern MP1, curtain effect pattern MP2, and curtain effect pattern MP3 when the variable content includes an SR effect than when the variable content includes an NR effect. For example, when the third setting information is information that can identify the third setting, the sub-CPU 51 is more likely to decide to execute the curtain effect using the curtain effect pattern MP3 than when the third setting information is information that can identify the second setting.

[0172] The process for executing the ripple effect will be described. After deciding to execute a ripple effect, the sub-CPU 51 determines whether the timing to execute the ripple effect has arrived. For example, after deciding to execute a continuous ripple effect, the sub-CPU 51 determines whether the timing to execute the continuous ripple effect has arrived so that the last of the ripple display effects constituting the continuous ripple effect is executed in the variation game in which the continuous ripple effect is executed. For example, if the continuous ripple effect includes four ripple display effects, the sub-CPU 51 determines that the timing to execute the continuous ripple effect has arrived when a first time has elapsed since the variation game that is three games before the variation game in which the continuous ripple effect is executed is executed. For example, the first time is one second. For example, if the continuous ripple effect includes three ripple display effects, the sub-CPU 51 determines that the timing to execute the continuous ripple effect has arrived when a first time has elapsed since the variation game that is two games before the variation game in which the continuous ripple effect is executed is executed. As an example, when the continuous ripple effect is composed of two ripple display effects, the sub-CPU 51 determines that the timing for executing the continuous ripple effect has arrived when a first time has elapsed since the execution of the variation game that is one game before the variation game that is the subject of the execution of the continuous ripple effect.

[0173] When the sub-CPU 51 determines that the timing for executing the continuous ripple effect has arrived, it controls the effect device group ES to execute the continuous ripple effect. For example, when the sub-CPU 51 determines that the timing for executing the continuous ripple effect has arrived, it controls the effect device group ES to execute the ripple display effect executed in the first variation game among the ripple display effects that constitute the continuous ripple effect. Thereafter, the sub-CPU 51 controls the effect device group ES to execute the ripple display effects that constitute the continuous ripple effect in sequence, triggered by the passage of a first time since the start of the variation game, each time a new variation game is started, until all of the ripple display effects that constitute the continuous ripple effect have been executed. For example, the sub-CPU 51 controls the effect device group ES to execute the ripple display effects that constitute the continuous ripple effect for a duration corresponding to the variation period of the variation game in which the ripple display effect is executed. For example, the duration of the ripple display effects that constitute the continuous ripple effect is 1 / 10 of the variation time of the variation game in which the ripple display effect is executed. In other words, the performance time of the ripple display performance that constitutes the continuous ripple performance is the time when the ratio of the execution period of the ripple display performance to the variable period is 1 / 10.

[0174] As an example, when the sub-CPU 51 decides to execute a pseudo-ripple effect, it controls the execution device group ES to execute the first ripple display effect among the ripple display effects that constitute the pseudo-ripple effect, triggered by the elapse of a first time since the start of the first fluctuation cycle. Thereafter, when the second fluctuation cycle is executed, the sub-CPU 51 controls the execution device group ES to execute the second ripple display effect among the ripple display effects that constitute the pseudo-ripple effect, triggered by the elapse of a first time since the start of the second fluctuation cycle. As an example, the sub-CPU 51 controls the execution device group ES to execute the ripple display effect that constitutes the pseudo-ripple effect for a display time corresponding to the fluctuation period of the fluctuation cycle in which the ripple display effect is executed. As an example, the execution time of the ripple display effect that constitutes the pseudo-ripple effect is 1 / 10 of the fluctuation time of the fluctuation cycle in which the ripple display effect is executed. In other words, the execution time of the ripple display effect that constitutes the pseudo-ripple effect is the time in which the ratio of the execution period of the ripple display effect to the fluctuation period is 1 / 10.

[0175] The process for executing the countdown effect will be described. After deciding to execute a countdown effect, the sub-CPU 51 determines whether the timing to execute the countdown effect has arrived. For example, after deciding to execute a continuous countdown effect, the sub-CPU 51 determines whether the timing to execute the continuous countdown effect has arrived so that the last count display effect of the count display effects constituting the continuous countdown effect is executed in the variation game that is the target of the continuous countdown effect. For example, if the continuous countdown effect includes three count display effects, the sub-CPU 51 determines that the timing to execute the continuous countdown effect has arrived when a second time has elapsed since the variation game that is two games before the variation game that is the target of the continuous countdown effect was executed. For example, the second time is two seconds. For example, if the continuous countdown effect includes two ripple display effects, the sub-CPU 51 determines that the timing to execute the continuous countdown effect has arrived when a second time has elapsed since the variation game that is one game before the variation game that is the target of the continuous countdown effect was executed.

[0176] When the sub-CPU 51 determines that the timing for executing the continuous countdown effect has arrived, it controls the effect device group ES to execute the continuous countdown effect. For example, when the sub-CPU 51 determines that the timing for executing the continuous countdown effect has arrived, it controls the effect device group ES to execute the count display effect executed in the first variable game among the count display effects that constitute the continuous countdown effect. Thereafter, the sub-CPU 51 controls the effect device group ES to execute the count display effects that constitute the continuous countdown effect in sequence, triggered by the elapse of a second time since the start of the variable game, each time a new variable game is started, until all of the count display effects that constitute the continuous countdown effect have been executed. For example, the sub-CPU 51 controls the effect device group ES to execute the count display effects that constitute the continuous countdown effect for a display time corresponding to the variable period of the variable game in which the count display effect is executed. For example, the display time of the count display effect that constitutes the continuous countdown effect is 1 / 15 of the variable time of the variable game in which the count display effect is executed. In other words, the presentation time of the count display presentation that constitutes the continuous countdown presentation is a time in which the ratio of the execution period of the count display presentation to the variable period is 1 / 15.

[0177] As an example, when the sub-CPU 51 decides to execute a pseudo countdown effect, it controls the execution device group ES to execute the first countdown effect among the countdown effect components of the pseudo countdown effect, triggered by the elapse of a second time since the start of the first fluctuation cycle. Thereafter, when the sub-CPU 51 executes a second fluctuation cycle, it controls the execution device group ES to execute the second countdown effect among the countdown effect components of the pseudo countdown effect, triggered by the elapse of a second time since the start of the second fluctuation cycle. Furthermore, when the sub-CPU 51 executes a third fluctuation cycle, it controls the execution device group ES to execute the third countdown effect among the countdown effect components of the pseudo countdown effect, triggered by the elapse of a second time since the start of the third fluctuation cycle. As an example, the sub-CPU 51 controls the execution device group ES to execute the countdown effect components of the pseudo countdown effect for a duration corresponding to the fluctuation period of the fluctuation cycle in which the countdown effect is executed. As an example, the duration of the countdown effect among the countdown effect components of the pseudo countdown effect is 1 / 15 of the fluctuation time of the fluctuation cycle in which the countdown effect is executed. In other words, the presentation time of the count display presentation that constitutes the pseudo countdown presentation is a time in which the ratio of the execution period of the count display presentation to the variable period is 1 / 15.

[0178] The process for executing the curtain effect will be described. As an example, if the sub-CPU 51 determines in the lottery for executing a curtain effect corresponding to a predetermined variation cycle that a curtain effect using curtain effect pattern MP1 is to be executed, the sub-CPU 51 controls the performance device group ES to execute the curtain effect using curtain effect pattern MP1 upon the elapse of a third time since the start of the predetermined variation cycle. For example, the third time is three seconds. For example, if the sub-CPU 51 determines in the lottery for executing a curtain effect corresponding to a predetermined variation cycle that a curtain effect using curtain effect pattern MP2 is to be executed, the sub-CPU 51 controls the performance device group ES to execute the curtain effect using curtain effect pattern MP2 upon the elapse of a third time since the start of the predetermined variation cycle. For example, if the sub-CPU 51 determines in the lottery for executing a curtain effect corresponding to a predetermined variation cycle that a curtain effect using curtain effect pattern MP3 is to be executed, the sub-CPU 51 controls the performance device group ES to execute the curtain effect using curtain effect pattern MP3 upon the elapse of a third time since the start of the predetermined variation cycle. For example, the performance time of the curtain effect is constant. For example, the performance time of the curtain effect is two seconds. In other words, the proportion of the period in which the curtain performance is performed in the variable period varies depending on the length of the variable period.

[0179] The control for executing the customization effect will be described. When the sub-CPU 51 receives an operation signal for the effect button BT, it determines that the effect button BT has been operated, and controls the effect device group ES to execute a customized effect. When executing a customized effect, the sub-CPU 51 assumes that the first item image kg1 corresponding to the customization of the ripple effect has been selected. In other words, the sub-CPU 51 controls the effect device group ES to display the first item image kg1 in a brighter display mode than the other item images. As an example, the sub-CPU 51 updates the selection information stored in the sub-RAM 53 so that it can be identified that the first item image kg1 is being selected. The selection information is information that can identify the selected item image. When the sub-CPU 51 starts the customized effect, it counts a predetermined set time.

[0180] Thereafter, the secondary CPU 51 controls the effect device group ES to end the customized effect when the set time has elapsed. Furthermore, if an operation signal of the cross button JB is input during the period until the set time has elapsed, the secondary CPU 51 changes the selected item image when it detects that the up button JBu or the down button JBd of the cross button JB has been operated based on the operation signal. For example, when the secondary CPU 51 detects that the down button JBd of the cross button JB has been operated when it is possible to identify that the first item image kg1 is currently selected from the selection information stored in the secondary RAM 53, it updates the selection information so that it is possible to identify that the second item image kg2 is currently selected. For example, when the secondary CPU 51 detects that the down button JBd of the cross button JB has been operated when it is possible to identify that the second item image kg2 is currently selected from the selection information stored in the secondary RAM 53, it updates the selection information so that it is possible to identify that the third item image kg3 is currently selected. As one example, when the secondary CPU 51 detects that the down button JBd of the cross button JB has been operated when it is possible to identify from the selection information stored in the secondary RAM 53 that the third item image kg3 is currently selected, it updates the selection information so that it is possible to identify that the first item image kg1 is currently selected. As one example, when the secondary CPU 51 detects that the up button JBu of the cross button JB has been operated when it is possible to identify from the selection information stored in the secondary RAM 53 that the first item image kg1 is currently selected, it updates the selection information so that it is possible to identify that the third item image kg3 is currently selected. As one example, when the secondary CPU 51 detects that the up button JBu of the cross button JB has been operated when it is possible to identify from the selection information stored in the secondary RAM 53 that the second item image kg2 is currently selected, it updates the selection information so that it is possible to identify that the first item image kg1 is currently selected. As one example, when the secondary CPU 51 detects that the up button JBu of the cross button JB has been operated when it is possible to identify from the selection information stored in the secondary RAM 53 that the third item image kg3 is currently selected, it updates the selection information so that it is possible to identify that the second item image kg2 is currently selected. The sub-CPU 51 controls the performance device group ES so that the item image being selected after the change is displayed in a brighter manner than the other item images.Thereafter, the secondary CPU 51 initializes the timing status of the set time, that is, the secondary CPU 51 starts timing the set time again.

[0181] Furthermore, if the sub-CPU 51 receives an operation signal for the effect button BT during the period until the set time has elapsed, it determines that the effect button BT has been operated and controls the effect device group ES so that the customization status of the effect corresponding to the selected item image can be recognized. That is, if the sub-CPU 51 can determine from the selection information stored in the sub-RAM 53 that the first item image kg1 is currently selected, it controls the effect device group ES to display a first status image jg1 indicating the customization status of the ripple effect. At this time, the sub-CPU 51 controls the effect device group ES to display the first status image jg1 in a manner suggesting or informing the setting of the ripple effect. That is, the sub-CPU 51 controls the effect device group ES to display an image corresponding to the setting of the ripple effect in a brighter manner than images corresponding to other settings. For example, the sub-CPU 51 identifies the setting of the ripple effect based on the first setting information stored in the sub-RAM 53. For example, when the secondary backup information is initialized, the first setting information is updated so that the setting of the ripple effect can be identified as the second setting. Thereafter, the secondary CPU 51 initializes the timing status of the set time.

[0182] When it is possible to identify that the second item image kg2 is being selected from the selection information stored in the secondary RAM 53, the secondary CPU 51 controls the performance device group ES to display a second status image jg2 indicating the customization status of the countdown performance. At this time, the secondary CPU 51 controls the performance device group ES to display the second status image jg2 in a manner that suggests or notifies the setting of the countdown performance. In other words, the secondary CPU 51 controls the performance device group ES to display an image corresponding to the setting of the countdown performance in a brighter manner than images corresponding to other settings. As an example, the secondary CPU 51 identifies the setting of the countdown performance based on the second setting information stored in the secondary RAM 53. As an example, when the secondary backup information is initialized, the second setting information is updated so that it can be identified that the setting of the countdown performance is the second setting. Thereafter, the secondary CPU 51 initializes the timing status of the set time.

[0183] When the sub-CPU 51 can identify that the third item image kg3 is being selected from the selection information stored in the sub-RAM 53, it controls the performance device group ES to display a third status image jg3 indicating the customization status of the curtain effect. At this time, the sub-CPU 51 controls the performance device group ES to display the third status image jg3 in a manner that suggests or notifies the setting of the curtain effect. In other words, the sub-CPU 51 controls the performance device group ES to display an image corresponding to the setting of the curtain effect in a brighter manner than images corresponding to other settings. As an example, the sub-CPU 51 identifies the setting of the curtain effect based on the third setting information stored in the sub-RAM 53. As an example, when the secondary backup information is initialized, the third setting information is updated so that it can be identified that the setting of the curtain effect is the second setting. Thereafter, the sub-CPU 51 initializes the timing status of the setting time.

[0184] If an operation signal of the cross button JB is input during the period from when the first status image jg1 is displayed until the set time has elapsed, the sub-CPU 51 changes the setting of the ripple effect when it detects that the left button JBl or the right button JBr of the cross button JB has been operated based on the operation signal. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the first setting can be identified from the first setting information stored in the sub-RAM 53, it updates the first setting information so that the second setting can be identified. Also, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the second setting can be identified from the first setting information stored in the sub-RAM 53, it updates the first setting information so that the third setting can be identified. Also, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the third setting can be identified from the first setting information stored in the sub-RAM 53, it updates the first setting information so that the first setting can be identified.

[0185] Furthermore, when the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated when the first setting can be identified from the first setting information stored in the secondary RAM 53, it updates the first setting information so that the third setting can be identified. When the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated when the second setting can be identified from the first setting information stored in the secondary RAM 53, it updates the first setting information so that the first setting can be identified. When the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated when the third setting can be identified from the first setting information stored in the secondary RAM 53, it updates the first setting information so that the second setting can be identified.

[0186] The sub-CPU 51 controls the group of effect devices ES so that the image corresponding to the changed setting is displayed brighter than the images corresponding to the other settings. Thereafter, the sub-CPU 51 initializes the timing status of the set time. In other words, the sub-CPU 51 starts timing the set time again. If an operation signal of the effect button BT is input during the period until the set time is timed, the sub-CPU 51 determines that the effect button BT has been operated, and controls the group of effect devices ES to end the customized effect.

[0187] If an operation signal of the cross button JB is input during the period from when the second status image jg2 is displayed until the set time has elapsed, the secondary CPU 51 changes the setting of the countdown effect when it detects that the left button JBl or the right button JBr of the cross button JB has been operated based on the operation signal. As an example, when the secondary CPU 51 detects that the right button JBr of the cross button JB has been operated when the first setting can be identified from the second setting information stored in the secondary RAM 53, it updates the second setting information so that the second setting can be identified. As an example, when the secondary CPU 51 detects that the right button JBr of the cross button JB has been operated when the second setting can be identified from the second setting information stored in the secondary RAM 53, it updates the second setting information so that the third setting can be identified. As an example, when the secondary CPU 51 detects that the right button JBr of the cross button JB has been operated when the third setting can be identified from the second setting information stored in the secondary RAM 53, it updates the second setting information so that the first setting can be identified.

[0188] As one example, when the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated while the first setting can be identified from the second setting information stored in the secondary RAM 53, it updates the second setting information so that the third setting can be identified. As one example, when the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated while the second setting can be identified from the second setting information stored in the secondary RAM 53, it updates the second setting information so that the first setting can be identified. As one example, when the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated while the third setting can be identified from the second setting information stored in the secondary RAM 53, it updates the second setting information so that the second setting can be identified.

[0189] The sub-CPU 51 controls the group of effect devices ES so that the image corresponding to the changed setting is displayed brighter than the images corresponding to the other settings. Thereafter, the sub-CPU 51 initializes the timing status of the set time. In other words, the sub-CPU 51 starts timing the set time again. If an operation signal of the effect button BT is input during the period until the set time is timed, the sub-CPU 51 determines that the effect button BT has been operated, and controls the group of effect devices ES to end the customized effect.

[0190] If an operation signal of the cross button JB is input during the period from when the third status image jg3 is displayed until the set time has elapsed, the sub-CPU 51 changes the setting of the curtain effect when it detects that the left button JBl or the right button JBr of the cross button JB has been operated based on the operation signal. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the first setting can be identified from the third setting information stored in the sub-RAM 53, it updates the third setting information so that the second setting can be identified. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the second setting can be identified from the third setting information stored in the sub-RAM 53, it updates the third setting information so that the third setting can be identified. As an example, when the sub-CPU 51 detects that the right button JBr of the cross button JB has been operated when the third setting can be identified from the third setting information stored in the sub-RAM 53, it updates the third setting information so that the first setting can be identified.

[0191] As one example, when the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated and the first setting can be identified from the third setting information stored in the secondary RAM 53, the secondary CPU 51 updates the third setting information so that the third setting can be identified. As one example, when the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated and the second setting can be identified from the third setting information stored in the secondary RAM 53, the secondary CPU 51 updates the third setting information so that the first setting can be identified. As one example, when the secondary CPU 51 detects that the left button JBl of the cross button JB has been operated and the third setting can be identified from the third setting information stored in the secondary RAM 53, the secondary CPU 51 updates the third setting information so that the second setting can be identified.

[0192] The sub-CPU 51 controls the group of effect devices ES so that the image corresponding to the changed setting is displayed brighter than the images corresponding to other settings. Thereafter, the sub-CPU 51 initializes the timing status of the set time. In other words, the sub-CPU 51 starts timing the set time again. If an operation signal of the effect button BT is input during the period until the set time is timed, the sub-CPU 51 determines that the effect button BT has been operated, and controls the group of effect devices ES to end the customized effect. The sub-CPU 51 is an example of customization means capable of customizing effects including at least specific effects.

[0193] The control executed by the secondary CPU 51 when power supply is started will be described. When the secondary CPU 51 inputs an initialization command, it initializes the secondary backup information. On the other hand, when the secondary CPU 51 inputs a restore command, it restores various effects based on the secondary backup information. At this time, when the secondary CPU 51 restores a pseudo-continuous variation game, it restores only the effect game. That is, when the secondary CPU 51 restores a pseudo-continuous variation game, it does not restore the pseudo-ripple effect and the pseudo-countdown effect. On the other hand, when the secondary CPU 51 restores a non-pseudo-continuous variation game, it restores various effects, including the pseudo-ripple effect and the pseudo-countdown effect. Note that when the secondary CPU 51 restores a pseudo-continuous variation game, it may also restore the effect game, i.e., the display of effect symbols, as well as the display of background images, the output of BGM, and the illumination of the decorative lamp LA.

[0194] Next, specific execution modes of the ripple effect, countdown effect, and curtain effect in various situations will be described. First, an example of a specific execution mode of the pseudo ripple effect and the continuous ripple effect will be described.

[0195] FIG. 18 shows a situation in which a pseudo-ripple effect according to the ripple effect pattern RP03 is executed in a variation game according to the variation pattern H12. When a first time has elapsed since the start of the first variation cycle in the variation game according to the variation pattern H12, a first ripple display effect is executed as the first ripple display effect constituting the pseudo-ripple effect according to the ripple effect pattern RP03. At this time, the first ripple display effect is executed for a duration corresponding to the variation period of the first variation cycle in the variation game according to the variation pattern H12. As described above, the variation period of the first variation cycle in the variation game according to the variation pattern H12 is different from the variation period of the first variation cycle in any variation game consisting of a single variation cycle. Therefore, a player can guess whether a pseudo-ripple effect or a continuous ripple effect is being executed from the duration of the first ripple display effect.

[0196] Then, when a first time has elapsed since the start of the second fluctuation cycle, a second ripple display effect is executed as the second ripple display effect constituting the pseudo-ripple effect by the ripple effect pattern RP03. At this time, the second ripple display effect is executed for a display time corresponding to the fluctuation period of the second fluctuation cycle in the fluctuation game by the fluctuation pattern H12. The fluctuation game by the fluctuation pattern H12 is a fluctuation game consisting of two fluctuation cycles. Therefore, the second fluctuation cycle in the fluctuation game by the fluctuation pattern H12 is the final fluctuation cycle in the fluctuation game by the fluctuation pattern H12. As described above, the final fluctuation cycle has a longer fluctuation period than the previous fluctuation cycles. Therefore, the player can guess whether the current fluctuation cycle is the final fluctuation cycle from the display time of the second ripple display effect.

[0197] FIG. 19 shows a situation in which a continuous ripple effect using the ripple effect pattern RP12 is executed over two consecutive variation games, one using the variation pattern H01 and the other using the variation pattern H10. When a first time has elapsed since the start of the variation game using the variation pattern H01, a first ripple display effect is executed as the first ripple display effect constituting the continuous ripple effect using the ripple effect pattern RP12. At this time, the first ripple display effect is executed for a duration corresponding to the variation period of the variation game using the variation pattern H01. As described above, the variation period of the variation game using the variation pattern H01 is different from the variation period of the first variation cycle in any variation game consisting of multiple variation cycles. Therefore, a player can infer whether a pseudo-ripple effect or a continuous ripple effect is being executed from the duration of the first ripple display effect.

[0198] After that, when a first time has elapsed since the start of the variation game using variation pattern H10, a second ripple display effect is executed as the second ripple display effect constituting the continuous ripple effect using ripple effect pattern RP12. The second ripple display effect is executed for a duration corresponding to the variation period of the variation game using variation pattern H10. As described above, the variation period of the variation game using variation pattern H10 is different from the variation period of the variation game using variation pattern H01. Therefore, the player can infer from the duration of the second ripple display effect whether the variation game currently being executed is the variation game that was the target of the continuous ripple effect execution.

[0199] In this way, the pseudo ripple effect executed over multiple fluctuation cycles and the continuous ripple effect executed over multiple fluctuation games may include effect patterns in which the types of ripple display effects constituting each ripple effect and the execution order are the same. In other words, the ripple effect as a specific effect can be executed in the same manner when executed over multiple non-pseudo continuous fluctuation games and when executed over multiple fluctuation cycles in a single pseudo continuous fluctuation game. This makes it difficult for a player to recognize whether the ripple effect as a specific effect is executed over multiple non-pseudo continuous fluctuation games or over multiple fluctuation cycles in a single pseudo continuous fluctuation game. Meanwhile, the display time of the ripple display effect constituting the ripple effect varies depending on the fluctuation period of the fluctuation cycle in which the ripple display effect is executed or the fluctuation period of the fluctuation game in which the ripple display effect is executed. Specifically, the presentation time of the ripple display effect that constitutes the ripple effect, whether it is a pseudo-ripple effect or a continuous ripple effect, is a time such that the proportion of the ripple display effect's execution period to the fluctuation period of the fluctuation cycle in which the ripple display effect is executed, or to the fluctuation period of the fluctuation game in which the ripple display effect is executed, is 1 / 10. This allows the ripple effect as a specific effect to be executed so that the proportion of the ripple display effect's execution period to the fluctuation period of the first non-pseudo-continuous fluctuation game when executed across multiple non-pseudo-continuous fluctuation games is the same as the proportion of the ripple display effect's execution period to the fluctuation period of the first fluctuation cycle when executed across multiple fluctuation cycles in a single pseudo-continuous fluctuation game. Therefore, by paying attention to the presentation time of the first ripple display effect that constitutes the ripple effect, a player can guess whether the ripple effect as a specific effect is being executed across multiple non-pseudo-continuous fluctuation games or across multiple fluctuation cycles in a single pseudo-continuous fluctuation game.

[0200] Next, an example of a specific execution mode of the pseudo countdown effect and the continuous countdown effect will be described. FIG. 20 shows a situation in which a pseudo countdown effect using countdown effect pattern CP06 is executed in a variation game using variation pattern H13. When a second time has elapsed since the start of the first variation cycle in a variation game using variation pattern H13, a first countdown effect is executed as the first countdown effect constituting the pseudo countdown effect using countdown effect pattern CP06. At this time, the first countdown effect is executed for a duration corresponding to the variation period of the first variation cycle in a variation game using variation pattern H13. As described above, the variation period of the first variation cycle in a variation game using variation pattern H13 is different from the variation period of the first variation cycle in any variation game consisting of a single variation cycle. Therefore, a player can infer whether a pseudo countdown effect or a continuous countdown effect is being executed from the duration of the first countdown effect.

[0201] After that, when a second time has elapsed since the start of the second fluctuation cycle, the fifth count display effect is executed as the second count display effect constituting the pseudo countdown effect by the countdown effect pattern CP06. At this time, the fifth count display effect is executed for a duration corresponding to the fluctuation period of the second fluctuation cycle in the fluctuation game by the fluctuation pattern H13. The fluctuation game by the fluctuation pattern H13 is a fluctuation game consisting of three fluctuation cycles. Therefore, the second fluctuation cycle in the fluctuation game by the fluctuation pattern H13 is the fluctuation cycle before the final fluctuation cycle in the fluctuation game by the fluctuation pattern H13. As described above, the final fluctuation cycle has a longer fluctuation period than the previous fluctuation cycles. Therefore, the player can guess whether the current fluctuation cycle is the final fluctuation cycle from the duration of the fifth count display effect.

[0202] After that, when the second time has elapsed since the start of the third fluctuation cycle, the ninth count display effect is executed as the third count display effect constituting the pseudo countdown effect by the countdown effect pattern CP06. At this time, the ninth count display effect is executed for a performance time corresponding to the fluctuation period of the third fluctuation cycle in the fluctuation game by the fluctuation pattern H13. The third fluctuation cycle in the fluctuation game by the fluctuation pattern H13 is the final fluctuation cycle in the fluctuation game by the fluctuation pattern H13. Therefore, the player can guess whether the current fluctuation cycle is the final fluctuation cycle from the performance time of the fifth count display effect.

[0203] FIG. 21 shows a situation in which a continuous countdown effect using the countdown effect pattern CP27 is executed over three consecutive variation games, including two variation games using the variation pattern H01 and one variation game using the variation pattern H10. When a second time has elapsed since the start of the first variation game using the variation pattern H01, a first countdown effect is executed as the first countdown effect constituting the continuous countdown effect using the countdown effect pattern CP27. At this time, the first countdown effect is executed for a duration corresponding to the variation period of the variation game using the variation pattern H01. As described above, the variation period of the variation game using the variation pattern H01 is different from the variation period of the first variation cycle in any variation game consisting of multiple variation cycles. Therefore, a player can infer whether a pseudo countdown effect or a continuous countdown effect is being executed from the duration of the first countdown effect.

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

[0205] After that, when the second time has elapsed since the start of the variation game using variation pattern H10, the ninth count display effect is executed as the third count display effect constituting the continuous countdown effect using countdown effect pattern CP27. At this time, the ninth count display effect is executed for a duration corresponding to the variation period of the variation game using variation pattern H10. As described above, the variation period of the variation game using variation pattern H10 is different from the variation period of the variation game using variation pattern H01. Therefore, the player can infer from the duration of the ninth count display effect whether the variation game currently being executed is the variation game that was the target of the continuous countdown effect.

[0206] Thus, the pseudo countdown effect executed over multiple fluctuation cycles and the continuous countdown effect executed over multiple fluctuation games may include the same type of countdown display effect and the same execution order for each countdown effect. In other words, the countdown effect as a specific effect can be executed in the same manner when executed over multiple non-pseudo-continuous fluctuation games and when executed over multiple fluctuation cycles in a single pseudo-continuous fluctuation game. This makes it difficult for players to distinguish whether the countdown effect as a specific effect is executed over multiple non-pseudo-continuous fluctuation games or over multiple fluctuation cycles in a single pseudo-continuous fluctuation game. Meanwhile, the execution time of the countdown display effect varies depending on the fluctuation period of the fluctuation cycle in which the countdown display effect is executed or the fluctuation period of the fluctuation game in which the countdown display effect is executed. Specifically, the execution time of the countdown display effect, whether it is a pseudo countdown effect or a continuous countdown effect, is the time when the ratio of the execution period of the countdown display to the fluctuation period of the fluctuation cycle in which the countdown display effect is executed or the fluctuation period of the fluctuation game in which the countdown display effect is executed is 1 / 15. As a result, the countdown effect as a specific effect can be executed so that the proportion of the execution period of the count display effect in the fluctuation period of the first non-pseudo-consecutive fluctuation game when executed over multiple non-pseudo-consecutive fluctuation games is the same as the proportion of the execution period of the count display effect in the fluctuation period of the first fluctuation cycle when executed over multiple fluctuation cycles in one pseudo-consecutive fluctuation game. Therefore, by paying attention to the performance time of the first count display effect that constitutes the countdown effect, a player can guess whether the countdown effect as a specific effect is being executed over multiple non-pseudo-consecutive fluctuation games or over multiple fluctuation cycles in one pseudo-consecutive fluctuation game.

[0207] Furthermore, the ripple effect and the countdown effect as specific effects are both executable across multiple non-pseudo-consecutive variation games and are executable across multiple variation cycles in one pseudo-consecutive variation game. In other words, in this embodiment, there are multiple types of specific effects, and the multiple types of specific effects are executable across multiple non-pseudo-consecutive variation games and are executable across multiple variation cycles in one pseudo-consecutive variation game, regardless of the type of the specific effect. Furthermore, the ripple effect and the countdown effect as specific effects are both executable across multiple non-pseudo-consecutive variation games and are executable across multiple variation cycles in one pseudo-consecutive variation game, whether they are executed in a first mode in which it is possible to recognize that a benefit will be awarded or in a second mode in which it is possible to recognize the expectation of the benefit being awarded. In other words, the ripple effect and the countdown effect as specific effects are effects that can be executed across multiple non-pseudo-consecutive fluctuation games, regardless of whether they are the first mode or the second mode, and are effects that can be executed across multiple fluctuation cycles in one pseudo-consecutive fluctuation game.

[0208] Next, a specific manner in which the ripple effect is executed when the power supply is temporarily stopped during execution of the ripple effect as a specific effect will be described. FIG. 22 shows a situation in which power supply is temporarily stopped during the execution of a pseudo-ripple effect according to the ripple effect pattern RP03 executed in a variation game according to the variation pattern H12. In the variation game according to the variation pattern H12, when a first time has elapsed since the start of the first variation cycle, a first ripple display effect is executed as the first ripple display effect constituting the pseudo-ripple effect according to the ripple effect pattern RP03. At this time, the first ripple display effect is executed for a duration corresponding to the variation period of the first variation cycle in the variation game according to the variation pattern H12. As described above, the variation period of the first variation cycle in the variation game according to the variation pattern H12 is different from the variation period of the first variation cycle in any variation game consisting of a single variation cycle. Therefore, a player can infer whether a pseudo-ripple effect or a continuous ripple effect is being executed from the duration of the first ripple display effect.

[0209] Suppose that the power supply is then temporarily stopped before the second fluctuation cycle is started. In other words, the power supply is cut off before the second fluctuation cycle is started, and then power supply is started again. As the power supply is started again, the pachinko gaming machine 10 returns to the state it was in when the power supply was cut off. This restores the variable game that was running when the power supply was cut off. On the other hand, because the variable game that was running when the power supply was cut off was a pseudo-consecutive variable game, the pseudo ripple effect that was running when the power supply was cut off is not restored. Therefore, the second ripple display effect that constitutes the pseudo ripple effect is not executed when the first time has elapsed since the start of the second fluctuation cycle, so the player can recognize that the pseudo ripple effect was being executed.

[0210] FIG. 23 shows a situation in which power supply is temporarily stopped during the execution of a continuous ripple effect according to the ripple effect pattern RP12, which is executed over two consecutive variation games, one according to the variation pattern H01 and the other according to the variation pattern H10. When a first time has elapsed since the start of the variation game according to the variation pattern H01, a first ripple effect is executed as the first ripple effect constituting the continuous ripple effect according to the ripple effect pattern RP12. At this time, the first ripple effect is executed for a duration corresponding to the variation period of the variation game according to the variation pattern H01. As described above, the variation period of the variation game according to the variation pattern H01 is different from the variation period of the first variation cycle in any variation game consisting of multiple variation cycles. Therefore, a player can infer whether a pseudo-ripple effect or a continuous ripple effect is being executed from the duration of the first ripple effect.

[0211] Suppose that the power supply is subsequently suspended before the start of the variation game according to variation pattern H10. In other words, the power supply is cut off before the start of the variation game according to variation pattern H10, and then power is restarted. The pachinko gaming machine 10 returns to the state it was in when the power supply was cut off as the power supply is restarted. This restores the variation game that was running when the power supply was cut off. Since the variation game that was running when the power supply was cut off was a non-pseudo consecutive variation game, the continuous ripple effect that was running when the power supply was cut off is restored. That is, after the power supply is temporarily stopped, when a first time has elapsed since the start of the variation game according to variation pattern H10, a second ripple display effect is executed as the second ripple display effect that constitutes the continuous ripple effect according to ripple effect pattern RP12. This allows the player to recognize that the continuous ripple effect is being executed.

[0212] In this way, when a ripple effect as a specific effect is executed over multiple fluctuation cycles in one pseudo-consecutive fluctuation game, if the power supply is cut off in one non-final fluctuation cycle and then power is started again, it will not be restored even when the start of the next fluctuation cycle arrives.On the other hand, when a ripple effect as a specific effect is executed over multiple non-pseudo-consecutive fluctuation games, if the power supply is cut off in one non-final non-pseudo-consecutive fluctuation game and then power is started again, it will be restored when the start of the next non-pseudo-consecutive fluctuation game arrives.

[0213] Note that the specific execution mode of the countdown effect when the power supply is temporarily stopped during execution of the countdown effect as a specific effect is the same as that of the ripple effect. In other words, the ripple effect and the ripple effect pattern in the description of the specific execution mode of the ripple effect when the power supply is temporarily stopped during execution of the ripple effect as a specific effect can be interpreted as the countdown effect and any execution pattern of the countdown effect. In other words, when the countdown effect as a specific effect is executed over multiple cycles in one pseudo-consecutive game, if the power supply is cut off in one non-final cycle and then started again, it will not be restored even when the start of the next cycle arrives. On the other hand, when the countdown effect as a specific effect is executed over multiple non-pseudo-consecutive game, if the power supply is cut off in one non-final non-pseudo-consecutive game and then started again, it will be restored when the start of the next non-pseudo-consecutive game arrives.

[0214] Next, we will explain the specific execution mode of the countdown effect when the settings of the countdown effect are changed while the countdown effect as a specific effect is being executed. FIG. 24 shows a situation in which the setting of the countdown effect is changed from the second setting to the third setting during the execution of the pseudo countdown effect according to the countdown effect pattern CP02 executed in the variation game according to the variation pattern H13. In the variation game according to the variation pattern H13, when the second time has elapsed since the start of the first variation cycle, the first countdown display effect is executed as the first countdown display effect constituting the pseudo countdown effect according to the countdown effect pattern CP02. At this time, the first countdown display effect is executed for a duration corresponding to the variation period of the first variation cycle in the variation game according to the variation pattern H13. As described above, the variation period of the first variation cycle in the variation game according to the variation pattern H13 is different from the variation period of the first variation cycle in any variation game consisting of a single variation cycle. Therefore, the player can infer whether the pseudo countdown effect or the continuous countdown effect is being executed from the duration of the first countdown display effect.

[0215] Then, suppose the countdown effect setting is changed from the second setting to the third setting before the second fluctuation cycle begins. At this time, the countdown effect pattern is not updated. In other words, the pseudo countdown effect using the countdown effect pattern CP02 continues to be executed. Therefore, when the second time has passed since the second fluctuation cycle began, the fourth count display effect is executed as the second count display effect that constitutes the pseudo countdown effect using the countdown effect pattern CP02. Then, when the second time has passed since the third fluctuation cycle began, the seventh count display effect is executed as the third count display effect that constitutes the pseudo countdown effect using the countdown effect pattern CP02.

[0216] FIG. 25 shows a situation in which the setting of the countdown effect is changed from the second setting to the third setting during the execution of the continuous countdown effect according to the countdown effect pattern CP23, which is executed over three consecutive variation games, including two variation games according to the variation pattern H01 and one variation game according to the variation pattern H10. When the second time has elapsed since the start of the first variation game according to the variation pattern H01, the first countdown effect is executed as the first countdown effect constituting the continuous countdown effect according to the countdown effect pattern CP23. At this time, the first countdown effect is executed for a duration corresponding to the variation period of the variation game according to the variation pattern H01. As described above, the variation period of the variation game according to the variation pattern H01 is different from the variation period of the first variation cycle in any variation game consisting of multiple variation cycles. Therefore, the player can infer whether a pseudo countdown effect or a continuous countdown effect is being executed from the duration of the first countdown effect.

[0217] Then, suppose that the setting of the countdown effect is changed from the second setting to the third setting before the second variation game using the variation pattern H01 starts. At this time, the presentation pattern of the countdown effect is not updated. In other words, the continuous countdown effect using the countdown effect pattern CP23 continues to be executed. Therefore, when a second time has passed since the second variation game using the variation pattern H01 started, the fourth count display effect is executed as the second count display effect constituting the continuous countdown effect using the countdown effect pattern CP23. Then, when a second time has passed since the variation game using the variation pattern H10 started, the seventh count display effect is executed as the third count display effect constituting the continuous countdown effect using the countdown effect pattern CP23.

[0218] In this way, when the countdown effect as a specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-series fluctuation game, the countdown effect is executed with the content before customization in the next fluctuation cycle. Also, when the countdown effect as a specific effect is customized in one non-pseudo-series fluctuation game, the countdown effect as a specific effect is executed with the content before customization in the next non-pseudo-series fluctuation game.

[0219] Note that the specific execution mode of the ripple effect when the setting of the ripple effect is changed during execution of the specific effect is the same as that of the countdown effect. In other words, the countdown effect and the execution pattern of the countdown effect in the description of the specific execution mode of the countdown effect when the setting of the countdown effect is changed during execution of the specific effect can be interpreted as the ripple effect and any execution pattern of the ripple effect. In other words, when the ripple effect as the specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-consecutive fluctuation game, the ripple effect is executed with the content before customization in the next fluctuation cycle. Also, when the ripple effect as the specific effect is customized in one non-pseudo-consecutive fluctuation game, the ripple effect as the specific effect is executed with the content before customization in the next non-pseudo-consecutive fluctuation game.

[0220] Next, we will explain the specific execution mode of the curtain effect when the setting of the curtain effect is changed during the execution of the curtain effect as a special effect. FIG. 26 shows a situation in which the setting of the curtain effect is changed from the second setting to the third setting in the first fluctuation cycle executed in the fluctuation game using the fluctuation pattern H12. At this time, it is assumed that the execution of the curtain effect using the curtain effect pattern MP1 is determined in the first fluctuation cycle of the fluctuation game using the fluctuation pattern H12, and that the execution of the curtain effect using the curtain effect pattern MP1 is determined in the second fluctuation cycle. In the fluctuation game using the fluctuation pattern H12, when a third time has elapsed since the start of the first fluctuation cycle, the curtain effect using the curtain effect pattern MP1 is executed. As described above, since the curtain effect execution time is constant, it is impossible to infer from the curtain effect execution time whether the currently executed fluctuation game is a pseudo-consecutive fluctuation game or a non-pseudo-consecutive fluctuation game. Then, it is assumed that the setting of the curtain effect is changed from the second setting to the third setting before the start of the second fluctuation cycle. At this time, the effect pattern of the curtain effect in the second fluctuation cycle is not updated. In other words, when a third time has elapsed since the start of the second fluctuation cycle, the curtain effect using the curtain effect pattern MP1 is executed.

[0221] FIG. 27 shows a situation in which two consecutive variation games are executed: a variation game using variation pattern H01 and a variation game using variation pattern H10. In the variation game using variation pattern H01, a curtain effect using curtain effect pattern MP1 is executed, and in the variation game using variation pattern H10, a curtain effect using curtain effect pattern MP2 is executed. After a third time has elapsed since the start of the variation game using variation pattern H01, a curtain effect using curtain effect pattern MP1 is executed. Thereafter, before the start of the variation game using variation pattern H10, the setting of the curtain effect is changed from the second setting to the third setting. Thus, when the variation game using variation pattern H10 starts, whether or not a curtain effect will be executed and the effect pattern of the curtain effect are determined based on the third setting. Here, it is assumed that execution of a curtain effect using curtain effect pattern MP3 has been determined. After a third time has elapsed since the start of the variation game using variation pattern H10, a curtain effect using curtain effect pattern MP3 is executed.

[0222] In this way, it is impossible to guess from the performance time of the curtain effect as a special effect whether the variable game being executed is a pseudo-consecutive variable game or a non-pseudo-consecutive variable game. On the other hand, when the curtain effect as a special effect is customized in one non-final variable cycle among multiple variable cycles in one pseudo-consecutive variable game, the next variable cycle will be executed with the content before customization. On the other hand, when the curtain effect as a special effect is customized in one non-pseudo-consecutive variable game, the next non-pseudo-consecutive variable game will be executed with the content after customization.

[0223] The effects of this embodiment will be described. (1) In this embodiment, the ripple effect and countdown effect as specific effects can be executed across multiple non-pseudo-consecutive variation games and across multiple variation cycles in one pseudo-consecutive variation game. The ripple effect and countdown effect as specific effects can be executed in the same manner when executed across multiple non-pseudo-consecutive variation games and when executed across multiple variation cycles in one pseudo-consecutive variation game. This makes it difficult for a player to recognize whether the ripple effect or countdown effect as a specific effect is being executed across multiple non-pseudo-consecutive variation games or across multiple variation cycles in one pseudo-consecutive variation game.

[0224] (2) Furthermore, the ripple effect and the countdown effect as specific effects can both be executed across multiple non-pseudo consecutive fluctuation games and across multiple fluctuation cycles in one pseudo consecutive fluctuation game. This makes it difficult for a player to recognize whether the ripple effect or the countdown effect as specific effects is being executed across multiple non-pseudo consecutive fluctuation games or across multiple fluctuation cycles in one pseudo consecutive fluctuation game.

[0225] (3) Furthermore, the ripple effect and countdown effect as specific effects may be executed in a first mode that allows the player to recognize that a bonus will be awarded, or in a second mode that allows the player to recognize the likelihood of receiving a bonus. The ripple effect and countdown effect as specific effects can be executed across multiple non-pseudo-consecutive fluctuation games, and across multiple fluctuation cycles in a single pseudo-consecutive fluctuation game, regardless of the mode. This makes it difficult for a player to recognize whether the ripple effect and countdown effect as specific effects are executed across multiple non-pseudo-consecutive fluctuation games or across multiple fluctuation cycles in a single pseudo-consecutive fluctuation game, regardless of the mode.

[0226] (4) Furthermore, the ripple effect and countdown effect as specific effects can be executed so that the proportion of their execution period in the fluctuation period of the first non-pseudo-consecutive fluctuation game when executed across multiple non-pseudo-consecutive fluctuation games is the same as the proportion of their execution period in the fluctuation period of the first fluctuation cycle when executed across multiple fluctuation cycles in one pseudo-consecutive fluctuation game. Thus, during the execution of a specific effect, the specific effect is executed across multiple non-pseudo-consecutive fluctuation games. Thus, the fluctuation period of the ripple effect and countdown effect as specific effects can be inferred from their execution periods, allowing the player to infer whether they are being executed across multiple non-pseudo-consecutive fluctuation games or multiple fluctuation cycles in one pseudo-consecutive fluctuation game.

[0227] (5) Furthermore, when the ripple effect and countdown effect as specific effects are executed over multiple cycles in one pseudo-consecutive game, if the power supply is cut off in one non-final cycle and then power is started again, they will not be restored when the start of the next cycle arrives. On the other hand, when the ripple effect and countdown effect as specific effects are executed over multiple non-pseudo-consecutive game, if the power supply is cut off in one non-final cycle and then power is started again, they will be restored when the start of the next non-pseudo-consecutive game arrives. This allows the ripple effect and countdown effect as specific effects to be resumed depending on the situation, thereby increasing the interest.

[0228] (6) Furthermore, when the ripple effect or countdown effect as a specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-sequential fluctuation game, the content before customization is executed in the next fluctuation cycle. This makes it possible to prevent the control for executing the ripple effect and countdown effect as specific effects in the pseudo-sequential fluctuation game from becoming complicated.

[0229] (7) Furthermore, when the ripple effect or countdown effect as a specific effect is customized in one non-pseudo-consecutive variation game, the content before customization is executed in the next non-pseudo-consecutive variation game. This makes it possible to prevent the control for executing the ripple effect and countdown effect as a specific effect in a non-pseudo-consecutive variation game from becoming complicated.

[0230] (8) Furthermore, when a curtain effect as a special effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-consecutive fluctuation game, the next fluctuation cycle is executed with the content before customization. On the other hand, when a curtain effect as a special effect is customized in one non-pseudo-consecutive fluctuation game, the next non-pseudo-consecutive fluctuation game is executed with the content after customization. In this way, the timing at which the curtain effect as a special effect reflects the content of the customization can be changed depending on the situation. This can increase the interest.

[0231] (9) If a loss can be recognized before or during the execution of the ripple effect and the countdown effect as specific effects, these effects suggest or notify the player of the degree of expectation, but since the loss can already be recognized, there is a risk that interest will be reduced. For variable games with variation patterns that have such a risk, the ripple effect and the countdown effect as specific effects will not be executed, so by determining a non-win without conducting each execution lottery, the memory capacity required for a specified lottery can be reduced. On the other hand, for variable games with other variation patterns, by conducting each execution lottery, it is easy to change the game so that a win in the execution lottery is possible.

[0232] (10) The specific effects of the ripple effect and the countdown effect can predict different jackpot expectations depending on the effect pattern, as well as the fluctuation pattern predicted from the duration of the display effect that constitutes each effect. This can increase the interest.

[0233] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The presentation time of the ripple display effect that constitutes the ripple effect as a specific effect, and the presentation time of the count display effect that constitutes the countdown effect as a specific effect, may be changed as desired, as long as the execution period is equal to or shorter than the variable period. In other words, the presentation time of the ripple display effect that constitutes the ripple effect as a specific effect, and the presentation time of the count display effect that constitutes the countdown effect as a specific effect, may be changed as desired, as long as the execution period is equal to or shorter than the variable cycle in which the effect is executed, or the variable time of the variable game.

[0234] For example, the duration of the ripple effect constituting the specific ripple effect and the duration of the countdown effect constituting the specific countdown effect may be the same regardless of the length of the variable period. In other words, the proportion of the execution period of the specific ripple effect and the countdown effect in the variable period may be indefinite.

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

[0236] When a countdown effect as a specific effect is executed over multiple fluctuation cycles in a pseudo-consecutive fluctuation game, the power supply may be cut off in a non-final fluctuation cycle, and then when the power supply is started again, it may be restored when the start of the next fluctuation cycle arrives.

[0237] When a specific ripple effect is executed across multiple non-pseudo consecutive fluctuation games, if power is cut off in a non-final non-pseudo consecutive fluctuation game and then power is turned on again, the next non-pseudo consecutive fluctuation game may not be restarted even when the start time arrives. In this case, the effect game may be restarted in the next non-pseudo consecutive fluctuation game.

[0238] When a countdown effect is executed as a specific effect across multiple non-pseudo consecutive game variations, if the power supply is cut off in a non-final non-pseudo consecutive game and then power is started again, it may not be restored even when the start time of the next non-pseudo consecutive game arrives. In this case, the effect game may be restored in the next non-pseudo consecutive game.

[0239] Only one of the special effects, the ripple effect and the countdown effect, may be executed. In other words, there may be only one type of special effect. · Either or both of the ripple effect and the countdown effect as specific effects do not have to include an effect that makes it clear that a bonus will be awarded.

[0240] One or both of the specific effects, the ripple effect and the countdown effect, may not be customizable. When a ripple effect as a specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-consecutive fluctuation game, in the next fluctuation cycle, the ripple effect as a specific effect may be executed with the customized content.

[0241] When a countdown effect as a specific effect is customized in one non-final fluctuation cycle among multiple fluctuation cycles in one pseudo-consecutive fluctuation game, in the next fluctuation cycle, the countdown effect as a specific effect may be executed with the customized content.

[0242] When a ripple effect as a specific effect is customized in a non-pseudo consecutive variation game of 1, in the next non-pseudo consecutive variation game, the ripple effect as a specific effect may be executable with the customized content.

[0243] When a countdown effect as a specific effect is customized in a non-pseudo consecutive variation game of 1, in the next non-pseudo consecutive variation game, the countdown effect as a specific effect may be executable with the customized content.

[0244] Either the ripple effect or the countdown effect as a specific effect may not include an effect that can be executed in both multiple non-pseudo consecutive fluctuation games and multiple fluctuation cycles in one pseudo consecutive fluctuation game. In other words, the pseudo ripple effect's effect pattern may not include an effect pattern that is common to the continuous ripple effect's effect pattern. Also, the pseudo countdown effect's effect pattern may not include an effect pattern that is common to the continuous countdown effect's effect pattern.

[0245] The specific effects, ripple and countdown, may be executable at the same time, or may not be executable at the same time. In other words, the specific effects, ripple and countdown, may be executed while the other is being executed, or may not be executed while the other is being executed. Furthermore, the specific effects, ripple and countdown, may be executed while the other is being executed or while execution is pending, or may not be executed.

[0246] One or both of the specific effects, the ripple effect and the countdown effect, may be executable across one or more non-pseudo-consecutive fluctuation games and one or more pseudo-consecutive fluctuation games. Specifically, one or both of the specific effects, the ripple effect and the countdown effect, may be executable across one non-pseudo-consecutive fluctuation game and one pseudo-consecutive fluctuation game consisting of two fluctuation cycles. In this case, an effect using an effect pattern consisting of three display effects may be executed. Furthermore, in this case, the jackpot expectation rate for one or both of the specific effects, the ripple effect and the countdown effect, may vary depending on the type of effect pattern as well as the ratio between the number of one or more non-pseudo-consecutive fluctuation games and the total number of fluctuation cycles of one or more pseudo-consecutive fluctuation games. In other words, even if the type of effect pattern is the same, the jackpot expectation rate for one or both of the specific effects, the ripple effect and the countdown effect, may vary depending on the ratio between the number of one or more non-pseudo-consecutive fluctuation games and the total number of fluctuation cycles of one or more pseudo-consecutive fluctuation games. As an example, the probability of winning a jackpot may be higher the more non-pseudo consecutive fluctuation games that are 1 or greater, or the more the total number of fluctuation cycles of pseudo consecutive fluctuation games that are 1 or greater.

[0247] Although the specific effects are exemplified as ripple effects and countdown effects, they are not limited to these. In addition to or instead of the ripple effects and countdown effects, other specific effects may be executed.

[0248] When a curtain effect is executed in a pseudo-multiple-cycle game, a curtain effect with a lower expectation level than the curtain effect executed in the immediately preceding cycle may not be executed. In other words, if a curtain effect according to curtain effect pattern MP1 is executed in the immediately preceding cycle, it may be determined to execute a curtain effect according to curtain effect pattern MP1, curtain effect pattern MP2, or curtain effect pattern MP3. Similarly, if a curtain effect according to curtain effect pattern MP2 is executed in the immediately preceding cycle, it may be determined to execute a curtain effect according to curtain effect pattern MP2 or curtain effect pattern MP3. Similarly, if a curtain effect according to curtain effect pattern MP3 is executed in the immediately preceding cycle, it may be determined to execute a curtain effect according to curtain effect pattern MP3.

[0249] When a curtain effect as a special effect is customized in one non-final variation cycle among multiple variation cycles in one pseudo-series variation game, in the next variation cycle, the curtain effect as a special effect may be executable with the customized content.

[0250] When a curtain effect as a special effect is customized in a non-pseudo consecutive variation game of 1, in the next non-pseudo consecutive variation game, the curtain effect as a special effect may be executable with the content before customization.

[0251] The curtain performance may be a performance that can be performed over multiple cycles of variation. The curtain effect may be an effect that can be performed across multiple non-pseudo consecutive variation games. There may be fluctuation cycles with different performance contents but the same fluctuation period.

[0252] Although a curtain effect is given as an example of a special effect, it is not limited to this. In addition to or instead of the curtain effect, another special effect may be executed, or the curtain effect may not be executed. -The customization of the effects may be possible by customizing one or both of the probability of the effect being executed and the expected probability of a jackpot suggested or announced by the effect, and in addition to or instead of these, the form of the effect may also be customizable.

[0253] The fluctuation pattern may be changed at will. The presentation and execution of various effects may be changed at will. The first and second variable games may be executed in the order in which the hold conditions are met.

[0254] The pachinko gaming machine 10 can adopt a specification that provides a high probability state until the next jackpot game, a specification that provides a high probability state until a drop lottery is won (so-called drop specification), or a specification that provides a high probability state until a specified number of variable games have been completed (so-called ST specification). The pachinko gaming machine 10 can adopt a specification that provides a high probability state on the condition that the gaming ball passes through a specific area (so-called V probability variable specification). The pachinko gaming machine 10 may be a specification that combines the drop specification and the V probability variable specification. The pachinko gaming machine 10 may be a specification that combines the ST specification and the V probability variable specification.

[0255] The special symbol winning lottery may include a big win lottery as well as a small win lottery. If a small win is won in the winning lottery, a small win game (winning game) will be awarded after the special game ends. As an example, the high-probability non-time-saving state may be a state in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to the low-probability non-time-saving state (so-called small win RUSH specification). In other words, the high-probability non-time-saving state may be a state in which the specific number of balls is likely to increase.

[0256] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, the opening and closing blades (opening and closing members) of the ball entry device (large prize entry port) open when a game ball enters the starting port, and the ball that entered the ball entry device enters the special prize entry port, triggering a jackpot game. The opening and closing blades of the ball entry device may also open when a small prize game is awarded by winning a small prize lottery. In this case, the lottery for the special symbol may include both a jackpot lottery and a small prize lottery, or it may include only a small prize lottery.

[0257] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.

[0258] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may also have a display control substrate that specializes in controlling the effect display device EH, a light-emitting control substrate that specializes in controlling the decorative lamps LA, and a sound control substrate that specializes in controlling the speaker SP, separate from the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other effects may be collectively referred to as a sub-substrate. In addition, in an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. Furthermore, the display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.

[0259] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Appendix 1) A gaming machine capable of executing a pseudo-consecutive variation game consisting of a plurality of variation cycles and a non-pseudo-consecutive variation game different from the pseudo-consecutive variation game, the gaming machine comprising: a presentation execution means for executing presentations; and a presentation control means for controlling the presentation execution means, the presentations including specific presentations that can be executed across a plurality of the non-pseudo-consecutive variation games and across a plurality of variation cycles in one of the pseudo-consecutive variation games, and that can execute specific presentations in the same presentation format when executed across a plurality of the non-pseudo-consecutive variation games and when executed across a plurality of variation cycles in one of the pseudo-consecutive variation games.

[0260] (Appendix 2) A gaming machine capable of executing a pseudo-consecutive fluctuation game consisting of a plurality of fluctuation cycles and a non-pseudo-consecutive fluctuation game different from the pseudo-consecutive fluctuation game, the gaming machine comprising: an effect execution means for executing effects; and an effect control means for controlling the effect execution means, wherein the effects include specific effects, of which there are a plurality of types, and the specific effects are effects that can be executed across a plurality of the non-pseudo-consecutive fluctuation games regardless of the type of the specific effects, and are effects that can be executed across a plurality of fluctuation cycles in one of the pseudo-consecutive fluctuation games.

[0261] (Appendix 3) A gaming machine capable of executing a pseudo-consecutive variation game consisting of a plurality of variation cycles and a non-pseudo-consecutive variation game different from the pseudo-consecutive variation game, the gaming machine comprising: a variation execution means for executing a variation; and a variation control means for controlling the variation execution means, wherein the variations include specific variations, and the specific variations include the specific variations according to a first mode and the specific variations according to a second mode, the specific variations according to the first mode being variations that enable a player to recognize that a bonus will be awarded, and the specific variations according to the second mode being variations that enable a player to recognize the likelihood of a bonus being awarded, and the specific variations, regardless of whether they are the specific variations according to the first mode or the specific variations according to the second mode, being variations that can be executed across a plurality of the non-pseudo-consecutive variation games, and being variations that can be executed across a plurality of variation cycles in one of the pseudo-consecutive variation games.

[0262] (Appendix 4) A gaming machine as described in any of Appendices 1 to 3, which is equipped with a customization means capable of customizing the specific effects, and when the specific effects are customized in one non-final variation cycle among multiple variation cycles in one of the pseudo-consecutive variation games, in the next variation cycle, the specific effects are executed with the content before the customization.

[0263] (Appendix 5) A gaming machine as described in any of Appendices 1 to 4, which is equipped with a customization means for customizing the specific effects, and when the specific effects are customized in one of the non-pseudo consecutive fluctuation games, in the next non-pseudo consecutive fluctuation game, the specific effects are executed with the content before the customization.

[0264] (Appendix 6) A gaming machine capable of executing a pseudo-consecutive variation game consisting of a plurality of variation cycles and a non-pseudo-consecutive variation game different from the pseudo-consecutive variation game, the gaming machine comprising: a presentation execution means for executing presentations; a presentation control means for controlling the presentation execution means; and a customization means for customizing the presentations, wherein the presentations include specific presentations, which are presentations that can be executed across a plurality of the non-pseudo-consecutive variation games and are presentations that can be executed across a plurality of variation cycles in one of the pseudo-consecutive variation games, and when the specific presentation is customized in one of the non-pseudo-consecutive variation games, the specific presentation is executed in the next non-pseudo-consecutive variation game with the content before the customization.

[0265] (Appendix 7) A gaming machine capable of executing a pseudo-consecutive variation game consisting of a plurality of variation cycles and a non-pseudo-consecutive variation game different from the pseudo-consecutive variation game, the gaming machine comprising: a performance execution means for executing a performance; a performance control means for controlling the performance execution means; and a customization means for customizing the performance, wherein the performance includes a specific performance, the specific performance is a performance that can be executed across a plurality of the non-pseudo-consecutive variation games and is a performance that can be executed across a plurality of variation cycles in one of the pseudo-consecutive variation games, and when the specific performance is customized in one variation cycle that is not the final one of the plurality of variation cycles in one of the pseudo-consecutive variation games, the specific performance is executed in the next variation cycle with the content before the customization.

[0266] (Appendix 8) A gaming machine as described in Appendix 6, in which when the specific effect is customized in the non-pseudo consecutive fluctuation game of 1, in the next non-pseudo consecutive fluctuation game, the specific effect is executed with the content before the customization.

[0267] (Appendix 9) A gaming machine as described in Appendix 7, in which when the specific effect is customized in one non-final variation cycle among multiple variation cycles in the pseudo-consecutive variation game of 1, in the next variation cycle, the specific effect is executed with the content before the customization.

[0268] (Appendix 10) A gaming machine described in any of Appendices 1 to 9, which is capable of executing the specific effect so that the proportion of the execution period of the specific effect in the fluctuation period of the first non-pseudo-consecutive fluctuation game when executed over multiple non-pseudo-consecutive fluctuation games is the same as the proportion of the execution period of the specific effect in the fluctuation period of the first fluctuation cycle when executed over multiple fluctuation cycles in one pseudo-consecutive fluctuation game.

[0269] (Appendix 11) A gaming machine as described in any one of Appendices 1 to 10, in which when the specific effect is executed over multiple fluctuation cycles in one of the pseudo-consecutive fluctuation games, the power supply is cut off in one non-final fluctuation cycle, and when the power supply is then started, the game does not return even when the start time of the next fluctuation cycle arrives, and when the specific effect is executed over multiple of the non-pseudo-consecutive fluctuation games, the power supply is cut off in one non-final non-pseudo-consecutive fluctuation game, and when the power supply is then started, the game returns when the start time of the next non-pseudo-consecutive fluctuation game arrives.

[0270] (Appendix 12) A gaming machine described in any one of Appendices 1 to 11, wherein the effects include a special effect that is different from the specific effect, and when the special effect is customized in one non-final variation cycle among multiple variation cycles in one of the pseudo-consecutive variation games, the special effect is executed with the content before the customization in the next variation cycle, and when the special effect is customized in one of the non-pseudo-consecutive variation games, the special effect is executed with the content after the customization in the next non-pseudo-consecutive variation game. [Explanation of symbols]

[0271] BT...Effect button cg1~cg10...Count image CP01~CP53...Countdown effect pattern EH...Effect display device ES...Effect device group H01~H13...Variation pattern HD...Firing handle hg1~hg3...Ripple image JB...Drawing pad JBd...Down button JBl...Left button JBr...Right button JBu...Up button jg1~jg3...Status image kg1~kg3...Item image LA...Decorative lamp mg1~mg3...Curtain image MP1~MP3...Curtain effect pattern R...Display area RP01~RP40...Ripple effect pattern SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SL1...Normal solenoid SL2...Special solenoid SP...Speaker YB...Game board YBa...Game area YBb...Display window YBc...Firing passage YBd...Anti-return valve 10...Pachinko game machine 11...Frame body 11a...Outer frame 11b...Mounting frame 12...First start port 13...Second start port 13a...Normal opening / closing piece 14...Large prize port 14a...Special opening / closing piece 17...Gate 17a...Gate port 18...Out port 19a...First special pattern display device 19b...Second special pattern display device 19c...First reserve display device 19d...Second reserve display device 19e...Normal pattern display device 40...Main board 41...Main CPU 42...Main ROM 43...Main RAM 44...Random number generation circuit 46...RAM clear switch 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RAM

Claims

1. In a gaming machine capable of executing a pseudo-sequential fluctuation game including a plurality of fluctuation cycles and a non-pseudo-sequential fluctuation game different from the pseudo-sequential fluctuation game, a performance execution means for executing a performance; a performance control means for controlling the performance execution means; customization means for customizing the performance; The performance includes specific performances, The specific effect is an effect that can be executed across a plurality of the non-pseudo-sequential fluctuation games, and an effect that can be executed across a plurality of fluctuation cycles in one of the pseudo-sequential fluctuation games, When the specific effect is customized in one non-final variation cycle among a plurality of variation cycles in one of the pseudo-series variation games, in the next variation cycle, the specific effect is executed with the content before the customization, The specific effect is an effect that can be executed across one or more of the non-pseudo consecutive fluctuation games and one or more of the pseudo consecutive fluctuation games, The gaming machine in which the expected degree of awarding a special benefit can vary depending on the ratio of the number of the non-pseudo consecutive fluctuation games, which is 1 or more, to the total number of fluctuation cycles of the pseudo consecutive fluctuation games, which is 1 or more.

2. In a gaming machine capable of executing a pseudo-sequential fluctuation game including a plurality of fluctuation cycles and a non-pseudo-sequential fluctuation game different from the pseudo-sequential fluctuation game, a performance execution means for executing a performance; a performance control means for controlling the performance execution means; A customization means for customizing the presentation; The performance includes specific performances, The specific effect is an effect that can be executed across a plurality of the non-pseudo-sequential fluctuation games, and an effect that can be executed across a plurality of fluctuation cycles in one of the pseudo-sequential fluctuation games, When the specific effect is customized in one of the non-pseudo consecutive variation games, in the next non-pseudo consecutive variation game, the specific effect is executed with the content before the customization, The specific effect is an effect that can be executed across one or more of the non-pseudo consecutive fluctuation games and one or more of the pseudo consecutive fluctuation games, The gaming machine in which the expected degree of awarding a special benefit can vary depending on the ratio of the number of the non-pseudo consecutive fluctuation games, which is 1 or more, to the total number of fluctuation cycles of the pseudo consecutive fluctuation games, which is 1 or more.

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