Game machine

JP2025029518A5Pending Publication Date: 2026-08-18SANSEI R&D KK
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2023134245
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-21
Publication Date
2026-08-18

AI Technical Summary

Benefits of technology

【0007】 この発明によれば、興趣性が高い演出を実行可能である。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine capable of executing a highly amusing performance.SOLUTION: Performance control means can execute a first performance, a second performance, a third performance, and a winning reporting performance in turn. The second performance can suggest that a possibility that a performance result of the third performance can become a second performance result is a first degree, the first performance can suggest that a possibility of suggestion by the second performance is changed from the first degree to a second degree higher than the first degree, and there are a first case in which the second performance is executed after execution of the first performance and a second case in which the second performance is executed without executing the first performance. The second performance for suggesting that a possibility of a second performance result is the first degree is executed in the second case, and the second performance for suggesting that a possibility of a second performance result is the second degree higher than the first degree is executed in the first case.SELECTED DRAWING: Figure 12
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine equipped with a performance control means for controlling performance. [Background technology]

[0002] For example, in gaming machines such as pachinko machines, when a gaming ball enters a starting hole, a determination is made as to whether or not a special game advantageous to the player will be executed, and after the symbols are displayed variably, a symbol indicating the result of the determination is displayed still. Then, when the symbol indicating that it has been determined that a special game will be executed is displayed still, a special game in which the player can win gaming media is executed. Among these types of gaming machines, there are those that execute various effects, such as a step-up notice that can progress in stages up to a predetermined number of steps up to a predetermined number of steps, a dialogue notice that displays a character speaking a line, a group notice that displays a number of characters moving in a predetermined direction, and a cut-in that displays a predetermined cut-in image superimposed on an effect image currently being displayed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-80893 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the effects performed in conventional gaming machines are not necessarily sufficiently entertaining, and there is room for improvement in terms of increasing the entertaining factor.

[0005] Therefore, an object of the present invention is to provide a gaming machine that can execute highly entertaining presentations. [Means for solving the problem]

[0006] The gaming machine of the first invention for solving the above-mentioned problems comprises: a determination means for determining whether or not to execute a special game advantageous to a player; a symbol display control means for, when the determination is made, causing a predetermined symbol display means to variably display a symbol and then statically display a symbol indicating the result of the determination; a special game execution means for executing the special game when a symbol indicating that the determination means has determined that the special game will be executed is stopped and displayed on the symbol display means; and a performance control means for controlling the performance. [Effects of the Invention]

[0007] According to this invention, it is possible to perform highly entertaining presentations. [Brief explanation of the drawings]

[0008] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] An enlarged view of the main display 40 in FIG. [Figure 4] An explanatory diagram for explaining the opening and closing control of the second large winning opening 28 and the V winning opening 287. [Figure 5] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 6] An explanatory diagram for explaining the jackpot random number and the symbol random number [Figure 7] An explanatory diagram for explaining the flow of a game in the gaming machine 1. [Figure 8] An explanatory diagram illustrating the flow of various main effects such as reach effects [Figure 9] Screen diagram showing an example of the effects in normal game mode (part 1) [Figure 10] Screen diagram showing an example of the effects in normal game mode (part 2) [Figure 11] A screen diagram showing an example of a presentation when a V win is announced during a jackpot game. [Figure 12]An explanatory diagram for explaining the flow of the landing challenge performance executed in the gaming machine 1. [Figure 13] A time chart illustrating the flow of the landing challenge performance [Figure 14] Screenshot (part 1) showing a specific example of a landing challenge performance in which a successful landing is ultimately achieved. [Figure 15] Screenshot (part 2) showing a specific example of a landing challenge performance in which a successful landing is ultimately achieved [Figure 16] A screen diagram showing a specific example of a landing challenge performance in which a landing failure performance is performed. [Figure 17] A screen image showing a specific example of a landing challenge performance that does not progress to a descent performance [Figure 18] FIG. 10 is an explanatory diagram illustrating a descendant selection table; [Figure 19] An explanatory diagram for explaining the land type selection table when starting descent [Figure 20] FIG. 10 is an explanatory diagram for explaining a descent area search performance pattern selection table. [Figure 21] FIG. 10 is an explanatory diagram illustrating the flow of the ticket acquisition challenge effect executed on the gaming machine 1. [Figure 22] An explanatory diagram for explaining the jackpot reliability of each effect that constitutes the ticket acquisition challenge effect. [Figure 23] An explanatory diagram for explaining the relationship between the viewing ticket acquisition effect, the story effect, and the reach effect. [Figure 24] FIG. 10 is an explanatory diagram illustrating a story performance execution decision table and a story performance type selection table. [Figure 25] FIG. 10 is an explanatory diagram illustrating a story selection table for selecting a playback end story of a story presentation. [Figure 26] FIG. 10 is an explanatory diagram for explaining a viewing ticket acquisition performance execution decision table and a viewing ticket acquisition performance type selection table. [Figure 27] An explanatory diagram to explain the flow of character-related production [Figure 28]FIG. 10 is an explanatory diagram for explaining a first character performance execution determination table and a first character performance / result performance selection table. [Figure 29] An explanatory diagram for explaining the second character effect execution decision table, the second character effect / result effect selection table, the special character effect execution decision table, and the special character effect / result effect selection table. [Figure 30] An explanatory diagram for explaining the features of each line announcement executed in the gaming machine 1. [Figure 31] Screenshot showing a specific example of pre-reach dialogue announcement [Figure 32] Screen image showing a specific example of a line preview during SPSP reach [Figure 33] An explanatory diagram for explaining a pre-reach line notice type selection table and a pre-reach line notice character selection table. [Figure 34] An explanatory diagram for explaining the SPSP reach dialogue notice type selection table [Figure 35] An explanatory diagram for explaining the flow of special variable effects executed in the gaming machine 1. [Figure 36] A screen diagram showing a specific example of a special variable effect in which the first mission effect and the second mission effect are performed. [Figure 37] An explanatory diagram for explaining the jackpot reliability and characteristics of each effect executed in special fluctuations [Figure 38] FIG. 10 is an explanatory diagram illustrating a star display effect execution determination table and an effect image display color selection table. [Figure 39] FIG. 10 is an explanatory diagram illustrating a meteor effect execution determination table and a meteor effect pattern selection table. [Figure 40] FIG. 10 is an explanatory diagram illustrating a meteor shower effect execution determination table. [Figure 41] FIG. 1 is an explanatory diagram illustrating storage areas of the main RAM 83 and information stored in each storage area. [Figure 42] 10 is a flowchart illustrating an example of an interrupt process executed on the main control board 80. [Figure 43]Detailed flowchart of the sensor detection process in step S2 of FIG. [Figure 44] Detailed flowchart of the preliminary determination process in steps S211 and S219 of FIG. [Figure 45] Detailed flowchart of special symbol processing in step S3 of FIG. [Figure 46] Detailed flowchart of the big win determination process in step S308 of FIG. [Figure 47] Detailed flowchart of the variation pattern selection process in step S309 of FIG. [Figure 48] Detailed flowchart of the special drawing stop processing in step S317 of FIG. [Figure 49] Detailed flowchart (part 1) of the big prize opening / closing control process in step S6 of FIG. 42 [Figure 50] Detailed flowchart (part 2) of the big prize opening / closing control process in step S6 of FIG. 42 [Figure 51] Detailed flowchart (part 3) of the big prize opening / closing control process in step S6 of FIG. 42 [Figure 52] 10 is a flowchart illustrating an example of an interrupt process executed on the sub-control board 90. [Figure 53] Detailed flowchart of the command reception process in step S10 of FIG. 52 [Figure 54] Detailed flowchart of the pending command receiving process in step S13 of FIG. 53 [Figure 55] Detailed flowchart of the landing challenge performance pattern setting process in step S138 of FIG. [Figure 56] Detailed flowchart of fluctuation start command reception processing in step S16 of FIG. 53 [Figure 57] Detailed flowchart of the variable performance pattern setting process in step S163 of FIG. [Figure 58] Detailed flowchart of the preview effect pattern setting process in step S164 of FIG. [Figure 59]Detailed flowchart of the process for setting the presentation pattern of the story presentation in step S165 of FIG. [Figure 60] Detailed flowchart of the ticket acquisition challenge effect pattern setting process in step S167 of FIG. [Figure 61] Detailed flowchart (part 1) of the character effect pattern setting process in step S169 of FIG. 58 [Figure 62] Detailed flowchart (part 2) of the character effect pattern setting process in step S169 of FIG. 58 [Figure 63] Detailed flowchart of the process of setting the effect pattern of the dialogue preview effect in step S173 of FIG. [Figure 64] Detailed flowchart of the process for setting the effect pattern of the star system effect in step S175 of FIG. [Figure 65] 1 is a flowchart illustrating an example of an interrupt process executed in the image and sound control board 100. [Figure 66] Detailed flowchart of the image display control process in step S71 of FIG. 65 DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, a gaming machine (pachinko gaming machine) 1 according to one embodiment of the gaming machine of the present invention will be described with reference to the drawings as needed.

[0010] [Configuration example of gaming machine 1] First, an example of the configuration of a gaming machine 1 will be described with reference to Figures 1 and 2. Here, Figure 1 is a front view of the gaming machine 1, and Figure 2 is a front view of the gaming board 2. As shown in Figures 1 and 2, the gaming machine 1 comprises a gaming machine frame 30 and a gaming board 2 mounted within the gaming machine frame 30. The gaming machine frame 30 comprises a front frame 31 having a decorative surface, a main frame for mounting the gaming board 2, etc., and an outer frame for fixing the gaming machine 1 to the island equipment of the hall. The front frame 31 supports a glass plate arranged parallel to the gaming board 2 at a predetermined distance, and the glass plate and the gaming board 2 form a gaming area 3 into which gaming balls can flow.

[0011] 1, the front frame 31 is provided with a launch handle 32 for launching game balls, an upper tray 33 for storing game balls to be supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launch handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launch strength that corresponds to the rotation angle of the launch handle 32. The launched game balls travel along a rail member 4 located on the left side of the play area 3 and are then guided to an upper position in the play area 3. They change direction as they come into contact with game nails, windmills, etc. provided in the play area 3, and flow down the play area 3 along the game board 2.

[0012] A ball return prevention piece 6 is provided at the end of the rail member 4, and this ball return prevention piece 6 prevents a gaming ball that has entered the gaming area 3 from returning to the launching device. Also, a stop button is provided in a position close to the launching handle 32, and by operating this stop button, the player can temporarily stop the launch of gaming balls without returning the launching handle 32 to its initial position.

[0013] When the player rotates the launch handle 32 by a small rotation angle (a "left hit"), the game ball is launched with a relatively weak launch strength, and this game ball flows down the left game area 3L. On the other hand, when the player rotates the launch handle 32 by a large rotation angle (a "right hit"), the game ball is launched with a relatively strong launch strength, and this game ball flows down the right game area 3R after moving along the rail member 4 located in the upper right of the center decorative body 10.

[0014] In the path through which the game ball passes in the left game area 3L, a first start opening 21, a second start opening 22, an opening / closing member 23, and three general winning openings 24 are provided as devices related to winning and judgment (see Figure 2). In addition, in the path through which the game ball passes in the right game area 3R, the second start opening 22, the opening / closing member 23, one general winning opening 24, a gate 25, a first large winning opening 26, an opening / closing member 27, a second large winning opening 28, and an opening / closing member 29 are provided as devices related to winning and judgment (see Figure 2).

[0015] As a gaming ball launched from the launching device flows down the gaming area 3 along the gaming board 2, it may land in any of the first starting opening 21, the second starting opening 22, the general winning opening 24, the first large winning opening 26, and the second large winning opening 28. In this case, a predetermined number of prize balls corresponding to the winning position are paid out to the upper tray 33 or the lower tray 34. For example, four prize balls are paid out for each gaming ball that enters the first starting opening 21, one prize ball is paid out for each gaming ball that enters the second starting opening 22, and five prize balls are paid out for each gaming ball that enters the general winning opening 24. Furthermore, ten prize balls are paid out for each gaming ball that enters the first large winning opening 26, and ten prize balls are paid out for each gaming ball that enters the second large winning opening 28. In addition, game balls that do not win any prizes are discharged from the game area 3 through a discharge port formed at the bottom end of the game board 2.

[0016] A center decorative body 10 is provided in an opening formed in the center of the gaming board 2. This center decorative body 10 is composed of a stage section 11 having a gaming ball rolling surface on which gaming balls can roll, and a warp section 12 having a warp entrance and a warp exit at both ends. A gaming ball flowing down the left gaming area 3L may enter the warp section 12 from the warp entrance, and this gaming ball is discharged from the warp exit and guided to the stage section 11. A guide groove is formed in the center position of the left and right sides of the stage section 11, allowing gaming balls rolling on the stage section 11 to fall toward the first starting opening 21. For this reason, gaming balls guided to the stage section 11 via the warp section 12 are more likely to enter the first starting opening 21 than gaming balls flowing down the left gaming area 3L without passing through the warp section 12.

[0017] The first start opening 21 is a start area that is always open. The second start opening 22 is a start area that is closed when an opening / closing member 23, which is a normal electric device, is not operating, and is opened when the opening / closing member 23 is operating. In the gaming machine 1, when a gaming ball enters the first start opening 21 (or the second start opening 22), it is determined whether or not a special game (jackpot game) advantageous to the player will be executed. Then, on the first special symbol display 41 (or the second special symbol display 42) described below, symbols are displayed in a variable manner, and a symbol (jackpot symbol or losing symbol) indicating the result of the above determination is displayed in a static manner. Here, when a jackpot symbol is displayed in a static manner, a jackpot game is executed to open the first large prize opening 26 and the second large prize opening 28.

[0018] In the following explanation, the judgment made in response to the entry of a game ball into the first starting hole 21 will be referred to as the "first special pattern judgment," and the judgment made in response to the entry of a game ball into the second starting hole 22 will be referred to as the "second special pattern judgment," and these will be collectively referred to as the "special pattern judgment."

[0019] The first large prize opening 26 is a special prize area that opens and closes depending on the result of the special symbol determination. The opening of the first large prize opening 26 is provided with an opening / closing member 27, which is a plate that opens and closes the first large prize opening 26. The first large prize opening 26 is normally blocked by the opening / closing member 27, which maintains a closed position that forms the same plane as the gaming board 2. In contrast, when the first special symbol (or the second special symbol) is statically displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 27 is activated to open the first large prize opening 26, resulting in a jackpot game. During this jackpot game, a long open round game is played in which the opening / closing member 27 maintains an open position (see FIG. 2) that opens the first large prize opening 26, and then returns to a closed position that blocks the first large prize opening 26. The long opening round game in which the first large prize opening 26 is opened continues until a predetermined number of game balls (e.g., 10 balls) enter the first large prize opening 26, or until a predetermined time (e.g., 25 seconds) has elapsed since the first large prize opening 26 was opened (without the predetermined number of game balls entering the first large prize opening 26). In this way, during a jackpot game, a long opening round game in which the first large prize opening 26 is opened for a long time is played. For this reason, by hitting to the right during a long opening round game in which the first large prize opening 26 is opened for a long time, the player can obtain more prize balls than when a jackpot game is not being played.

[0020] The second large prize opening 28 is a special prize area that opens and closes depending on the result of the special symbol determination. An opening / closing member 29, which is a blade member that opens and closes the second large prize opening 28, is provided at the opening of the second large prize opening 28. The second large prize opening 28 is normally blocked by the opening / closing member 29 (see FIG. 4(A)). In contrast, when the first special symbol (or the second special symbol) is statically displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 29 is activated to open the second large prize opening 28, and a jackpot game is executed. During this jackpot game, a round game is executed in which the opening / closing member 29 maintains an open position (see FIGS. 2, 4(B), and (C)) that opens the second large prize opening 28 and then returns to a closed position that blocks the second large prize opening 28.

[0021] As will be described in detail later, the round game in which the second large prize opening 28 is opened and closed includes a long-open round game in which the second large prize opening 28 is opened long so that a predetermined number of game balls (for example, 10) can easily enter the second large prize opening 28, and a short-open round game in which the second large prize opening 28 is opened short so that it is extremely difficult for game balls to enter the second large prize opening 28. In the long-open round game in which the second large prize opening 28 is opened long, 100 prize balls (= 10 balls × 10 counts) are paid out when the player hits the right. Therefore, by hitting the right during the long-open round game in which the second large prize opening 28 is opened long, the player can obtain more prize balls than when a jackpot game is not being played.

[0022] In the gaming machine 1 of this embodiment, when the main CPU 81 determines that a jackpot game is to be executed, the operation of the opening / closing member 27 and the opening / closing member 29 is controlled, and a jackpot game is executed in which the player can acquire game balls as a gaming medium.

[0023] On the other hand, in this embodiment, with regard to the short-open round game in which second large winning opening 28 is short-opened, the opening time, which is the time during which opening / closing member 29 maintains the open position that opens second large winning opening 28, is set to an extremely short time of 0.1 seconds. For this reason, even if a player hits the ball to the right during the short-open round game of second large winning opening 28, basically no game ball will enter second large winning opening 28, and no prize balls will be paid out.

[0024] For ease of explanation, Fig. 2 shows the opening / closing members 27, 29 in the open position that opens the large prize openings 26, 28 when the effect symbols are displayed variably on the display screen 70 of the image display device 7, but in reality, the opening / closing members 27, 29 are not in the open position while the effect symbols are displayed variably. Also, in each round of play in a jackpot game, either the first large prize opening 26 or the second large prize opening 28 is used, so in reality, these large prize openings are not opened at the same time as shown in Fig. 2.

[0025] An opening / closing member 23 (see FIG. 2) is disposed adjacent to second starting port 22. This opening / closing member 23 is capable of changing its position between a closed position in which it blocks second starting port 22 and an open position (see FIG. 2) in which it opens second starting port 22.

[0026] The second starting hole 22 is normally blocked by the opening / closing member 23. In contrast, when a game ball hit by a player to the right passes through the gate 25, a determination is made as to whether or not to open the second starting hole 22, although no prize balls are paid out. If it is determined that the second starting hole 22 should be opened, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, when the opening / closing member 23 is not operating, the second starting hole 22 is in a state where it is difficult for game balls to pass through, but when the opening / closing member 23 is operating, it becomes easy for game balls to pass through.

[0027] In the following description, the determination that is performed on the condition that the gaming ball passes through the gate 25 will be referred to as a "normal symbol determination."

[0028] The general winning opening 24 is always open, similar to the first starting opening 21, and is a winning opening from which a predetermined number of prize balls (for example, five balls) are paid out when a game ball enters the general winning opening 24. However, unlike the first starting opening 21, no judgment is made even if a game ball enters the general winning opening 24.

[0029] [Configuration example of main display 40] Figure 3 is an enlarged view of the main display 40 in Figure 2. As illustrated in Figure 3, the main display 40 is configured to have a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol reserve display 44, a second special symbol reserve display 45, a normal symbol reserve display 46, a round display 47, a game status display 48, a firing direction display 49, and the like.

[0030] The first special symbol display 41 is configured with eight LEDs indicated by "i to p," and when a first special symbol determination is made, it notifies the result of the first special symbol determination by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the first special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the first special symbol determination for a predetermined fixed time (for example, 0.5 seconds).

[0031] The second special symbol display 42 is configured with eight LEDs indicated by "a to h," and when a second special symbol determination is made, the second special symbol determination result is notified by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the second special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the second special symbol determination for a predetermined fixed time (for example, 0.5 seconds).

[0032] The first special symbol display 41 (or the second special symbol display 42) displays a "jackpot symbol" indicating a jackpot or a "miss symbol" indicating a miss as a symbol indicating the result of the first special symbol determination (or the second special symbol determination). Note that the gaming machine 1 provides a plurality of different jackpot symbols depending on the type of jackpot, and when a jackpot symbol is displayed, a jackpot game is played in which the first large prize opening 26 and the second large prize opening 28 are opened in an opening pattern according to the type of jackpot symbol.

[0033] The normal pattern display 43 is configured with two LEDs indicated by "s-t", and when a normal pattern determination is made, the result of the normal pattern determination is notified by variably displaying the patterns and then statically displaying the patterns indicating the determination result of the normal pattern determination. Specifically, for example, the variably displaying the patterns is performed by alternately lighting the two LEDs, and the static displaying of the patterns is performed by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting mode corresponding to the determination result of the normal pattern determination. Here, when a winning pattern is statically displayed, an auxiliary game is performed in which the second starting hole 22 is opened by operating the opening / closing member 23 in an opening pattern corresponding to the current game state.

[0034] In the following explanation, the symbols displayed on the first special symbol display device 41 and the second special symbol display device 42 will be referred to as "special symbols," and the symbols displayed on the normal symbol display device 43 will be referred to as "normal symbols." In addition, the special symbol displayed on the first special symbol display device 41 will be referred to as "first special symbol," and the special symbol displayed on the second special symbol display device 42 will be referred to as "second special symbol" to distinguish between the two.

[0035] The first special symbol reserve indicator 44 is configured with two LEDs indicated by "u to v", and displays the number of reserved first special symbol determinations depending on the lighting state of these LEDs. The second special symbol reserve indicator 45 is configured with two LEDs indicated by "w to x", and displays the number of reserved second special symbol determinations depending on the lighting state of these LEDs. In this embodiment, the upper limit of these reserved numbers is set to "4". The regular symbol reserve indicator 46 is configured with two LEDs indicated by "q to r", and displays the number of reserved regular symbol determinations depending on the lighting state of these LEDs.

[0036] When a jackpot symbol is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42, the round indicator 47 displays the number of rounds, which indicates how many rounds of play will be played in the jackpot game that is executed in response to the jackpot corresponding to that jackpot symbol. In the gaming machine 1 of this embodiment, there are cases where a jackpot game including three rounds of play is played and cases where a jackpot game including ten rounds of play is played. For this reason, in this embodiment, the round indicator 47 is configured to have a 3R LED and a 10R LED, and the number of rounds is notified by lighting up either of these LEDs.

[0037] The game status indicator 48 is configured with three LEDs indicated by "a1 to a3," and indicates the game status of the gaming machine 1 by the lighting state of these LEDs. The launch direction indicator 49 is configured with two LEDs indicated by "y to z," and indicates the launch direction of the gaming ball by the lighting state of these LEDs. In other words, it indicates whether the state is for a left-handed shot or a right-handed shot.

[0038] [Configuration example of presentation means provided in gaming machine 1] 1 and 2, the game board 2 and the front frame 31 are provided with a decorative member 13, a movable decorative member 14, a frame lamp 37, a speaker 38, a performance indicator 125, a first special symbol reserve indicator 126, a second special symbol reserve indicator 127, and the like, to perform various effects. In addition, an image display device 7 is provided behind the game board 2.

[0039] The decorative member 13 incorporates a panel lamp 5 (see Figure 5) that is composed of multiple LEDs, and various light effects can be created by changing the lighting and blinking patterns of each LED or by changing the light color of each LED.

[0040] The movable decorative member 14 is located in front of the image display device 7 and behind the decorative member 13. The movable decorative member 14 incorporates multiple LEDs, and generates predetermined effects through its own movement and / or light. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 of the image display device 7, allowing the movable decorative member 14 to move up and down along the display screen 70. The movable decorative member 14 is typically positioned in an initial position (see FIG. 2 ) where most of the movable decorative member 14 is hidden behind the decorative member 13, with only the lower end of the movable decorative member 14 visible. In contrast, when a preview effect with a relatively high probability of a jackpot is executed using the image display device 7 and speaker 38, the movable decorative member 14 emits light in a predetermined light pattern and falls to an operating position that covers most of the display screen 70.

[0041] The frame lamp 37 is composed of a plurality of LEDs built into various parts of the front frame 31, and various light effects can be produced by changing the lighting and blinking patterns of each LED or by changing the light color of each LED.

[0042] The image display device 7 is a liquid crystal display device that displays effect images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the gaming board 2. This display screen 70 displays effect images including various display objects such as effect symbols that notify the determination result of the special symbol determination, characters and items, reserved images (reserved icons) that are displayed in the same number as the reserved number of first special symbol determinations (or second special symbol determinations), and change suggestion images (icons) that suggest that the special symbol is currently being displayed. Note that the image display device 7 is not limited to a liquid crystal display device, and may be another image display device such as an EL display device, as long as it is capable of displaying effect images.

[0043] The speaker 38 outputs musical pieces, voices, sound effects, and other sound effects in synchronization with or asynchronous with the display effects on the display screen 70 to perform sound effects.

[0044] The effect display 125 is configured with two LEDs, and displays a variable pattern in accordance with the variable display of the special pattern and effect pattern, and displays a static pattern that notifies the result of the special pattern determination in accordance with the static display of the special pattern and effect pattern. This effect display 125 notifies the result of the special pattern determination by the combination of lighting and extinguishing and the lighting color of each LED.

[0045] The effect first special symbol hold indicator 126 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved first special symbol determinations as displayed on the first special symbol hold indicator 44. The effect second special symbol hold indicator 127 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved second special symbol determinations as displayed on the second special symbol hold indicator 45.

[0046] [Configuration example of input means provided in gaming machine 1] As illustrated in FIG. 1, the front frame 31 is provided with a first effect button 35 and a second effect button 36 as input means that can be used by the player. The first effect button 35 is a push button that the player presses to input operation information. The second effect button 36 is a push button that the player presses to input operation information by grasping the grip of the second effect button 36 and pressing the second effect button 36. In the gaming machine 1, effects may be generated in response to the operation of the first effect button 35 or the second effect button 36.

[0047] The configuration of the input means is not limited to that exemplified in this embodiment, and may be other. That is, for example, in this embodiment, a case where the gaming machine 1 is equipped with two input means is described, but the input means may be one or three or more. Furthermore, the input means is not limited to push buttons, and may be other input means such as a touch panel capable of detecting a touch operation by a player, an optical sensor capable of detecting, for example, a player's hand held over the display screen 70, a joystick that can be moved back and forth and left and right to specify a position or direction, or an operating means that can be held by a player and whose position can be changed.

[0048] [Example of internal configuration of No. 2 Large Winning Slot 28] Figure 4 is an explanatory diagram for explaining the opening and closing control of second large prize opening 28 and V prize opening 287. An opening / closing member 29 that opens and closes second large prize opening 28 is provided at the opening of second large prize opening 28 (see Figures 1 and 4(A)). Also, as illustrated in Figures 4(A) to (C), second large prize opening sensor 281, V prize opening sensor 283, discharge opening sensor 284, slide member 285, etc. are provided inside second large prize opening 28.

[0049] The second large prize opening sensor 281 detects a gaming ball that has entered the second large prize opening 28, and in this embodiment, 10 prize balls are paid out each time a gaming ball passes through the second large prize opening sensor 281. The V prize opening sensor 283 detects the passage of a gaming ball through the V prize opening 287 defined by the V prize opening sensor 283. The discharge opening sensor 284 detects the passage of a gaming ball through the discharge opening defined by the discharge opening sensor 284. The slide member 285 guides a gaming ball that has passed through the second large prize opening sensor 281 to the V prize opening 287 or the discharge opening, and is configured to be slidable in the left-right direction in FIG. 4 (the width direction of the gaming machine 1). Figures 4(A) and (B) illustrate a state in which the slide member 285 is positioned in a right position to block the V winning opening 287, and Figures 4(C) and (D) illustrate a state in which the slide member 285 is positioned in a left position to open the V winning opening 287.

[0050] When no jackpot game is being played or during a long-open round game in which first large prize opening 26 is left open for a long time, second large prize opening 28 is closed by opening / closing member 29, and V prize opening 287 is closed by slide member 285 (see FIG. 4(A)). In contrast, during a round game in which second large prize opening 28 is opened and closed, second large prize opening 28 and V prize opening 287 can be in the following states.

[0051] 4(A) and 4(B), in a round game in which second large prize opening 28 is opened and closed, opening / closing member 29 may rotate with slide member 285 remaining in the right position, thereby opening second large prize opening 28. In this case, although second large prize opening 28 is open, V prize opening 287 is still blocked by slide member 285. Therefore, even if a gaming ball enters second large prize opening 28, the gaming ball will not pass through V prize opening 287 but will pass through outlet sensor 284.

[0052] 4(B) and 4(C), in a round game in which second large prize opening 28 is opened and closed, slide member 285 may move from the right position to the left position while second large prize opening 28 remains open, thereby opening V prize opening 287. In this case, since both second large prize opening 28 and V prize opening 287 are open, a gaming ball that enters second large prize opening 28 passes through V prize opening 287 (i.e., is detected by V prize opening sensor 283).

[0053] The V winning port sensor 283 functions as a so-called probability variable switch, and as described above, if a game ball enters the V prize when both the second large winning port 28 and the V winning port 287 are in an open state (the game ball is detected by the V winning port sensor 283), the game will be controlled in a "probability variable game state" described later after the jackpot game in which this V prize has occurred has ended. On the other hand, if a game ball does not enter the V prize when both the second large winning port 28 and the V winning port 287 are in an open state, the game will be controlled in a "time-saving game state" described later after the jackpot game has ended.

[0054] 4(D), there are cases where second large prize opening 28 is closed because opening / closing member 29 is not operating, and V prize opening 28 is opened because slide member 285 moves from the right position to the left position. In this case, V prize opening 287 is open, but second large prize opening 28 is in an entry-prohibitive state, so that game balls cannot enter second large prize opening 28.

[0055] In addition, the letter "V" is written in a position corresponding to the V prize opening sensor 283 on a transparent member provided in a position corresponding to the area containing the second large prize opening sensor 281, the V prize opening sensor 283, the outlet sensor 284, the slide member 285, etc. (see FIG. 2). Therefore, the player can easily identify the position of the V prize opening sensor 283 (the position of the V prize opening 287) by looking at this letter "V."

[0056] [Configuration of the control device provided in the gaming machine 1] FIG. 5 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1. As shown in FIG. A control device that controls the operation of the gaming machine 1 is provided on the back side of the gaming board 2. As illustrated in FIG. 5, the control device of the gaming machine 1 is composed of a main control board 80 that controls the progress of a game using gaming balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, a lamp control board 120 that controls the effects using various lamps and movable members, and the like. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, image and sound control board 100, and lamp control board 120 function as an effect control unit that controls the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, image and sound control board 100, and lamp control board 120 may be configured on a single board.

[0057] <Configuration example of main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various arithmetic processing related to judgments and the number of prize balls to be paid out based on programs stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the programs, and as a working area for data processing, etc.

[0058] The main control board 80 is connected to a first start opening sensor 211, a second start opening sensor 221, a gate sensor 251, a first large prize opening sensor 261, a second large prize opening sensor 281, a V prize opening sensor 283, an outlet sensor 284, a general prize opening sensor 241, a second start opening solenoid 222, a first large prize opening solenoid 262, a second large prize opening solenoid 282, and a V prize opening solenoid 286. The gaming machine 1 of this embodiment is equipped with four general prize opening sensors 241 corresponding to the four general prize openings 24, but for ease of explanation, only one general prize opening sensor 241 is shown in FIG. 5.

[0059] The first start opening sensor 211 detects that a gaming ball has entered the first start opening 21, and outputs a detection signal thereto to the main control board 80. The second start opening sensor 221 detects that a gaming ball has entered the second start opening 22, and outputs a detection signal thereto to the main control board 80. The gate sensor 251 detects that a gaming ball has passed through the gate 25, and outputs a detection signal thereto to the main control board 80. The first large prize opening sensor 261 detects that a gaming ball has entered the first large prize opening 26, and outputs a detection signal thereto to the main control board 80. The second large prize opening sensor 281 detects that a gaming ball has entered the second large prize opening 28, and outputs a detection signal thereto to the main control board 80. The V prize opening sensor 283 detects that a gaming ball has passed through the V prize opening 287, and outputs a detection signal thereto to the main control board 80. The outlet sensor 284 detects the passage of a gaming ball through the outlet and outputs a detection signal to the main control board 80. The general winning opening sensor 241 detects that a gaming ball has entered the general winning opening 24 and outputs a detection signal to the main control board 80.

[0060] The second starting opening solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit a driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second starting opening 22. The first large winning opening solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit a driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large winning opening 26. The second large winning opening solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit a driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large winning opening 28. The V winning opening solenoid 286 is an electric solenoid connected to the slide member 285 so as to be able to transmit a driving force, and operates the slide member 285 based on a control signal from the main control board 80 to open and close the V winning opening 287.

[0061] Although not shown in the figure, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends out gaming balls from a ball tank provided on the back side of the gaming board 2, thereby supplying gaming balls to the upper tray 33 or the lower tray 34. When a detection signal is input from the first start hole sensor 211, the second start hole sensor 221, the first large prize hole sensor 261, the second large prize hole sensor 281, or the general prize hole sensor 241, the main CPU 81 instructs the payout control board to pay out a predetermined number of prize balls according to the location where the gaming ball has entered, and also manages the number of prize balls to be paid out based on information from the payout control board.

[0062] Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the first start hole sensor 211, and executes a first special symbol determination using the acquired random numbers. Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the second start hole sensor 221, and executes a second special symbol determination using the acquired random numbers. Here, the various random numbers specifically refer to a jackpot random number, a pattern random number, a reach random number, and a variation pattern random number.

[0063] The jackpot random number is a random number used to determine whether a jackpot is won or not. The pattern random number is a random number used to determine the type of jackpot (such as the number of rounds of jackpot play and the game state after the jackpot play ends) when a jackpot is determined. The reach random number is a random number used to determine whether a reach effect or a no-reach effect will be performed when a miss is determined. The variation pattern random number is a random number used to determine the variation pattern of the special pattern when the special pattern is displayed in a varying manner.

[0064] The main CPU 81 acquires these random numbers at the timing when a gaming ball enters the first start hole 21 (or the second start hole 22), and first determines whether or not to execute a jackpot game based on whether or not the acquired jackpot random number matches a predetermined random number value (winning value) stored in the main ROM 82. Here, if it is determined that a jackpot game will be executed based on the jackpot random number matching the winning value, the type of jackpot is determined based on which random number value of the predetermined random number value (to be compared with the pattern random number) stored in the main ROM 82 matches with the symbol random number acquired together with the jackpot random number.

[0065] On the other hand, when the main CPU 81 determines not to execute a jackpot game because the acquired jackpot random number does not match the winning value, it determines whether to execute a reach effect or a reach-not-reach effect based on whether the reach random number acquired together with the jackpot random number matches a predetermined random number value stored in the main ROM 82 (to be compared with the reach random number). Furthermore, in both cases where it is determined to execute a jackpot game based on the acquired jackpot random number and where it is determined not to execute a jackpot game, the main CPU 81 determines a variation pattern of the special symbol when variably displaying the special symbol based on the variation pattern random number acquired together with the jackpot random number. Specifically, a variation pattern selection table for selecting a variation pattern of the special symbol is stored in the main ROM 82, and when the main CPU 81 acquires a variation pattern random number together with the jackpot random number in response to a game ball entering the first start slot 21 (or the second start slot 22), it selects a variation pattern of the special symbol by reading out from the variation pattern selection table a variation pattern associated with the same random number value as the acquired variation pattern random number. In this way, by selecting one variation pattern of the special symbol, the variation time of the special symbol is determined.

[0066] The variation pattern selection table includes a variation pattern selection table for a jackpot, a variation pattern selection table for a reach miss, and a variation pattern selection table for a no-reach miss. When the main CPU 81 determines that a jackpot game will be executed, it refers to the variation pattern selection table for a jackpot, and selects one variation pattern of the special symbol by reading out from this variation pattern selection table a variation pattern associated with the same random number value as the acquired variation pattern random number. Also, when the main CPU 81 determines that a jackpot game will not be executed and decides to perform a reach effect, it refers to the variation pattern selection table for a reach miss, and selects one variation pattern of the special symbol by reading out from this variation pattern selection table a variation pattern associated with the same random number value as the acquired variation pattern random number. Furthermore, when the main CPU 81 determines not to execute a jackpot game and determines to perform a no-reach performance, it refers to a no-reach miss variation pattern selection table and selects one variation pattern of the special symbol by reading out from the no-reach miss variation pattern selection table a variation pattern associated with the same random number value as the acquired variation pattern random number.

[0067] Although a detailed explanation of each variation pattern selection table will be omitted, when it is determined that a jackpot game will be executed, there is a tendency that a variation pattern with a long variation time is likely to be selected, and a variation pattern with a short variation time is unlikely to be selected. Also, when it is determined that a jackpot game will not be executed and it is decided that a reach effect will be executed, there is a tendency that a variation pattern with a long variation time is unlikely to be selected, and a variation pattern with a short variation time is likely to be selected, compared to when it is determined that a jackpot game will be executed. Furthermore, when it is determined that a jackpot game will not be executed and it is decided that a reach effect will be executed, a variation pattern with an even shorter variation time will be selected, since the reach effect will not be executed.

[0068] From these facts, it can be said that the longer the variation time of the special symbol, the more likely it is that a winning notification effect (a performance that notifies a jackpot) is executed, and the shorter the variation time of the special symbol, the more likely it is that a losing notification effect (a performance that notifies a loss) is executed. Various reach effects will be described in detail later, but for example, when a reach effect is executed over a relatively long time, such as when a normal reach develops into an SPSP reach via an SP reach, it can be said that a winning notification effect is more likely to be executed, and when the time required for a reach effect in which only a normal reach is executed is relatively short, it can be said that a losing notification effect is more likely to be executed. In other words, rather than a winning or losing result being notified by a normal reach effect, it can be said that the reliability of a jackpot is higher when a winning or losing result is notified by developing from a normal reach into an SP reach or an SPSP reach, or when a normal reach develops into an SP reach via an SP reach (or directly without going through an SP reach)

[0069] As described above, when the main CPU 81 determines that a jackpot game will be executed, it determines the type of jackpot based on the symbol random number acquired together with the jackpot random number, etc. Then, the first special symbol display device 41 (or the second special symbol display device 42) variably displays the first special symbol (or the second special symbol) in a variable pattern selected based on the variable pattern random number, and then statically displays the jackpot symbol corresponding to the determined type of jackpot. Thereafter, in accordance with the determined type of jackpot, the main CPU 81 controls the opening and closing of first large prize opening 26 (the operation of opening / closing member 27) via first large prize opening solenoid 262, the opening and closing of second large prize opening 28 (the operation of opening / closing member 29) via second large prize opening solenoid 282, and the opening and closing of V prize opening 287 (the operation of slide member 285) via V prize opening solenoid 286, thereby executing a jackpot game according to the type of jackpot.

[0070] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and executes a normal symbol determination using the acquired normal symbol random number. Then, if it is determined as a result of this normal symbol determination that the second start hole 22 is to be opened, the main CPU 81 executes an auxiliary game to open the second start hole 22 by controlling the opening and closing of the second start hole 22 (the operation of the opening and closing member 23) via the second start hole solenoid 222.

[0071] Also connected to the main control board 80 are a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol reserve display 44, a second special symbol reserve display 45, a normal symbol reserve display 46, a round display 47, a game status display 48, and a launch direction display 49. The main CPU 81 controls these displays 41 to 49 that constitute the main display 40, and causes them to execute the display processing described above based on FIG.

[0072] <Configuration example of sub-control board 90> The sub-control board 90 is equipped with a sub-CPU 91, a sub-ROM 92, a sub-RAM 93, and an RTC (real-time clock) 94. The sub-CPU 91 performs calculations to control performances based on programs stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area for temporarily storing various data used by the sub-CPU 91 when executing the programs, and as a working area for data processing, etc. The RTC 94 measures the current date and time (date and time).

[0073] A first effect button detection sensor 96 and a second effect button detection sensor 97 are connected to the sub-control board 90. When the first effect button 35 (see FIG. 1) is operated, the first effect button detection sensor 96 outputs operation information (operation signal) indicating that the first effect button 35 is operated to the sub-control board 90. When the second effect button 36 (see FIG. 1) is operated, the second effect button detection sensor 97 outputs operation information (operation signal) indicating that the second effect button 36 is operated to the sub-control board 90.

[0074] The sub-CPU 91 sets the effect contents based on game information related to special symbol determination, normal symbol determination, jackpot game, etc., transmitted from the main control board 80. At that time, the sub-CPU 91 may accept input of operation information from the first effect button 35 or the second effect button 36 and set the effect contents according to the operation information. The sub-CPU 91 transmits commands to the image and sound control board 100 and the lamp control board 120 to instruct the execution of the effect contents that have been set.

[0075] <Configuration example of image and sound control board 100> The image and sound control board 100 controls image display by the image display device 7 and controls the output of sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.

[0076] The control ROM 102 is composed of a mask ROM, and stores a control program for the image and sound control CPU 101, a display list generation program for generating a display list, and various tables such as a display list creation table used in the process of creating the display list. Here, the display list is composed of a group of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameters such as the type of image to be drawn, the position (coordinates) at which the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used when the image and sound control CPU 101 executes the control program, and as a working area for data processing, etc.

[0077] The image and sound control CPU 101 instructs the VDP 104 to display image data stored in the CGROM 105 on the image display device 7 based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting a display list. The image and sound control CPU 101 also instructs the audio DSP 107 to output audio data stored in the audio ROM 108 from the speaker 38.

[0078] CGROM 105 stores effect data necessary for executing the effect associated with the variable display of special symbols and the effect associated with a jackpot game. CGROM 105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image data) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels), movie data consisting of a collection of multiple image data, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. CGROM 105 also stores, without compression, palette data, etc., in which color number information that specifies a color number corresponds to display color information for actually displaying the color.

[0079] It is also possible to compress only a portion of the image data stored in the CGROM 105. As a method for compressing movie data, various known compression methods such as MPEG4 can be used.

[0080] The VRAM 106 is composed of an SRAM that can write and read image data at high speed, and although not shown in the figure, it is composed of a display list storage area, a development storage area, a frame buffer, etc.

[0081] The display list storage area temporarily stores the display list output from the image and audio control CPU 101. The expansion storage area stores image data that has been read from the CGROM 105 and then expanded. The frame buffer is used for both drawing and displaying image data to be displayed on the display screen 70.

[0082] The VDP 104 decompresses image data stored in a compressed state in the CGROM 105 and stores the decompressed image data in a storage area. Furthermore, the VDP 104 performs drawing processing on the frame buffer using the image data stored in the storage area based on the display list stored in the display list storage area. Furthermore, the VDP 104 generates RGB signals as video signals indicating the color of the image from the image data stored in the frame buffer and outputs the generated RGB signals to the image display device 7.

[0083] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voice, sound effects, warning sounds, etc. The SDRAM 109 is used as a work area for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image audio control CPU 101 from the audio ROM 108 to the SDRAM 109, executes data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume in accordance with instructions related to the volume obtained from the image audio control CPU 101 via the audio DSP 107, and outputs the audio data to the speaker 38.

[0084] In this embodiment, the VDP is responsible for drawing management and the audio DSP is responsible for sound management, but in other embodiments, a configuration in which the VDP is responsible for both drawing management and sound management may be adopted, in which case there is no need to provide a separate audio DSP.

[0085] <Configuration example of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to a frame lamp 37, a panel lamp 5, a movable decorative member 14, a performance indicator 125, a first special effect symbol hold indicator 126, and a second special effect symbol hold indicator 127. The lamp ROM 122 stores programs executed by the lamp CPU 121, light emission pattern data, operation pattern data, etc. Here, the light emission pattern data is data indicating the light emission patterns of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, etc. The operation pattern data is data indicating the operation patterns of the movable decorative member 14, etc.

[0086] The lamp CPU 121 performs arithmetic processing when controlling the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the performance first special chart hold indicator 126, the performance second special chart hold indicator 127, etc., based on the program stored in the lamp ROM 122.

[0087] The lamp CPU 121 reads out, from the light emission pattern data stored in the lamp ROM 122, light emission pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the light emission of the LEDs built into the frame lamp 37, the panel lamp 5, and the movable decorative member 14. The lamp CPU 121 also reads out, from the operation pattern data stored in the lamp ROM 122, operation pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the driving of the motor that operates the movable decorative member 14.

[0088] Furthermore, the lamp CPU 121 controls the variable display and stop display of the symbols on the effect display device 125 based on commands from the sub-control board 90. Furthermore, the lamp CPU 121 controls the display of the number of reserved symbols related to the first special symbol determination by the effect first special symbol reserve display device 126 and the display of the number of reserved symbols related to the second special symbol determination by the effect second special symbol reserve display device 127 based on commands from the sub-control board 90.

[0089] [About game status] Next, we will explain the gaming states of the gaming machine 1. In the gaming machine 1 of this embodiment, the game is controlled in one of three gaming states: a "normal gaming state," a "probability variable gaming state," and a "time-saving gaming state."

[0090] The "normal gaming state" is a gaming state in which a special symbol determination is performed in a low probability state in which the probability of determining that a jackpot game will be executed is relatively low, and a support function (such as a function called "electric support") that supports the entry of a gaming ball into the second start hole 22 is not provided. In the normal gaming state, the probability that a special symbol determination determines that a jackpot game will be executed is set to a relatively low probability (e.g., 1 / 210) (see FIG. 6(A)). Also, the probability that a normal symbol determination determines that the second start hole 22 will be opened is set to a relatively low probability (e.g., 1 / 11), the normal symbol variation time is set to a relatively long time (e.g., 20 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively short time (e.g., 0.1 seconds × 1 time).

[0091] The "probability variable game state" is a game state in which a special symbol determination is performed in a high probability state in which the probability of determining that a jackpot game will be executed is relatively high, and the support function is provided. That is, in the probability variable game state, the probability of determining that a jackpot game will be executed by the special symbol determination is set to a relatively high probability (e.g., 1 / 60) (see FIG. 6(A)). Also, the probability of determining that the second start hole 22 will be opened by the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).

[0092] The "time-saving game state" is a game state in which a special symbol determination is made in the low-probability state described above, and the electric chute support function is provided. That is, in the time-saving game state, the probability that a jackpot game will be executed based on the special symbol determination is set to a relatively low probability (e.g., 1 / 210). Also, the probability that the second start hole 12 will be opened based on the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 12 when it is determined to be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).

[0093] When comparing these game states with respect to the variation time of the special symbols, the variation time of the special symbols in the "probability variable game state" and the "time-limited game state" is likely to be set to a relatively shorter time than the variation time of the special symbols in the "normal game state." Note that the probability of determining that a special game will be executed (jackpot probability), the probability of determining that the second start slot 22 will be opened (winning probability of the normal symbol determination), the variation time of the normal symbols, and the opening time of the second start slot 22 shown in the explanation of each game state are merely examples, and it goes without saying that other probabilities and times may also be used.

[0094] In the following description, the state in which the support function is provided and it is easy for the game ball to enter the second starting hole 22 will be referred to as a "high base state," and the state in which the support function is not provided and it is difficult for the game ball to enter the second starting hole 22 will be referred to as a "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "probability variable game state" and the "time-saving game state" correspond to the high base state.

[0095] [Game flow] A game ball hit by a player with the right hand will not enter the first starting hole 21, but may enter the second starting hole 22. However, in a low base state, the second starting hole 22 is difficult to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in a low base state (which in this embodiment corresponds to the "normal game state"), the player will play by hitting with the left hand, aiming at the first starting hole 21.

[0096] When a game ball hit from the left side enters the first starting hole 21 in a normal game state, a first special symbol determination is executed, and the first special symbol is displayed in a variable manner, and then a big win symbol or a losing symbol is displayed as a stopped first special symbol indicating the result of the first special symbol determination.

[0097] Here, if a losing symbol is displayed, the jackpot game will not be played and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of rounds according to the jackpot symbol, and after the jackpot game ends, the game will be controlled in a "probable win game state" or a "time-saving game state."

[0098] In addition, when the game state transitions to a "probability variable game state" or a "time-saving game state" upon the end of a jackpot game, i.e., when the game transitions from a low base state to a high base state, the support function that facilitates the entry of game balls into the second starting hole 22 makes it easier for game balls to enter the second starting hole 22 than the first starting hole 21. Therefore, when the game is controlled in a high base state, the player will play by hitting the ball to the right, aiming at the second starting hole 22. Also, when both the right to determine the first special symbol and the right to determine the second special symbol are reserved, the second special symbol determination is executed with priority over the first special symbol determination. Therefore, when the game is controlled in a probability variable game state or a time-saving game state, the second special symbol determination is basically executed.

[0099] If a jackpot symbol is displayed as the second special symbol in the probability variable or time-limited game mode, the game will generally be controlled in the probability variable game mode after the jackpot game ends, but the game may also be controlled in the time-limited game mode. On the other hand, if a jackpot cannot be won in the probability variable or time-limited game mode, the game mode will be returned from the probability variable game mode (or time-limited game mode) to the normal game mode.

[0100] [Regarding special design determination using random numbers] Next, the determination process using the jackpot random number and the symbol random number will be explained with reference to Figure 6. Here, Figure 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. In the explanatory diagrams for each random number illustrated in Figure 6 and subsequent figures, the possible range of the random number is set to a smaller range than the actual range in order to make the explanation easier. In the gaming machine 1, when the gaming ball passes through the first start hole 21 (or the second start hole 22), acquired information such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number is acquired.

[0101] <Processing based on jackpot random numbers> The jackpot random number illustrated in Figure 6(A) is a random number used in the jackpot determination process (step S308 in Figure 45) to determine whether or not a jackpot game will be played, and is set separately for a low probability state in which the probability of determining that a jackpot game will be played is relatively low, and a high probability state in which the probability of determining that a jackpot game will be played is relatively high.

[0102] In this embodiment, four winning values ​​for the low probability state are stored in the main ROM 82, and the main CPU 81 determines that a jackpot game will be executed if the acquired jackpot random number matches one of these four winning values ​​when the game is controlled in the low probability state (which in this embodiment corresponds to the "normal game state" and the "time-saving game state"). Also, for the high probability state (which in this embodiment corresponds to the "probable variable game state"), 14 winning values ​​are stored in the main ROM 82, and the main CPU 81 determines that a jackpot game will be executed if the acquired jackpot random number matches one of these 14 winning values ​​when the game is controlled in the high probability state.

[0103] In this embodiment, the jackpot random number can take 840 values ​​from "0" to "839" in both the low probability state and the high probability state (see FIG. 6(A)). Therefore, the jackpot probability in the low probability state is 1 / 210 (= 4 / 840), and the jackpot probability in the high probability state is 1 / 60 (= 14 / 840).

[0104] <Processing based on random numbers> When the main CPU 81 determines that a jackpot game is to be executed, it determines the type of jackpot based on which random number value, among the random numbers preset for each type of jackpot, the symbol random number acquired together with the jackpot random number used in the determination matches. In other words, it selects the first special symbol (or the second special symbol) to be stopped and displayed on the first special symbol display device 41 (or the second special symbol display device 42) as the jackpot symbol.

[0105] (Type of jackpot related to the first special symbol determination) As illustrated in Figure 6(B), in this embodiment, two types of jackpots are available that can be won in response to a game ball entering the first starting hole 21 during normal game play: "3R Special A" and "3R Normal."

[0106] Here, "3R Probable Change A" (see Figure 6(B)) is a jackpot in which, in response to the jackpot pattern X1 being stopped and displayed on the first special pattern display 41, a jackpot game is executed which consists of a total of three long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 is long-opened, and two long-open round games (second and third round round games) in which the first large prize opening 26 is long-opened.

[0107] If the "3R probability variable A" is won, both the second large prize winning port 28 and the V prize winning port 287 are fully opened in the first round of round play. Therefore, the player can pass the game ball through the V prize winning port 287 by simply hitting the ball to the right, and if even one game ball is detected by the V prize winning port sensor 283 during the first round of round play, the game will be controlled in the "probability variable game state" after the end of the jackpot game.

[0108] In this embodiment, after the jackpot game related to "3R Probability Variable A" ends, the number of times (ST number in FIG. 6(B)) that the second special symbol determination (or first special symbol determination) and the variable display of the second special symbol (or first special symbol) are executed in the "probability variable game state" is set to 100 times, and if no jackpot is determined during that time, the probability variable game state continues until 100 special symbol determinations are executed. If all 100 special symbol determinations are misses, 100 time-saving games are awarded thereafter. Here, "time-saving game" means a game that includes the second special symbol determination (or first special symbol determination) executed in the "time-saving game state" and the variable display of the second special symbol (or first special symbol) executed in response to the special symbol determination.

[0109] On the other hand, the "3R normal" (see FIG. 6(B)) is a jackpot in which, in response to the jackpot symbol X2 being stopped and displayed on the first special symbol display 41, a jackpot game consisting of three round games is executed, including one short-open round game (first round round game) in which the second large prize opening 28 is short-opened, and two long-open round games (second and third round round games) in which the first large prize opening 26 is long-opened. When this "3R normal" is won, in the first round round game, no prize balls are paid out because no game balls enter the second large prize opening 28. Therefore, when the "3R normal" is won, the number of long-open round games executed during the jackpot game is two, so the "3R normal" can be said to be essentially a two-round jackpot.

[0110] If the "3R normal" is won, a short-open round game in which the second large prize opening 28 is short-opened is executed as the first round of round play. Therefore, the game ball does not enter the V during the jackpot game related to the 3R normal, and after the jackpot game related to the "3R normal" ends, the game is controlled in a "time-shortened game state." In the gaming machine 1 of this embodiment, the number of time-shortened times for the "3R normal" is set to 100, and when a jackpot game is executed in response to the jackpot pattern X2 (indicating that the "3R normal" has been won) being displayed on the first special pattern display 41, if a jackpot is not determined during the game, the game is controlled in a time-shortened game state until 100 second special pattern determinations (or first special pattern determinations) are performed after the jackpot game ends.

[0111] In this way, "3R Special A" is a jackpot in which the number of STs is "100" and the number of time-saving plays (the number of time-saving plays) is "100", while "3R Normal" is a jackpot in which the number of STs is "0" and the number of time-saving plays is "100" (see Figure 6(B)).

[0112] However, even if a player has won the "3R Probability Variation A" and thus has the right to control the game in the "probability variation game state" after the jackpot game ends, it is conceivable that a situation may occur in which the V entry sensor 283 does not detect the game ball during the first round of round play due to, for example, ball jamming in the play area 3. For this reason, in the gaming machine 1 of this embodiment, even if such a situation occurs, if the game ball does not enter the V during the first round of round play related to the "3R Probability Variation A," 100 time-saving games are awarded after the jackpot game ends, so that the player can easily aim for a jackpot after the jackpot game ends. In other words, the game is controlled in the same way as after the jackpot game related to the "3R Normal" ends.

[0113] In this embodiment, when the result of the first special symbol determination in the normal gaming state is a jackpot, a random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as shown in FIG. 6(B), 50 random number values ​​are stored for the "3R probability variable A", and 50 random number values ​​are stored for the "3R normal".

[0114] In this embodiment, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the first starting hole 21, "3R special A" is selected as the type of jackpot related to the first special pattern determination at a rate of 50% (= 50 / 100 x 100), and "3R normal" is also selected at a rate of 50% (= 50 / 100 x 100) (see Figure 6(B)).

[0115] Therefore, when the result of the first special pattern determination is a jackpot, the probability that the jackpot pattern X1 indicating "3R special A" will be stopped and displayed on the first special pattern display 41, and the probability that the jackpot pattern X2 indicating "3R normal" will be stopped and displayed on the first special pattern display 41 are both 50%.

[0116] In this way, if the result of the first special pattern determination in the normal game state is "3R special A" or "3R normal," in either case, the high base state will be reached after the jackpot game ends, and the player will play by hitting the ball to the right, aiming at gate 25 and second starting hole 22.

[0117] (Type of jackpot related to the second special symbol determination) As illustrated in Figure 6(C), there are four types of jackpots related to the second special pattern determination that is performed in response to a game ball entering the second starting hole 22: "10R Probable Change A," "10R Probable Change B," "3R Probable Change B," and "3R Probable Change C."

[0118] Here, "10R Probable Change A" (see Figure 6(C)) is a jackpot in which, in response to the jackpot pattern Y1 being stopped and displayed on the second special pattern display 42, a jackpot game is executed which consists of a total of 10 long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 (and V prize opening 287) is long-opened, and nine long-open round games (second to tenth round round games) in which the first large prize opening 26 is long-opened.

[0119] "10R Probable Change B" (see Figure 6(C)) is a jackpot in which, in response to the jackpot pattern Y2 being displayed stopped on the second special pattern display 42, a jackpot game consisting of a total of 10 long-open round games is executed, including one long-open round game (first round round game) in which the second large prize entry port 28 (and V prize entry port 287) is long-opened, and nine long-open round games (second to tenth round round games) in which the first large prize entry port 26 is long-opened, just like when "10R Probable Change A" is won.

[0120] On the other hand, if "3R probability change B" is won, the jackpot symbol Y3 is stopped and displayed on the second special symbol display 42, and if "3R probability change C" is won, the jackpot symbol Y4 is stopped and displayed on the second special symbol display 42 (see FIG. 6(C)). In addition, if "3R probability change B" or "3R probability change C" is won, a total of three long opening round games are executed, including one long opening round game (first round round game) in which the second large prize winning port 28 (and V prize winning port 287) is long opened, and two long opening round games (second round to third round round games) in which the first large prize winning port 26 is long opened, just like when "3R probability change A" (see FIG. 6(B)) is won.

[0121] In this way, in the case of winning "10R probability variable A," "10R probability variable B," "3R probability variable B," or "3R probability variable C," both the second large prize slot 28 and the V prize slot 287 are opened for a long time during the first round of round play. Therefore, as long as the player hits the right during the first round of round play related to these jackpots, he or she can easily obtain the right to play in the "probability variable play state" after the jackpot game ends.

[0122] For these four types of jackpots related to the second special symbol determination, the ST number and time-saving number are set as follows: For "10R Probability Change A" and "3R Probability Change B," both the ST number and time-saving number are set to "100," and for "10R Probability Change B" and "3R Probability Change C," the ST number is set to "100" and the time-saving number is set to "0." Therefore, if a "10R Probability Change B" or "3R Probability Change C" is won, and all 100 special symbol determinations after the jackpot game end are misses, the game state will return to the "normal game state." However, if a "10R Probability Change A" or "3R Probability Change B" is won, and all 100 special symbol determinations after the jackpot game end are misses, the game state will transition from the "probability change game state" to the "time-saving game state."

[0123] Therefore, it can be said that the probability of a player hitting a jackpot in a high base state is higher if they win "10R Probable Change A" or "3R Probable Change B" than if they win "10R Probable Change B" or "3R Probable Change C."

[0124] In this embodiment, when the result of the second special symbol determination is a jackpot, random number values ​​for determining the type of jackpot are stored in the main ROM 82. Specifically, as illustrated in Fig. 6(C), 30 random number values ​​are stored for "10R Probability Change A," 45 random number values ​​are stored for "10R Probability Change B," 10 random number values ​​are stored for "3R Probability Change B," and 15 random number values ​​are stored for "3R Probability Change C."

[0125] In this embodiment, as described above, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the second starting hole 21, the type of jackpot related to the second special pattern determination is as follows: "10R Probable Change A" is selected at a rate of 30% (= 30 / 100 x 100), "10R Probable Change B" is selected at a rate of 45% (= 45 / 100 x 100), "3R Probable Change B" is selected at a rate of 10% (= 10 / 100 x 100), and "3R Probable Change C" is selected at a rate of 15% (= 15 / 100 x 100) (see Figure 6(C)).

[0126] Therefore, when the result of the second special pattern determination is a jackpot, the probability that the jackpot pattern Y1 indicating "10R certain probability A" will be stopped and displayed on the second special pattern display 42 is 30%, the probability that the jackpot pattern Y2 indicating "10R certain probability B" will be stopped and displayed on the second special pattern display 42 is 45%, the probability that the jackpot pattern Y3 indicating "3R certain probability B" will be stopped and displayed on the second special pattern display 42 is 10%, and the probability that the jackpot pattern Y4 indicating "3R certain probability C" will be stopped and displayed on the second special pattern display 42 is 15%.

[0127] <Processing based on reach random numbers> When the main CPU 81 determines not to execute a jackpot game, it determines whether to execute a reach effect or a no-reach effect based on whether the reach random number acquired together with the jackpot random number used for the determination matches with a random number corresponding to a reach effect or a no-reach effect.

[0128] Although not shown in the figure, in this embodiment, the main ROM 82 stores 10 random number values ​​for reach effects, and the main CPU 81 determines to perform reach effects when the acquired reach random number matches any of these 10 random number values. Also, 90 random number values ​​are stored for no-reach effects, and the main CPU 81 determines to perform no-reach effects when the acquired reach random number matches any of these 90 random number values. In this embodiment, the possible range of reach random numbers is set to "0" to "99," and when it is determined that a jackpot game will not be executed, the probability that reach effects will be performed is 10% (= 10 / 100 x 100), and the probability that reach effects will not be performed (the probability that no-reach effects will be performed) is 90% (= 90 / 100 x 100).

[0129] When the main CPU 81 determines to perform a reach-enabled effect, it selects, as the variation pattern of the special symbol, a variation pattern of the effect symbol accompanied by a reach-enabled effect, which is selected by the sub-control board 90. Conversely, when it determines to perform a non-reach-enabled effect, it selects, as the variation pattern of the special symbol, a variation pattern of the effect symbol not accompanied by a reach-enabled effect, which is selected by the sub-control board 90.

[0130] [About the game flow] Next, the flow of the game will be described with reference to FIG. 7. Here, FIG. 7 is an explanatory diagram for explaining the flow of the game in the gaming machine 1. Due to the board configuration of the gaming board 2, a gaming ball shot into the left gaming area 3L can enter the first start hole 21, while a gaming ball shot into the right gaming area 3R cannot enter the first start hole 21. Furthermore, during normal gaming, the second start hole 22 is unlikely to open, and even if it does, the opening time of the second start hole 22 is extremely short, making it extremely unlikely that a gaming ball will enter the second start hole 22. Therefore, there is no advantage for a player to hit the ball to the right during normal gaming. As is clear from these facts, the normal gaming state is a left-side advantageous state in which shooting a gaming ball into the left gaming area 3L is more likely to result in a jackpot (special symbol determination is more likely to be executed) than shooting a gaming ball into the right gaming area 3R. Therefore, players generally hit the ball to the left during normal gaming.

[0131] When a game ball hit from the left side during normal game mode enters the first starting hole 21, a first special symbol determination is executed, and after the first special symbol is variably displayed on the first special symbol display 41, a first special symbol indicating the determination result of the first special symbol determination is displayed as a stopped symbol. Here, if the determination result of the first special symbol determination is a "miss," a stop symbol is displayed as the first special symbol. On the other hand, if the determination result of the first special symbol determination is a "jackpot," one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is displayed as a stopped symbol as the jackpot symbol, and a jackpot game corresponding to the stopped jackpot symbol is executed. These jackpot games are as described above with reference to FIG. 6(B).

[0132] When the result of the first special symbol determination in the normal game state is a "jackpot," there are two cases where a jackpot symbol indicating a special jackpot (jackpot symbol X1: see Figure 6(B)) is displayed stopped (see Figure 7(A)), and there are also cases where a jackpot symbol indicating a normal jackpot (jackpot symbol X2: see Figure 6(B)) is displayed stopped (see Figure 7(D)).

[0133] Here, when the jackpot symbol X1 that indicates a probability variable jackpot is stopped and displayed, the above-mentioned jackpot game is executed based on Fig. 6 (B). When this jackpot game is executed, on the condition that the game ball enters the V during the long-open round game (during the first round round game) that long-opens the second large prize winning port 28 and the V prize winning port 287, after the jackpot game ends, the game is controlled in the probability variable game state (see Fig. 7 (B)). As mentioned above, this probability variable game state continues until 100 special symbol determinations (and variable display of special symbols) are made unless a jackpot is determined during the process. On the other hand, even if a jackpot game including the above-mentioned long open round game is executed, if the game ball does not enter the V, for example, due to ball jamming in the game area 3, after the jackpot game ends, the game will be controlled in a time-saving game state that can continue until the second special pattern determination (or the first special pattern determination) is executed 100 times (see Figure 7 (C)).

[0134] Here, in the probability variable game state, the winning probability of the normal symbol determination, which is performed on the condition that the game ball has passed through gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of second start port 22 in the event of a winning normal symbol determination is set to a relatively long time (1.5 seconds x 3 times in this embodiment). Therefore, the probability variable game state is a right-side advantageous state in which it is easier to hit a jackpot by shooting the game ball into right game area 3R than by shooting into left game area 3L (special symbol determination is more likely to be executed). Therefore, when game play is controlled in the probability variable game state, the player hits the right. This is also true when game play is controlled in the time-saving game state, which is a high-base state similar to the probability variable game state.

[0135] When a game ball hit to the right enters the second starting hole 22 while the game is controlled in a probability variable game state, a second special symbol determination is executed, and after the second special symbol is variably displayed on the second special symbol display 42, a second special symbol indicating the determination result of the second special symbol determination is displayed as a static display. Here, if the determination result of the second special symbol determination is a "miss," a missing symbol is displayed as a static display as the second special symbol. On the other hand, if the determination result of the second special symbol determination is a "jackpot," one of the jackpot symbols Y1 to Y4 (see FIG. 6(C)) is displayed as a static display as a jackpot symbol for a probability variable jackpot (see FIG. 7(F)), and a jackpot game corresponding to the static display of the jackpot symbol is executed. Here, if the game ball enters the V during the jackpot game, the game will be controlled again in the special mode after the jackpot game ends (see Figure 7(B)), and if the game ball does not enter the V during the jackpot game, the game will be controlled in the time-saving mode after the jackpot game ends (see Figure 7(C)).

[0136] Furthermore, when a game ball hit from the right side enters the second starting hole 22 while the game is controlled in the time-saving game state, a second special symbol determination is executed, and after the second special symbol is variably displayed on the second special symbol display 42, a second special symbol indicating the determination result of the second special symbol determination is displayed as a stopped symbol. Here, if the determination result of the second special symbol determination is a "miss," a missing symbol is displayed as a stopped symbol as the second special symbol. On the other hand, if the determination result of the second special symbol determination is a "jackpot," one of the jackpot symbols Y1 to Y4 (see FIG. 6(C)) is displayed as a stopped symbol for a probability variable jackpot (see FIG. 7(I)), and a jackpot game corresponding to the stopped jackpot symbol is executed. Here, if the game ball enters the V during the jackpot game, the game will be controlled in the special mode after the jackpot game ends (see Figure 7(J)), and if the game ball does not enter the V during the jackpot game, the game will be controlled again in the time-saving mode after the jackpot game ends (see Figure 7(K)).

[0137] In addition, if no jackpot is determined even once during the time-saving game state, which continues until 100 special pattern determinations (and variable display of special patterns) have been made, the game state will be returned from the time-saving game state to the normal game state (see Figure 7(L)).

[0138] 6(C), the jackpot related to the second special symbol determination is available in "10R probability variable A" and "3R probability variable B," which are awarded 100 times of time-saving play after 100 times of probability variable play, and "10R probability variable B" and "3R probability variable C," which are not awarded time-saving play after 100 times of probability variable play. Therefore, if a transition to a probability variable play state occurs upon the end of a jackpot game related to "10R probability variable A" or "3R probability variable B," if no jackpot is determined until 100 times of special symbol determination (and special symbol variable display) are performed, the game will transition to a time-saving play state that continues until 100 times of time-saving play are performed (see FIG. 7(H)). On the other hand, if the game transitions to the special mode game state upon the end of a jackpot game related to "10R special mode B" or "3R special mode C," if no jackpot is determined even once until 100 special pattern determinations (and changes in the special pattern are displayed), the game state will be returned from the special mode game state to the normal game state (see Figure 7(G)).

[0139] [About the changing effects] In the gaming machine 1 of this embodiment, various effects are performed on the display screen 70 as the first special pattern (or second special pattern) is displayed in a changing manner and then stopped. Here, we will explain the changing effects that are performed on the display screen 70 as the first special pattern is displayed in a changing manner.

[0140] In the gaming machine 1, when a gaming ball enters the first starting hole 21 and a first special symbol determination is executed, the first special symbol is displayed in a variable manner on the first special symbol display device 41, and then a first special symbol indicating the determination result of the first special symbol determination is displayed in a static manner. The display screen 70 is provided with a performance symbol display area 73 (see FIG. 2) in which a performance symbol notifying the determination result of the first special symbol determination (or the second special symbol determination) is displayed, and in conjunction with the variable display of the first special symbol, a variable performance including a variable display of the performance symbol is performed on the display screen 70 (see FIG. 2). Then, when the first special symbol is displayed in a variable manner for a variable time according to the variable pattern selected when the first special symbol determination is executed, as this first special symbol is displayed in a static manner, a performance symbol is displayed in a static manner in which the determination result of the first special symbol determination is indicated.

[0141] During the variable display of such effect symbols, a so-called reach effect may be performed. Specifically, in the effect symbol display area 73 of the display screen 70, for example, three horizontal rows of part of the effect symbol row, in which the numbers 1 to 9 are written vertically in succession from bottom to top, are displayed. When the variable display of the first special symbol begins, these symbol rows are displayed (scrolled) so as to scroll from top to bottom (see, for example, FIG. 9(B)). In contrast, when a reach effect is performed, before all the effect symbols are stopped and displayed, for example, the effect symbols in the left column (left symbol) and the effect symbols in the right column (right symbol) are pseudo-stopped in order or simultaneously so as not to completely stop. FIG. 2 illustrates a state in which three symbols are pseudo-stopped as the left symbol and three symbols are pseudo-stopped as the right symbol, and the middle symbol row continues to scroll. A pseudo-stop is an effect in which the effect pattern oscillates in place with almost no movement, and in the following explanation, it may be called a pseudo-stop to distinguish it from a real stop (sometimes simply called a "stop display") in which the effect pattern remains completely still.

[0142] When the same effect symbols as the left and right symbols stop pseudo-stop on the valid line, a reach is established, and a reach effect is performed, making the player hope that three identical effect symbols will line up. One example of this reach effect is an effect in which the reach symbols (left and right symbols) are pseudo-stopped, and the effect symbols (middle symbols) that make up the middle symbol row are scrolled at a slow speed so that the player can identify them, and finally, a middle symbol that is the same as the reach symbol, or a middle symbol that is different from the reach symbol, stops on the valid line to notify the player of the result.

[0143] Although detailed explanations are omitted, in addition to the effect symbols, other display objects such as characters and items are used in such reach effects. In the following explanation, in the variable effect in which the reach effect is performed, the effect that is performed before the reach is established may be referred to as the "pre-reach effect."

[0144] The types of reach effects will be described in detail later, but if the determination result of the first special symbol determination is a "miss," three effect symbols indicating a reach miss (for example, "323") are pseudo-stopped to notify a miss, and these three effect symbols are actually stopped as the miss symbol is stopped and displayed as the first special symbol. On the other hand, if a reach effect is not performed, three effect symbols indicating a scatter symbol (for example, "629") are pseudo-stopped to notify a miss, and these three effect symbols are actually stopped as the miss symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be executed, that is, if the determination result of the special symbol determination is a "miss," a miss notification effect is executed in which three effect symbols are pseudo-stopped with a reach miss symbol or a scatter symbol indicating a miss, and then actually stopped to notify a miss (a jackpot game will not be executed).

[0145] When this miss notification effect is executed, the jackpot game is not executed, and if the right to determine the first special pattern is reserved, the first special pattern and the effect pattern are displayed statically for a predetermined fixed time (for example, 0.5 seconds), after which the reserved first special pattern determination is made, and the next variable display of the first special pattern corresponding to this determination begins.

[0146] On the other hand, if the determination result of the first special symbol determination is a "jackpot," a reach effect is usually executed during the variable display of the first special symbol, and three effect symbols showing a repeating number (for example, "333") are pseudo-stopped to notify of a jackpot, and these three effect symbols are actually stopped as the jackpot symbol is stopped and displayed as the first special symbol. In this way, when it is determined that a jackpot game will be executed, that is, when the determination result of the special symbol determination is a "jackpot," a win notification effect is executed in which the three effect symbols are pseudo-stopped in a manner indicating a jackpot and then actually stopped to notify of a jackpot (that a jackpot game will be executed). When this win notification effect is executed, a jackpot game is executed.

[0147] [Screen configuration of display screen 70] 2 illustrates an example of the screen configuration of the display screen 70 in the normal game state. When a game is controlled in the normal game state, as illustrated in FIG. 2, a reserved icon display area 71, an icon display area 72, and an effect symbol display area 73 are formed on the display screen 70. As described above, the effect symbol display area 73 is a display area in which the left symbols constituting the left symbol row, the middle symbols constituting the middle symbol row, and the right symbols constituting the right symbol row are displayed.

[0148] <Hold icon display area 71> The reserved icon display area 71 is a display area where a reserved icon indicating that the first special symbol determination is reserved is displayed. In the gaming machine 1, if a gaming ball enters the first start hole 21 in a situation where the special symbol determination and the special symbol variable display cannot be started immediately, such as during the variable display of the special symbol or during a jackpot game, the right to determine the first special symbol is reserved up to a predetermined number (four in this embodiment).

[0149] In this way, when the right to determine the first special symbol is reserved, the reserved icon display area 71 displays the same number of reserved icons as the number of reserved first special symbol determinations indicated by the first special symbol reservation indicator 44. Figure 2 illustrates a state in which two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".

[0150] If a reserve icon is displayed in the reserve icon display area 71 when a highly reliable reach effect such as an SPSP reach described later is being performed, not only is the display area used for the reach effect limited, but the display of the reserve icon may also reduce the interest of the reach effect. For this reason, in the gaming machine 1 of this embodiment, the display objects (in this embodiment, the bases of the reserve icons) and reserve icons constituting the reserve icon display area 71 are displayed during a normal reach or SP reach, but as the reach effect progresses from a normal reach or SP reach to an SPSP reach, the display objects and reserve icons constituting the reserve icon display area 71 are erased from the display screen 70, and after the SPSP reach ends, the display objects and reserve icons constituting the reserve icon display area 71 are displayed again.

[0151] Furthermore, when the game is controlled in the normal game state, basically, no game ball will enter the second starting hole 22. Therefore, in the normal game state, basically, the right to determine the second special symbol is not reserved, and the reserved icon related to the second special symbol determination is not displayed on the display screen 70, and a display area for displaying this reserved icon is not formed.

[0152] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggesting image that suggests that the first special symbol is being displayed in a varying manner. The icon is displayed in the icon display area 72 as the display of the first special symbol begins to vary, and is erased from the icon display area 72, for example, when the first special symbol is displayed stationary. However, the timing of the icon erasure is not limited to this, and the icon may be erased while the first special symbol is being displayed in a varying manner. For example, the icon may be erased when an SPSP reach, which will be described later, develops or during an SPSP reach.

[0153] Incidentally, if a game ball enters the first starting hole 21 when the variable display of the special symbol is not being performed and the right to determine the special symbol is not reserved, the variable display of the first special symbol begins, and the icon is displayed in the icon display area 72. On the other hand, when a reserved icon is displayed in the reserved icon display area 71 and the variable display of the symbol corresponding to the icon displayed in the icon display area 72 ends, a first special symbol determination is executed for the reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed closest to the icon display area 72). Then, as the variable display of the first special symbol begins in response to the execution of this first special symbol determination, the reserved icon shifts from the reserved icon display area 71 to the icon display area 72 and is displayed as a new reserved icon. In this way, the reserved icon (here, the icon) shifted to the icon display area 72 is displayed larger than when it was displayed in the reserved icon display area 71 (see FIG. 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the reserved icon displayed in the reserved icon display area 71.

[0154] In addition, if a reserve icon other than the first reserve icon is displayed in the reserve icon display area 71, as the first reserve icon shifts to the icon display area 72, the other reserve icons in the reserve icon display area 71 will shift closer to the icon display area 72. As is clear from the explanation so far, in the gaming machine 1, an icon corresponding to the reserve icon displayed in the reserve icon display area 71 may be displayed in the icon display area 72, so in the following explanation, when there is no need to distinguish between the reserve icon and the icon, they may be collectively referred to simply as "icons."

[0155] (About the icon change effect) The reserved icon is usually displayed as a white reserved icon (default reserved icon). In contrast, an icon change effect may be performed in which the color of the reserved icon changes when the reserved icon is displayed in the reserved icon display area 71. When this icon change effect is performed, the white reserved icon changes to a reserved icon of a color indicating the reliability of a jackpot, such as blue, green, or red. The colors indicating the reliability of a jackpot, as illustrated here, are arranged in order from lowest to highest reliability of a jackpot. Red is likely to be selected when the result of the first special pattern determination corresponding to the red reserved icon is a "jackpot" or when the result is a "miss" but the special pattern change time is set to a relatively long time. Green is likely to be selected when the result is a "jackpot" or a "miss" but the special pattern change time is set to a medium time. Blue is likely to be selected when the result is a "miss" or when the result is a "miss" and the special pattern change time is set to a relatively short time. In this embodiment, the jackpot reliability of a white reserved icon is set to approximately 1%, the jackpot reliability of a blue reserved icon is set to approximately 3%, the jackpot reliability of a green reserved icon is set to approximately 15%, and the jackpot reliability of a red reserved icon is set to approximately 45%.

[0156] Note that, here, an example has been described in which an icon change effect is performed in which the display color of a reserved icon changes only once when the reserved icon is displayed in the reserved icon display area 71, but in the gaming machine 1 of this embodiment, other icon change effects may also be performed. That is, for example, an icon change effect may be performed in which the display color of a single reserved icon changes multiple times, such as when a white reserved icon is displayed in the reserved icon display area 71, it changes to a blue reserved icon and then to a green reserved icon. Also, when a white reserved icon that has shifted from the reserved icon display area 71 to the icon display area 72 is displayed as the icon, an icon change effect may be performed in which the display color of the white reserved icon changes.

[0157] In addition, an icon change effect may be performed in which the display color of the hold icon displayed in hold icon display area 71 changes, and then the display color of the hold icon changes when it shifts to the icon display area 72 and is displayed as the icon, in other words, an icon change effect may be performed in which the hold icon is initially displayed in a display color other than white (for example, blue), or an icon change effect may be performed in which the display color of a hold icon whose initial color is other than white is changed.

[0158] In this way, the gaming machine 1 of this embodiment displays reservation information indicating that the right to determine a special symbol is reserved on the display screen 70, and is capable of changing the display mode of the reservation information. In the following description, a reservation icon or icon whose display color is a color other than white may be referred to as a "special icon" to distinguish it from a normal reservation icon or icon whose display color is white.

[0159] [Modification regarding display control of pending information] The display control of the pending information is not limited to the example shown in this embodiment, and may be as follows: That is, in this embodiment, for the sake of convenience, the display colors of the icons (pending icons and the icons) are four colors, white, blue, green, and red, but in other embodiments, other colors may be prepared, such as gold, which indicates a higher probability of winning than red, or rainbow colors, which are selected only when a "jackpot" occurs.

[0160] In addition, in this embodiment, an example is given of an icon change effect that changes the display color of an icon (a pending icon or the icon in question), but the icon change effect is not limited to the effect exemplified in this embodiment as long as it changes the display mode of the icon, and may be an icon change effect that changes the shape or size of the icon, or an icon change effect that changes the display color in addition to the shape or size of the icon, etc.

[0161] In addition, in this embodiment, in addition to the icon change effect targeting the pending icon displayed in the pending icon display area 71, a case is described in which it is possible to execute an icon change effect targeting the icon displayed in the icon display area 72, but in other embodiments, a configuration may be adopted in which only the former icon change effect can be executed without providing the icon display area 72 (without displaying the icon).

[0162] In addition, in this embodiment, a case will be described as an example in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. In contrast to this, in other embodiments, for example, four color LEDs whose light emission color can be changed may be provided, and the same number of LEDs as the number of holds for the first special pattern determination may be lit, and the display mode of the hold information may be changed by changing the light emission color of one of the LEDs.

[0163] [Flow of the presentation accompanying the change in the first special symbol] 8 is an explanatory diagram illustrating the flow of various main effects such as reach effects. When a first special symbol determination is executed in normal gaming mode, the first special symbol is displayed in a variable manner and then displayed stationary in a manner that indicates the determination result of the first special symbol determination. On the other hand, on the display screen 70, as the variable display of the first special symbol begins, a scrolling display of three symbol rows begins in the effect symbol display area 73 (see FIG. 8(A)).

[0164] Here, if the result of the first special symbol determination is a "miss," for example, different effect symbols may stop pseudo-stop as the left and right symbols on the active line, and a no-reach effect (see FIG. 8(B)) may be performed in which only the middle symbol row is scrolled in this non-reach mode. When this no-reach effect is performed, three effect symbols indicating a scatter pattern are pseudo-stopped at the end of the variable display of the first special symbol, and a miss notification effect (see FIG. 8(C)) is performed in which these three effect symbols actually stop as a miss symbol is stopped and displayed as the first special symbol.

[0165] On the other hand, if the result of the first special symbol determination is a "jackpot" or if it is determined that a reach effect will be performed even if the result is a "miss," or if a variation pattern of the first special symbol that executes the descent start effect (see FIG. 8(J)) described later is selected, a pre-reach effect (see FIG. 8(D)) is performed in which three symbol rows are scrolled so as not to form a reach effect. Here, if the result of the first special symbol determination is a "jackpot" or if it is determined that a reach effect will be performed even if the result is a "miss," the same left and right symbols will pseudo-stop on the active line, and a reach effect will be established (see FIG. 8(E)). Then, when a reach effect is established in this way, a predetermined reach effect is performed, which makes the player hope that the center symbol, which is the same effect symbol as the reach symbol (left and right symbols), will stop on the active line and the symbols will be aligned.

[0166] In this embodiment, three types of reach effects are prepared as reach effects that can be executed in conjunction with the variable display of the first special symbol: normal reach, SP reach, and SPSP reach (see FIG. 8).

[0167] A normal reach (see Figure 8(F)) is a reach effect with a relatively low probability of a jackpot (for example, a probability of a jackpot of about 2%). When a reach is achieved, a normal reach is performed first, and during the normal reach, the scrolling speed of the middle row of symbols that scrolls between the two reach symbols (left and right symbols) at high speed gradually decreases.

[0168] Here, if the result of the first special pattern determination is "miss," and for example, a variation pattern with a variation time of 20 seconds is selected when the first special pattern variation display begins, a middle pattern different from the reach pattern is pseudo-stopped on the valid line to pseudo-stop three performance patterns indicating a reach miss number (for example, "434"), and a miss notification performance (see Figure 8(G)) is performed in which these performance patterns are actually stopped.

[0169] On the other hand, if the result of the first special pattern determination is a "jackpot" and, for example, a variation pattern with a variation time of 30 seconds is selected at the start of the first special pattern variation display, a middle pattern that is the same as the reach pattern is pseudo-stopped on the valid line to pseudo-stop three performance patterns that show a repeat number (for example, "444"), and a win notification performance (see Figure 8(G)) is performed in which these performance patterns are actually stopped.

[0170] In this way, when a normal reach is executed, there are times when a winning notification effect is executed afterwards and times when a losing notification effect is executed, but since a normal reach is a reach effect with a relatively low reliability of a jackpot, a losing notification effect is usually executed and it is rare for a winning notification effect to be executed in a normal reach.

[0171] On the other hand, if a variation pattern in which the variation time of the first special symbol is relatively long is selected, no winning or losing notification effect is performed in the normal reach, and the middle symbol, which is the same effect symbol as the reach symbol, passes over the valid line, and then the scrolling speed of the middle row of symbols increases, and the result may develop into an SP reach (see Figure 8(H)) or an SPSP reach (see Figure 8(I)).

[0172] In addition, when the high-reliability reach effect such as SP reach or SPSP reach develops, the pseudo-stopped left symbol shrinks and moves to an upper left position on the display screen 70, and the pseudo-stopped right symbol shrinks and moves to an upper right position on the display screen 70, and these left and right symbols pseudo-stop at their positions after moving, and the middle symbol row is hidden until the end of the high-reliability reach effect (see, for example, FIG. 10). In addition, the display objects and reserved icons forming the reserved icon display area 71 are also hidden. As a result, it becomes possible to perform a high-reliability reach effect in a display area wider than the effect symbol display area 73, and it is possible to improve the interest of the high-reliability reach effect.

[0173] In this embodiment, the SP Reach and SPSP Reach executed in the gaming machine 1 are both configured as battle effects in which the player's character fights an enemy character, with the SP Reach positioned as the first half of the battle and the SPSP Reach positioned as the second half of the battle, and the enemy characters fought in the first and second half of the battle are the same. That is, for example, if a battle effect in which the player fights an enemy character is performed in the SP Reach in the first half of the battle, and then the battle develops into the SPSP Reach in the second half of the battle, a battle effect in which the player fights an enemy character (the same as during the SP Reach) will also be performed in the SPSP Reach.

[0174] When comparing these SP reaches with SPSP reaches, the SPSP reach (jackpot reliability: approximately 41%) has a higher jackpot reliability than the SP reach (jackpot reliability: approximately 24%), and has the characteristic that the winning notification effect is more likely to be executed when the game develops to the SPSP reach compared to when the game only develops to the SP reach.

[0175] In the gaming machine 1 of this embodiment, a normal reach (see FIG. 8(F)) may develop into an SP reach (see FIG. 8(H)) in the first half of the battle, and the winning notification effect (or losing notification effect) of FIG. 8(G) may be performed at the end of this SP reach. In addition, there are cases where a normal reach develops into an SPSP reach (see FIG. 8(I)) via an SP reach, and cases where a normal reach develops directly into an SPSP reach without passing through an SP reach, and in these cases, the winning notification effect (or losing notification effect) of FIG. 8(G) is performed at the end of the finally developed SPSP reach.

[0176] Up to this point, three types of reach effects executed in the gaming machine 1 of this embodiment have been described, but in the gaming machine 1, a descent start effect (see FIG. 8(J)) may be performed after a pre-reach effect (see FIG. 8(D)) in which three symbol rows are scrolled so as not to form a reach. In this embodiment, this descent start effect is configured as an effect showing a descender hanging from a balloon starting to descend from the sky (for example, see FIG. 15(B)).

[0177] After the descent start effect is performed, a descent effect (see FIG. 8(K)) may be performed thereafter. This descent effect is an effect that can be performed following the descent start effect, and in this embodiment, it is configured as an effect that shows a person hanging from a balloon gradually descending from the sky (see, for example, FIGS. 15(C) to (E)). Note that, as is clear from the notation in FIGS. 15(C) to (E), the descent effect is a special reach effect that is different from a normal reach, SP reach, or SPSP reach, and there are cases where the descent effect develops from the establishment of a reach without going through the descent start effect (see FIG. 8(J)) (see FIGS. 8(E) and (K)).

[0178] When this descent effect is performed, thereafter, a winning notification effect (see FIG. 8(G)) may be performed, a losing notification effect (see FIG. 8(G)) may be performed, or the effect may develop into an SPSP reach (see FIG. 8(I)). Note that the descent effect is not necessarily performed when a descent start effect is performed, and there are also cases where a losing notification effect is performed without progressing to the descent effect even after the descent start effect is performed (see FIGS. 8(J) and (C)). These descent start effects and descent effects will be described in detail later with reference to FIGS. 12 to 20.

[0179] On the other hand, after the scrolling display of the three symbol rows begins in conjunction with the start of the variable display of the first special symbol, the first mission effect may occur (see FIGS. 8(A) and (L)). This first mission effect (see FIG. 8(L)) is configured as an effect in which the main character (main character) moves from a starting point to a predetermined point A and performs a mission to search for an ally character (ally character). When this first mission effect is performed, a win / loss notification effect (see FIG. 8(M)) is then executed. If the ally character is successfully discovered in the first mission effect, a win notification effect is executed as the win / loss notification effect, and if the ally character is unsuccessful in the first mission effect, a loss notification effect may be executed as the win / loss notification effect.

[0180] Depending on the variation pattern of the first special symbol selected by the main CPU 81, the first mission effect (see FIG. 8(L)) may progress to a second mission effect (see FIG. 8(N)). The second mission effect is an effect related to the first mission effect in content, and in this embodiment, the second mission effect is configured as an effect in which the main character, who was unable to find an ally character at a predetermined point A, joins up with a fellow character (ally character), and then moves to point B together with the fellow character to continue searching for the ally character (see FIGS. 36(E)-(F)). If the main character succeeds in finding the ally character in this second mission effect, a win notification effect (see FIG. 8(M)) is then executed, and if the main character fails to find the ally character, a loss notification effect (see FIG. 8(M)) is then executed.

[0181] As shown in Fig. 8, the first mission effect (see Fig. 8(L)) may develop into a one-hit chance effect (see Fig. 8(O)). This one-hit chance effect is an effect that notifies the player of whether they have won or lost in response to the operation of the second effect button 36, and after the one-hit chance effect, a win notification effect or a loss notification effect is executed (see Figs. 8(O) and (M)). These first mission effect, second mission effect, and one-hit chance effect will be described in detail later with reference to Figs. 35 to 40.

[0182] Up to this point, the flow of the main effects executed by the gaming machine 1 has been explained with reference to Fig. 8, but which of these effects illustrated in Fig. 8 will be executed and in what flow the effects will be executed are set by the sub-CPU 91 in the variable effect pattern setting process in step S163 of Fig. 56. Note that the types of reach effects, how they develop, and the flow of a series of effects illustrated in Fig. 8 are merely examples, and the types of reach effects, how they develop, and the flow of effects may be different.

[0183] [About the pre-determination process] In the gaming machine 1 of this embodiment, when the right to determine a first special symbol is reserved during normal play, a pre-determination process may be performed to determine whether or not a jackpot game will be executed before the first special symbol determination is performed for that right. Specifically, the main CPU 81 acquires acquired information such as a jackpot random number in response to the entry of a gaming ball into the first starting hole 21, and based on the acquired jackpot random number, performs a similar jackpot determination process prior to the jackpot determination process (see step S308 in FIG. 45) in the first special symbol determination performed when the variable display of the first special symbol begins, thereby determining in advance whether a "jackpot" will be determined when the first special symbol determination is performed. Furthermore, based on the variable pattern random number acquired together with the jackpot random number, a process similar to the variable pattern selection process (see step S309 in FIG. 45) is performed to determine in advance which variable pattern will be selected when the first special symbol determination is performed.

[0184] In this way, when the main CPU 81 performs a preliminary determination process in response to the reservation of the right to determine the first special symbol, it transmits a reservation command including preliminary determination information indicating the preliminary determination result to the sub-control board 90. In response to this, the sub-CPU 91 determines whether or not to execute the icon change effect described above based on the preliminary determination information included in the reservation command. Then, if it is determined that the icon change effect should be executed, it determines the change pattern in which the display mode (icon color in this embodiment) of the icon (reserved icon or the icon) should be changed, and causes the image and sound control board 100 to execute the icon change effect based on the result of the determination.

[0185] [Specific examples of effects executed in normal game mode] Next, with reference to Figures 9 and 10, a specific example of the effects in the normal gaming state will be described. Figures 9 and 10 are screen diagrams illustrating the effects in the normal gaming state, and here, the effects executed when a variation pattern in which a win notification effect is performed in an SPSP reach that is a direct development from a normal reach is selected as the variation pattern of the first special symbol in the normal gaming state will be described. Also, here, during the variation display of the first special symbol in the normal gaming state, prior to the execution of a win notification effect (or a loss notification effect), four types of notice effects (first notice effect, second notice effect, third notice effect, and fourth notice effect) that notify the possibility of a jackpot game being executed (i.e., the possibility of a win notification effect being executed) will be described as an example.

[0186] 9(A) illustrates a state in which, on the display screen 70, one reserved icon (for example, a red reserved icon) is displayed in the reserved icon display area 71, and a losing symbol is displayed as the first special symbol to notify that the determination result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is a "miss," and an effect symbol showing a "526" scatter pattern is displayed in a stopped state. In this way, when a predetermined determination time (0.5 seconds in this embodiment) has elapsed since the losing symbol is displayed in a stopped state as the first special symbol, a first special symbol determination corresponding to the earliest reserved icon (here, the red reserved icon) displayed in the reserved icon display area 71 is executed. Then, when the determination result of this first special symbol determination is a "jackpot," and a variation pattern in which a normal reach (see FIG. 8(F)) or an SPSP reach (see FIG. 8(I)) is executed is selected as the variation pattern of the first special symbol, the following effect is performed.

[0187] That is, as the variable display of the first special symbol begins in response to the execution of the first special symbol determination corresponding to the earliest pending icon, the earliest pending icon displayed in the pending icon display area 71 shifts to the icon display area 72, and as a result, the scrolling display of the three symbol rows begins (see FIGS. 9(A) and (B)). When a predetermined time has elapsed since the scrolling display of the three symbol rows began, the first preview effect may be executed (see FIG. 9(C)). For example, as the first preview effect, a step-up preview is executed in which the display mode of the effect image (first preview effect image) related to the step-up preview displayed in the central area of ​​the display screen 70 is gradually changed, and an effect sound related to the step-up preview is output from the speaker 38.

[0188] Following the first preview effect, a pseudo consecutive effect may be executed (see FIG. 9(D)). Here, the pseudo consecutive effect is an effect that makes it appear as if the effect pattern displayed in the effect pattern display area 73 is displayed multiple times during the variable display of one special pattern (here, the first special pattern). Regarding this pseudo consecutive effect, the following effect display is performed.

[0189] That is, the scrolling speed of the left row of symbols slows down and the left symbol (e.g., symbol 6) pseudo-stops, then the scrolling speed of the right row of symbols slows down and the right symbol (e.g., symbol 4) (different from the left symbol that pseudo-stopped earlier) pseudo-stops, and then the scrolling speed of the middle row of symbols slows down and symbol 7 pseudo-stops as the middle symbol that notifies the execution of the pseudo consecutive performance (see Figure 9(D)).

[0190] In this way, after different effect symbols as the left and right symbols have pseudo-stopped, when the 7 symbol has pseudo-stopped in the middle row, the pseudo second consecutive change effect following the pseudo first consecutive change effect will start. Specifically, after the character "x2" indicating the start of the pseudo second consecutive change effect is displayed large in the center area of ​​the display screen 70, the character "x2" is displayed small in the upper left area of ​​the display screen 70, and accordingly, the scrolling display of the three pattern rows is resumed in the effect symbol display area 73 (see Figures 9(D) and (E)).

[0191] When this pseudo second consecutive change performance is being performed, for example, a line preview is executed as the second preview performance. Specifically, as shown in Fig. 9(F), a performance image (second preview performance image) showing a state in which a predetermined character speaks a line is displayed in the central area of ​​the display screen 70, and a performance sound (for example, the character's voice) related to the line preview is output from the speaker 38.

[0192] As described above, when a line announcement is executed as a second announcement effect during the pseudo second consecutive variable effect, the second pseudo consecutive effect is executed during the variable display of the first special symbol this time (see Figure 9 (G)). Specifically, as exemplified in Figure 9 (G), the scroll speed of the left-row symbol row slows down and the left symbol (for example, symbol 2) pseudo-stops, then the scroll speed of the right-row symbol row slows down and the right symbol (for example, symbol 5) pseudo-stops, and then the scroll speed of the middle-row symbol row slows down and the 7 symbol pseudo-stops as the middle symbol.

[0193] When the second pseudo consecutive effect is executed during the variable display of this first special symbol, the pseudo third consecutive variable effect following the pseudo second consecutive variable effect starts. Specifically, after the character "x3" indicating the start of the pseudo third consecutive variable effect is displayed large in the central area of ​​the display screen 70, the character "x3" is displayed small in the upper left area of ​​the display screen 70, and accordingly, the scrolling display of the three symbol rows is resumed in the effect symbol display area 73 (see Figures 9(G) and (H)).

[0194] Then, when a predetermined time has elapsed since the pseudo-third consecutive variable performance started in this way, the scrolling speed of the left row of symbols slows down and the left symbol (for example, symbol 3) pseudo-stops, and then the scrolling speed of the right row of symbols slows down (same as the left symbol) and the right symbol (here, symbol 3) pseudo-stops, and a reach is achieved (see Figure 9(I)).

[0195] Note that, here, we have explained an example in which a "pre-reach pseudo-consecutive" is executed, which resumes the scrolling display of each symbol row before a reach is achieved, but there are also cases in which a "post-reach pseudo-consecutive" is executed, which resumes the scrolling display of each symbol row after a reach is achieved.

[0196] As described above, when the same effect symbols as the left and right symbols stop pseudo-stop and a reach is established, a normal reach is executed (see Figure 10(A)). Specifically, after a reach is established, the scrolling speed of the middle row of symbols gradually decreases, and an effect display is performed showing the same middle symbol (here, middle 3 symbol) as the reach symbol (here, left 3 symbol and right 3 symbol) approaching the activated line defined by the reach symbol.

[0197] Here, when a normal reach develops directly to an SPSP reach, the following effect display is performed. That is, when the scroll display of the middle row of symbols is being performed, the same middle symbol (here, a 3 symbol) as the reach symbol passes over the activated line, and as a result, the scroll speed of the middle row of symbols increases, making it difficult to distinguish the middle symbol, and a development effect is performed suggesting that the development will develop into an SPSP reach (see FIG. 10(B)). Specifically, as exemplified in FIG. 10(B), the left 3 symbols are reduced in size and move to the upper left area of ​​the display screen 70, and in the process, they rotate clockwise once around the scroll direction as an axis before moving to the upper left area, and at the same time, the right 3 symbols are reduced in size and move to the upper right area of ​​the display screen 70, and in the process, they rotate clockwise once around the scroll direction as an axis before moving to the upper right area. After that, until the end of the variable display of this first special symbol, the three left symbols are displayed as pseudo-stops in the upper left area, and the three right symbols are displayed as pseudo-stops in the upper right area (see Figures 10(C) to (H)). Figures 10(B) and (C) illustrate how the reserved bases that serve as the bases for each reserved icon displayed in the reserved icon display area 71 are erased prior to the development into an SPSP reach.

[0198] Next, when the development effect (see FIG. 10(B)) that suggests the development to SPSP Reach is performed as described above, a blackout effect is performed (see FIG. 10(C)) that makes the player expect the occurrence of the above-mentioned third notice effect (see FIG. 10(D)). Specifically, until a predetermined time (for example, 3 seconds) has passed since the development effect was performed, as exemplified in FIG. 10(C), a display is performed in which only the reach symbols (here, 3 symbols on the left and 3 symbols on the right) and the icon are superimposed on a solid black background image, and other effect images are not displayed.

[0199] Following this blackout effect, a third preview effect, for example, a group preview, may be performed (see FIG. 10(D)). Specifically, as shown in FIG. 10(D), a display effect is performed showing a large number of characters moving from right to left on the display screen 70, and a predetermined sound effect related to the group preview is output from the speaker 38.

[0200] However, this third preview effect is not necessarily executed when a blackout effect is performed; there are cases where the SPSP reach starts after the third preview effect is executed following the blackout effect, and cases where the SPSP reach starts without the third preview effect being executed following the blackout effect, and the former case has a higher reliability of a jackpot than the latter case.

[0201] In this way, when an SPSP reach begins, an SPSP reach effect image, which is an effect image related to the SPSP reach, is displayed on the display screen 70 (see FIG. 10(E)). This results in an effect display that shows, for example, an attack and defense between the player's character and an enemy character. Then, as the SPSP reach approaches the end, a first effect button operation prompting effect is displayed that prompts the player to operate the first effect button 35 (see FIG. 10(F)). Specifically, a first effect button image that resembles the first effect button 35 and a valid period gauge that indicates the remaining valid time period during which operation of the first effect button 35 is valid are displayed.

[0202] In this first effect button operation prompt effect, when the first effect button 35 is operated during its valid period, or when the valid period ends without the first effect button 35 being operated, a cut-in is performed as a fourth advance notice effect, for example, by superimposing a predetermined cut-in image on an effect image (other than a reach pattern) displayed on the display screen 70 (see FIG. 10(G)). This cut-in is an effect that suggests the degree of reliability of a jackpot, and there are cases where a green cut-in is performed by superimposing a green cut-in image, a red cut-in is performed by superimposing a red cut-in image, and a gold cut-in is performed by superimposing a gold cut-in image, and when these cut-ins are arranged in order from lowest to highest reliability of a jackpot, the order is green cut-in, red cut-in, gold cut-in.

[0203] When a cut-in occurs in this way and the SPSP reach reaches the end, a second effect button operation prompting effect is performed to prompt the player to operate the second effect button 36 (see Figure 10(H)). Specifically, as exemplified in Figure 10(H), during the valid period of the second effect button operation prompting effect, a second effect button image imitating the second effect button 36, text indicating the operation content of the second effect button 36 such as "Press!", and a valid period gauge indicating the remaining time of the valid period are displayed.

[0204] When the second effect button 36 is operated during the valid period of this second effect button operation promotion effect, an operation-responsive effect corresponding to the operation is performed in which three effect symbols indicating a double number are pseudo-stopped and then actually stopped to notify the player of a win (see Figure 10 (I)).

[0205] Here, when the display of the variation of the first special symbol this time starts, the variation pattern for the jackpot is selected by referring to the variation pattern selection table for the jackpot. Therefore, a win notification effect is performed as an operation-responsive effect. On the other hand, for example, if a variation pattern for a miss is selected by referring to the variation pattern selection table for a reach miss as the variation pattern of the first special symbol this time, a miss notification effect is performed by pseudo-stopping three performance symbols indicating a reach miss number (for example, "343") and then stopping them properly as an operation-responsive effect.

[0206] Note that the first to fourth preview performances described based on Figures 9 and 10 and the timing of execution of these preview performances are merely examples, and other preview performances may be executed as these preview performances, or each preview performance may be executed at a timing different from the timing described based on Figures 9 and 10.

[0207] [About the effects that occur during jackpot play] As described above, when the result of the first special symbol determination in the normal gaming state is a "jackpot," one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed on the first special symbol display 41. Accordingly, three effect symbols representing a double number, such as "222," are stopped on the display screen 70. In the gaming machine 1 of this embodiment, the double numbers "777" and "333" are effect symbols that definitively indicate that the game will be controlled in a probability variable gaming state after the jackpot game ends. When 3R probability variable A is selected as the type of jackpot related to the first special symbol determination (when the jackpot symbol X1 is stopped and displayed), three effect symbols representing one of these double numbers ("777" or "333") are stopped on the display screen 70 as the three effect symbols indicating a probability variable jackpot.

[0208] In this way, when the three effect symbols showing the double numbers "777" or "333" that definitely notify a probability variable jackpot stop along with the stop display of the jackpot symbol X1, as described above based on FIG. 6(B), a jackpot game including a long-open round game that long-opens the second large prize winning port 28 and the V prize winning port 287 is executed. Therefore, during the opening period of the jackpot game, an opening effect that definitely notifies that a probability variable jackpot has been won is executed (see FIG. 11(A)). FIG. 11(A) illustrates an example of an opening effect that displays the word "RUSH BONUS" in the center of the display screen 70 to notify that a probability variable jackpot has been won. In this way, if a probability variable jackpot is won, in the first round play following the opening period, as described above, a long-open round play is executed in which the second large prize opening 28 is opened for a long time, and during this long-open round play, a launch promotion effect (see Figures 11(B) and (C)) is executed as an in-round effect to encourage the player to launch the game ball aimed at the V prize opening 287. Then, when the game ball passes through the V prize opening 287 during this long-open round play, the launch promotion effect ends, and a V prize announcement effect (see Figure 11(D)) is executed to announce that the game ball has entered the V prize. Figure 11(D) illustrates a V prize announcement effect in which two characters are rejoicing as they hold up a star-shaped emblem consisting of the letter "V" together.

[0209] In this way, when the V-winning notification effect is executed to notify that the game ball has entered the V-winning hole during the first round of round play, a predetermined interval period begins, and during the subsequent second round of round play (long-open round play of the first large prize opening 26), the star-shaped emblem is displayed in a small size in the lower left area of ​​the display screen 70 (see FIG. 11(E)). Although not shown in FIG. 11, during the third round of round play, a round-in-round effect similar to that during the second round of round play is performed. Then, when the ending period of the jackpot game following the third round of round play begins, the words "Gekitou RUSH Enter!" are displayed in large size in the central area of ​​the display screen 70, and the sound "Gekitou RUSH Enter!" is output from the speaker 38 to notify that a presentation mode called "Gekitou RUSH" will begin, which definitely notifies that the game is in a "probable game state."

[0210] On the other hand, when the jackpot type related to the first special symbol determination is 3R probability variable A or 3R normal (see FIG. 6(B)), one of seven types of double numbers (excluding the double numbers "777" and "333"), "111," "222," "444," "555," "666," "888," and "999," will stop on the display screen 70. Here, when the three effect symbols representing the double numbers "777" or "333" stop, a probability variable confirmation notification effect is performed during the opening period of the jackpot game to definitively notify the player that a probability variable jackpot has occurred. This is as described above with reference to FIG. 11(A). On the other hand, when three effect symbols showing any of the seven kinds of double numbers mentioned above come to a complete stop, for example, an operation prompting effect is performed during the opening period of the jackpot game to prompt the player to operate the first effect button 35, and a success effect (an effect informing the player that it is a probability variable jackpot) or a failure effect (an effect informing the player that it is a normal jackpot) is performed according to the operation of the first effect button 35. Specifically, when the type of jackpot is 3R probability variable A, a success effect is performed according to the operation of the first effect button 35, and when the type of jackpot is 3R normal, a failure effect is performed according to the operation of the first effect button 35.

[0211] In this way, if the above-mentioned probability change confirmation notification effect or a success effect (in response to the operation of the first effect button 35) is executed during the opening period of the jackpot game (when 3R probability change A is won), three long-open round games are executed, including a long-open round game in which the second large prize winning port 28 and the V prize winning port 287 are long-opened. These three long-open round games are as described above with reference to FIG. 6(B) etc. On the other hand, if the above-mentioned failure effect is executed during the opening period of the jackpot game (when 3R normal is won), as described above with reference to FIG. 6(B), a first round game in which the second large prize winning port 28 is short-opened and two long-open round games in which the first large prize winning port 26 is long-opened are executed.

[0212] [About the landing challenge performance] Next, with reference to Figs. 12 to 20, the landing challenge effect executed in the gaming machine 1 of this embodiment will be described. Here, Fig. 12 is an explanatory diagram for explaining the flow of the landing challenge effect executed in the gaming machine 1. Fig. 13 is a time chart illustrating the flow of the landing challenge effect. Figs. 14 and 15 are screen diagrams showing a specific example of a landing challenge effect in which a successful landing effect is finally performed. Fig. 16 is a screen diagram showing a specific example of a landing challenge effect that develops from a failed landing effect to an SPSP reach via a development effect. Fig. 17 is a screen diagram showing a specific example of a landing challenge effect in which a descent effect is not performed. Fig. 18 is an explanatory diagram for explaining a descender selection table. Fig. 19 is an explanatory diagram for explaining a descent start effect land mode selection table. Fig. 20 is an explanatory diagram for explaining a descent area search effect pattern selection table.

[0213] The landing challenge effect (see Figure 12) executed in the gaming machine 1 of this embodiment is a pre-reading effect that is executed based on the result of the pre-determination process (pre-determination result) performed on the reservation of the right to determine the first special pattern when the game is controlled in the normal game state, and this landing challenge effect is executed in the ``pre-reading target variation'' without using the ``pre-target variation'' (see Figures 13 (B) and (D)), and when it is executed across the ``pre-target variation'' and the ``pre-reading target variation'' (see Figures 13 (A), (C), and (E)).

[0214] Here, "pre-read target change" refers to the display of the first special symbol change that occurs in response to the execution of the first special symbol determination corresponding to the right to determine the first special symbol for which the above-mentioned advance determination process has been performed. Also, "pre-target change" refers to the display of the first special symbol change that occurs before the pre-read target change. The flow of the landing challenge performance is roughly as follows.

[0215] The main effects that make up the landing challenge effect are a descent area search effect (see FIG. 12(A)), a descent start effect (see FIG. 12(C)), and a descent effect (see FIG. 12(D)). Various effect patterns are prepared for the landing challenge effect, but in the landing challenge effect, these effects may be executed in the order of a descent area search effect (see FIG. 12(A)), a descent start effect (see FIG. 12(C)), and a descent effect (see FIG. 12(D)).

[0216] <About the descent effect> The descent effect (an example of a "third effect": see FIG. 12(D)) is an effect executed during a predictive target change, and is an effect that makes the player anticipate the execution of the above-mentioned winning notification effect. In this embodiment, this descent effect is configured as a game effect in which a descender hanging from a balloon gradually descends from the sky and aims to land successfully (see FIGS. 15(C)-(E) and 16(B)-(C)). At the end of this descent effect, either a successful landing effect (an example of a "second effect result": see FIG. 12(E)) showing the descender successfully landing, or a failed landing effect (an example of a "first effect result": see FIG. 12(G)) showing the descender failing to land, is executed as a result effect of the descent effect. FIG. 15(F) illustrates an example of a successful landing effect being executed at the end of the descent effect, and FIG. 16(D) illustrates an example of a failed landing effect being executed at the end of the descent effect.

[0217] In this way, the descent performance in this embodiment branches into a landing success performance or a landing failure performance at the end, and it can be said that the descent performance is a performance in which the performance result is either a first performance result (in this embodiment, landing failure) or a second performance result different from the first performance result (in this embodiment, landing success). Note that in this embodiment, an example will be described in which the descent performance has two performance results, the first performance result and the second performance result, but the performance results of the descent performance are not limited to two and may be three or more.

[0218] Returning to the explanation of Figure 12, when a successful landing effect (see Figure 12(E)) is executed, a winning notification effect (see Figure 12(F)) is always executed afterwards. On the other hand, when a failed landing effect (see Figure 12(G)) is executed, there are cases where a losing notification effect (see Figure 12(H)) is executed afterwards, and cases where a developing effect (see Figure 12(I)) is executed afterwards. Here, when a developing effect is executed, it develops into the above-mentioned SPSP reach (see Figure 12(J)) based on Figures 10(E) to (I) etc., and at the end of the SPSP reach, a winning / losing notification effect (winning notification effect or losing notification effect) is executed (see Figure 12(K)).

[0219] Thus, in the landing challenge effect of this embodiment, even if a landing failure effect (see FIG. 12(G)) is executed, there is a possibility that a winning notification effect (see FIG. 12(K)) will be executed thereafter. However, if a landing failure effect is executed, there is a higher probability that a losing notification effect (see FIG. 12(H)) will be executed than a development effect (see FIG. 12(I)). Therefore, after the descent effect has started, the player can enjoy playing the game while hoping that a landing success effect will be executed instead of a landing failure effect. Note that, even if a landing failure effect is executed, if the effect progresses to a development effect, there is a possibility that a winning notification effect will be executed thereafter, although this is unlikely. Therefore, even if a landing failure effect is executed instead of a landing success effect, the player can enjoy playing the game while hoping that the effect will progress to a development effect.

[0220] <About the descent start performance> The descent start effect (an example of a "second effect": see FIG. 12(C)) is an effect that can be executed prior to the descent effect in a predictive target variation, and is an effect that suggests the possibility that the result of the descent effect will be the second effect, i.e., that a successful landing effect may be executed at the end of the descent effect. FIG. 15(B) illustrates an example of a descent start effect in which 75% of the entire area below the descent person is land, and the land is represented in gold. FIG. 16(A) illustrates an example of a descent start effect in which 25% of the entire area below the descent person is land, and the land is represented in green. In this way, in the descent start effect, the proportion of land on which the descent person can land and the display color of the land are variable. Therefore, the player can easily recognize the degree of possibility of a successful landing effect being executed based on the proportion and display color of land displayed in the descent start effect.

[0221] Furthermore, in the descent performance, there are cases where a beginner descender descends (see Figures 15(C) to (E)) and cases where a veteran descender descends (see Figures 16(B) to (C)), and the latter case is characterized by a higher probability of a successful landing performance (and a winning notification performance) being executed than the former case. Furthermore, when a descent start performance is executed prior to the descent performance, it is announced in this descent start performance whether the veteran or beginner descender will begin their descent. Figure 15(B) illustrates an example of a veteran descender beginning their descent, and Figure 16(A) illustrates an example of a beginner descender beginning their descent.

[0222] As is clear from the explanation so far, the descent start effect notifies the player of the percentage of land available for the descendants and whether the descendants will be veterans or beginners. Therefore, the player can easily recognize the likelihood of the successful landing effect (and winning notification effect) being executed based on the land percentage and the type of descendants notified by the descent start effect. In addition, since the display color of the land also changes as the land percentage changes, the player can intuitively recognize the likelihood of the successful landing effect (and winning notification effect) being executed based on the display color of the land.

[0223] It should be noted that the descent performance (see FIG. 15(D)) is not necessarily executed when the descent start performance (see FIG. 15(C)) is executed. There are also cases where the descent start performance (see FIG. 15(C)) is executed, but the descent performance (see FIG. 15(D)) is not executed, and the miss notification performance (see FIG. 15(L)) is executed instead. In this way, a descent start performance in which a descent performance is not executed later can be said to be a false descent start performance, since it does not have the original function of a descent start performance, which is to notify that a descent performance will start. This false descent start performance will be described in detail later based on FIG. 17(C) etc.

[0224] <About the landing area exploration effect> The descent area search effect (an example of a "first effect": see FIG. 12(A)) is an effect that can be executed prior to the descent start effect, in which the descendant is blown by the wind while searching for the area where the descent will begin (see, for example, FIGS. 14(E)-(I) and 15(A)). This descent area search effect is an effect that can suggest a change in the possibility suggested by the descent start effect (the possibility that the landing success effect will be executed). That is, the descent area search effect may include a land increase effect (see FIG. 12(B)) that shows the proportion of land increasing. In the gaming machine 1 of this embodiment, as exemplified in FIG. 16(A), a descent start effect may be executed that notifies the player that the land proportion is 25% (i.e., the water surface proportion is high at 75%, and the landing success effect is unlikely to be executed). In contrast, in the descent area search performance, multiple land increase performances may be executed, for example, so that the land proportion changes gradually from 25% to 50%, 75%, etc. (see Figures 14(E) to (I) and Figure 15(A)).

[0225] In this way, the descent area search effect is an effect that can execute a land increase effect in the descent area search effect, and therefore is an effect that can suggest that the possibility suggested by the descent start effect (possibility of executing a landing success effect) is changing from a first degree (expectation of landing success: low) to a second degree (expectation of landing success: high) that is higher than the first degree. Therefore, the player can enjoy playing the game while hoping that the descent area search effect (including the land increase effect) will be executed prior to the descent start effect.

[0226] The number of times the descent area search performance is performed varies between 0 and 2 times. The descent area search performance is sometimes performed with the "target ahead change" but not with the "pre-read target change" (see Figure 13(A)), in which case the number of times the descent area search performance is performed is 1. The descent area search performance is sometimes performed with the "pre-read target change" but not with the "target ahead change" (see Figure 13(B)), in which case the number of times the descent area search performance is performed is also 1. The descent area search performance is sometimes performed with both the "target ahead change" and the "pre-read target change" (see Figures 13(C) and (E)), in which case the number of times the descent area search performance is performed is 2. The descent area search performance is sometimes performed with neither the "target ahead change" nor the "pre-read target change" (see Figure 13(D)), in which case the number of times the descent area search performance is performed is 0. In each of these drop area search effects, there are times when the land increase effect is executed and times when the land increase effect is not executed, so the number of times the land increase effect is executed is variable between 0 and 2 times.

[0227] (Landing challenge performance flow) So far, we have explained the main features of the landing challenge performance, such as the descent performance, descent start performance, and descent area search performance, but the descent challenge performance is generally performed as follows. That is, when the descent area search performance of Fig. 12(A) starts, a land increase performance (see Fig. 12(B)) that notifies that the land has increased may be performed at the end of the descent area search performance (see Fig. 14(E) to (F), for example). On the other hand, even if the descent area search performance has started, there may be cases where the land increase performance is not performed at the end of the descent area search performance. In this case, a descent area search performance that indicates that the proportion of land has not changed is performed.

[0228] As described above, the number of times the descent area search performance in this embodiment is executed can be varied between 0 and 2 times, and there are times when the descent area search performance is not executed, when the descent area search performance is executed only once, and when the descent area search performance is executed twice (see Figures 12(A) to 12(C)). Therefore, the number of times the land increase performance is executed is also variable, and there are times when the land increase performance is not executed, when the land increase performance is executed only once, and when the land increase performance is executed twice.

[0229] When the descent start performance (see Figure 12 (C)) is executed, there are times when the descent start performance is executed without the descent area search performance being executed, times when the descent area search performance is executed only once before the descent start performance is executed, and times when the descent area search performance is executed twice before the descent start performance is executed.

[0230] In this way, if the descent start performance (see Figure 12(C)) is executed without the descent area search performance being executed, or after one or two descent area search performances have been executed, there are cases where the descent performance (see Figure 12(D)) is executed afterwards, or where the miss notification performance (see Figure 12(L)) is executed.

[0231] However, even if a descent area search effect including a land increase effect is executed, and, for example, the land ratio increases to 50% and land expressed in red (see, for example, Figure 14(F)) is displayed, if a miss notification effect (see Figure 12(L)) is executed after the descent start effect (see Figure 12(C)), this may cause discomfort to players who thought the descent effect was about to begin, and may actually reduce the effect of the effect.

[0232] For this reason, in this embodiment, if the land increase effect is not executed even once and the descent start effect is executed while the land ratio is still at 25%, a miss notification effect (see Figure 12 (L)) can be executed afterwards, whereas if the land increase effect is executed once or twice and the descent start effect is executed after the land ratio has reached 50% or more, a descent effect (see Figure 12 (D)) will always follow.By adopting such a configuration, it is possible to easily prevent the above-mentioned problems from occurring.

[0233] Returning to the explanation of FIG. 12, in some cases where the determination result of the first special symbol determination related to the pre-read target variation is a "jackpot," a successful landing effect (see FIG. 12(E)) is executed at the end of the descent effect, and thereafter a winning notification effect (see FIG. 12(F)) is executed. Also, in some cases where the determination result of the first special symbol determination related to the pre-read target variation is a "miss," a failed landing effect (see FIG. 12(G)) is executed at the end of the descent effect, and thereafter a losing notification effect (see FIG. 12(H)) is executed. Also, in some cases where the determination result of the first special symbol determination related to the pre-read target variation is a "jackpot" and in some cases where it is a "miss," a failed landing effect (see FIG. 12(G)) is executed at the end of the descent effect, and thereafter a development effect (see FIG. 12(I)) and an SPSP reach (see FIG. 12(J)) are executed, and thereafter a winning notification effect or a losing notification effect is executed (see FIG. 12(K)).

[0234] <About the multiple production patterns for the landing challenge production> As is clear from the explanation so far based on Fig. 12, a plurality of presentation patterns are prepared for the landing challenge presentation in this embodiment. The main presentation patterns among these plurality of presentation patterns will be explained based on Fig. 13.

[0235] (The pattern in which the descent area search performance is performed by moving in front of the target) FIG. 13(A) illustrates a flow of a series of effects in which a descent area search effect is executed in a target ahead variation, and a descent start effect, a descent effect, a landing failure effect, and a miss notification effect are executed midway through the pre-read target variation (for example, 7 seconds after the pre-read target variation has started). These effects that make up the landing challenge effect are as described above with reference to FIG. 12. As illustrated in FIG. 13(A), if a descent area search effect is executed in a target ahead variation but a descent area search effect is not executed in a pre-read target variation, a predetermined airborne waiting effect (referred to as "airborne waiting" in FIG. 13) is executed during the period from the end of the target ahead variation (and the descent area search effect) to the start of a descent start effect in the pre-read target variation. This airborne waiting effect is configured as a display effect that shows a descendant who has been blown by the wind through the air by the descent area search effect waiting at a predetermined position in the air without starting to descend (see FIG. 14(G)).

[0236] If, for example, no performance related to the landing challenge performance is performed during the period from the execution of the descent area search performance in the target ahead variation until the start of the descent start performance in the middle of the look-ahead target variation, there is a concern that the performance will be unnatural, since there will be no continuity between the descent area search performance and the descent start performance. In contrast, in this embodiment, when the descent area search performance is performed during the target ahead variation but not during the look-ahead target variation (such as in FIG. 13(A)), an airborne waiting performance is executed that starts at the end of the target ahead variation (and the descent area search performance) and ends at the start of the descent start performance. Therefore, even if the descent area search performance and the descent start performance are not continuous, by skillfully connecting these performances with the airborne waiting performance, it is possible to progress the series of performances related to the landing challenge performance in a natural manner, and as a result, it is possible to effectively prevent the above-mentioned problems from occurring.

[0237] (A pattern in which the descent area search performance is performed by predicting target changes) Figure 13(B) shows an example of a flow of a series of effects in which the descent area search effect is not executed in the pre-target variation, and the descent area search effect, descent start effect, descent effect, landing failure effect, and miss notification effect are executed immediately after the pre-read target variation starts (for example, after 1.5 seconds have passed since the pre-read target variation started). In the example shown in Figure 13(B), the descent area search effect and the descent start effect are consecutive to each other, so the above-mentioned sky waiting effect is not executed.

[0238] 13(A) and (B) show an example in which a landing failure effect and a loss notification effect are performed following a descent effect, but there are also cases in which a landing success effect and a winning notification effect are performed following a descent effect, or in which a development effect, an SPSP reach, or a winning / losing notification effect (winning notification effect or losing notification effect) is performed following a descent effect. This is as described above with reference to FIG. 12.

[0239] (A pattern in which the descent area search effect is performed both in front of the target and in advance of the target change) 13(C) illustrates a flow of a series of effects in which the first descent area search effect is executed in the target pre-variation, and immediately after the start of the pre-read target variation, the second descent area search effect, the descent start effect, the descent effect, the landing success effect, and the winning notification effect are executed. Immediately after the target pre-variation ends, the first special symbol (here, a losing symbol) is displayed frozen for a predetermined fixed time (for example, 0.5 seconds), and during this frozen display period, the effect symbol displayed on the display screen 70 is maintained in its frozen state.

[0240] Figure 13(C) shows how the second descent area search performance begins immediately after the start of the pre-read target change (for example, 1.5 seconds after the start of the pre-read target change), just as in the case where a landing challenge performance is performed with the performance pattern of Figure 13(B). Here, because the first descent area search performance performed in the pre-target change and the second descent area search performance performed in the pre-read target change are not consecutive, it is conceivable to adopt a configuration in which the second descent area search performance begins at the end of the first descent area search performance in order to make these descent area search performances consecutive.

[0241] However, if such a configuration is adopted carelessly, during the period in which the first special symbol and effect symbol are stopped and displayed, the second descent area search effect will show a descender moving in the sky on the display screen 70, which could lead the player to mistakenly believe that the first special symbol and effect symbol are in a variable display period. Furthermore, even if the first descent area search effect were to continue until the end of the period in which the stop display following the pre-target variation occurs (i.e., the start of the pre-read target variation), the same problem would occur.

[0242] 13(C), in this embodiment, when a first descent area search performance is performed in a pre-target variation and a second descent area search performance is performed in a look-ahead target variation, the above-mentioned sky waiting performance is performed, which shows the descendant waiting at a predetermined position in the sky without starting to descend, during the period from the end timing of the first descent area search performance to the start timing of the second descent area search performance. By performing such a sky waiting performance, it is possible to effectively express the scene where the descendant who performed the first descent area search takes a break and then performs the second descent area search (the scene where the descent area search is interrupted and then resumed), which improves the continuity of each performance that makes up the landing challenge performance and makes it possible to progress the series of performances in a natural manner. Furthermore, in the sky waiting performance, the descender waiting at a designated position in the sky hardly moves from that position (although he moves slightly as if floating in the sky, he does not appear to be moving), so there is little chance that a player who sees the sky waiting performance being performed during the stopped display period will mistakenly believe that the first special pattern and performance pattern are in a variable display period, and it is also possible to easily prevent the above problems from occurring by performing the descending area search performance during the stopped display period.

[0243] (Pattern where the descent area search effect is not executed) 13(D) illustrates a flow of a series of effects in which the descent area search effect is not executed in either the pre-target change or the pre-read target change, and the descent start effect, descent effect, landing success effect, and winning notification effect are executed midway through the pre-read target change (for example, 7 seconds after the pre-read target change started). In this way, in the gaming machine 1 of this embodiment, the descent start effect may start without executing the descent area search effect. This is as described above with reference to FIG. 12.

[0244] 13(C) and (D) show an example in which a landing success effect and a winning notification effect are performed after a descent effect, but there are also cases in which a landing failure effect and a losing notification effect are performed after a descent effect, or in which a development effect, an SPSP reach, or a winning / losing notification effect (winning notification effect or losing notification effect) is performed after a descent effect. This is also as described above based on FIG. 12.

[0245] (A pattern that develops into an SPSP reach after a failed landing) Figure 13(E) shows an example of the flow of a series of effects in which the first descent area search effect is executed during the target pre-change, an overhead wait effect is executed during the stop display period following the target pre-change, and immediately after the start of the pre-read target, a second descent area search effect, a descent start effect, a descent effect, a landing failure effect, a development effect, and an SPSP reach are executed in succession. The landing challenge effect executed in the effect pattern shown in Figure 13(E) is executed in the same way as the landing challenge effect executed in the effect pattern described above based on Figure 13(C), except that the flow of effects after the descent effect is different.

[0246] (Conditions for executing the landing challenge) So far, the main performance patterns of the landing challenge performance have been explained with reference to Fig. 13. With regard to these landing challenge performances, if a configuration such as executing a descent area search performance in a target front variation where a reach performance is performed is applied carelessly, there is a concern that the descent area search performance will interfere with the reach performance. Furthermore, although an SPSP reach may be executed in a pre-read target variation, a descent area search performance, a descent start performance, a descent performance, etc. are executed. Therefore, if a configuration such as executing a landing challenge performance when a normal reach performance such as a normal reach or SP reach is executed in a pre-read target variation is applied carelessly, there is a concern that the landing challenge performance will interfere with the normal reach performance.

[0247] Therefore, in the gaming machine 1 of this embodiment, to prevent these problems from occurring, the landing challenge performance is executed under the conditions that a reach performance is not executed in the pre-target variation (a no-reach performance is executed), and that it has been identified based on the results of a prior determination regarding the pre-read target variation that the first special pattern variation pattern (variation pattern for the landing challenge performance) corresponds to a landing challenge performance that does not correspond to a normal reach performance.

[0248] 12, the false descent start effect, in which the descent start effect is performed but does not progress to the descent effect, can be executed when a variation pattern of the first special symbol different from the variation pattern for the landing challenge effect is selected. In this way, when the variation pattern for the landing challenge effect is not selected, a false descent start effect, in which the effect content is related to the descent effect, can be executed, so that when the variation pattern for the landing challenge effect is not selected easily, it is possible to make the player have a moderate sense of expectation that the effect will develop into a descent effect.

[0249] <Example of a landing challenge performance that ultimately results in a successful landing> Next, with reference to Figures 14 and 15, a specific example of a landing challenge effect in which a successful landing effect is finally achieved will be described. Here, as described above with reference to Figure 13(C), a specific example of a landing challenge effect in which the effects progress in the order of a first descent area search effect, a waiting effect in the sky, a second descent area search effect, a descent start effect, a descent effect, a successful landing effect, and a winning notification effect will be described with reference to Figures 14 and 15. Note that in Figures 14 and 15, the reserved icon (or the icon) indicated by the arrow extending from the characters "Ahead of target" is the reserved icon (or the icon) corresponding to the "Ahead of target variation" described above with reference to Figure 13 etc., and the reserved icon (or the icon) indicated by the arrow extending from the characters "Predict target" is the reserved icon (or the icon) corresponding to the "Predict target variation" described above with reference to Figure 13 etc.

[0250] 14(A) illustrates the state before the start of the above-described "pre-target variation" based on FIG. 13 and the like. Specifically, the example illustrates a state in which, while a reserved icon corresponding to the pre-target variation (the earliest reserved icon in the reserved icon display area 71) is displayed, the left 6 symbol is pseudo-stopped and the middle and right symbol rows are scrolling during the display of the variation of the first special symbol (and performance symbol) immediately before the pre-target variation. Under these circumstances, a game ball newly enters the first starting hole 21, and the right to determine the first special symbol corresponding to the above-described "pre-read target variation" is reserved. Accordingly, the reserved icon corresponding to the "pre-read target variation" is displayed as the second reserved icon in the reserved icon display area 71 (see FIG. 14(A)). If it is determined that a landing challenge performance will be performed based on the result of the advance determination corresponding to this right, the following performance will be performed.

[0251] 14(B) shows an example of a state in which the display of the first special symbol (and the performance symbol) immediately before the "pre-target variation" has finished, and a losing symbol is stopped and displayed as the first special symbol, and three performance symbols showing the "624" scatter pattern have actually stopped. In this way, when a predetermined determination time (for example, 0.5 seconds) has elapsed since the first special symbol is stopped and the three performance symbols have actually stopped, a first special symbol determination corresponding to the earliest reserved icon (here, the reserved icon indicated by the arrow extending from the letters "pre-target" in FIG. 14(B)) is executed.

[0252] In this way, when the first special pattern determination corresponding to the "pre-target change" is executed, the display of the change in the first special pattern begins, and along with this, the earliest pending icon displayed in the pending icon display area 71 (here, the pending icon corresponding to the "pre-target change") shifts to the icon display area 72, and the scrolling display of the three pattern rows begins (see Figures 14(B) and (C)). In addition, the pending icon corresponding to the "pre-read target change", which was displayed as the second pending icon, shifts leftward and is displayed in the pending icon display area 71 as the earliest pending icon (see Figures 14(B) and (C)).

[0253] When the "change in front of the target" is started in this way, the following effect is performed before the first descent area search effect is executed. That is, a background change effect is executed in which the background image displayed on the display screen 70 is switched from a predetermined normal background to a sky background (see FIG. 14(D)). Although not shown in the figure, when this background change effect is executed, an image of clouds floating in a blue sky is displayed on the entire screen of the display screen 70, and the words "~Sky~" are displayed in the center of the display screen 70. By executing this background change effect, the player can recognize in advance that the descent area search effect will start.

[0254] As the background change effect is executed, the size and display area of ​​the effect symbol are changed. Specifically, as shown in Figures 14(C) to (D), the effect symbol that was displayed large in the effect symbol display area 73 (see Figure 2) is reduced and displayed as a small symbol in the upper right display area (upper right area) on the display screen 70. The display of the small symbol of the effect symbol in this upper right area continues until a landing success effect, landing failure effect, or development effect is executed in the pre-read target variation (see Figures 15(F) to (G), Figures 16(D) to (E), (G) to (H)).

[0255] In addition, as the background change effect is executed, the display objects (four reserved base images that serve as bases for the reserved icons) and reserved icons that constitute the reserved icon display area 71, and the display objects (the base images that serve as bases for the icons) and icons that constitute the icon display area 72 are temporarily hidden (see FIGS. 14(C) to (D)). Note that the non-display of these display objects and icons continues until a winning notification effect, a losing notification effect, or a continuation effect is executed, and the display objects and icons that constitute the icon display area 72 continue to be hidden until just before a winning notification effect (or a losing notification effect) is executed or just before a development effect is executed (see FIGS. 14(D) to (I), FIGS. 15(A) to (G), FIGS. 16(A) to (E), (G), and (H)).

[0256] Next, when a predetermined time (for example, 2 seconds) has elapsed since the target front change and background change effects began, the first descent area search effect begins (see Figures 14(D)-(E)). In the first descent area search effect, first, a descender hanging from a balloon and positioned in the sky, land positioned below the descender, and choppy water are displayed (see Figure 14(E)).

[0257] While Figure 14(E) illustrates an example in which a veteran descender who is accustomed to descending is displayed, a beginner descender who is not accustomed to descending (see, for example, Figure 16(A)) may also be displayed. When comparing the case in which a veteran descender is displayed with the case in which a beginner descender is displayed, the former case has a higher reliability of a jackpot than the latter case. In other words, the former case is characterized by a higher likelihood of a successful landing effect (see Figure 12(E)) and a winning notification effect (see Figure 12(F)) being executed than the latter case, and also by a higher likelihood of a winning notification effect (see Figure 12(K)) being executed at the end of an SPSP reach (see Figure 12(J)) when the effect progresses to a development effect (see Figure 12(I)).

[0258] FIG. 14(E) illustrates an example in which, at the start of the first landing area search performance, 25% of the entire area below the descender is land, and the remaining 75% is water. The display color of the land displayed in the landing challenge performance in this embodiment changes depending on the proportion of land in the entire area. Specifically, as illustrated in FIG. 19, when the land proportion is 25%, the land is displayed in green; when the land proportion is 50%, the land is displayed in red; when the land proportion is 75%, the land is displayed in gold; and when the land proportion is 100%, the land is displayed in gold. The probability of a successful landing (i.e., the probability that a successful landing performance will be executed following the descent performance) is represented by the proportion of land (and the display color of the land).

[0259] 14(E), at the start of the first landing area search presentation, land accounts for only 25% of the total, and the land is displayed in green. Therefore, based on the land percentage and the displayed color of the land, the player can intuitively recognize that the descender is likely to land on water and that the possibility of a successful landing presentation being executed is low.

[0260] When this first landing area search effect begins, an effect is displayed showing the descender being blown by the wind and moving to the right (see FIG. 14(E)). Then, from the middle of the landing area search effect, the above-mentioned land increase effect is performed based on FIG. 12(B) etc. (see FIG. 14(F)). As is clear from the notation in FIGS. 14(E) to (F), by executing the land increase effect in the first landing area search effect, the proportion of land increases from 25% to 50%, and the display color of the land changes from green to red. Therefore, the player can intuitively recognize that the proportion of land has increased and the possibility of executing a successful landing effect has increased, based on the land proportion and the display color of the land.

[0261] 14(E)-(F) show an example of a land increase effect in which the land percentage increases from 25% to 50%, but in a similar scene, the land percentage may increase from 25% to 75%, or from 25% to 100%. Also, the land percentage before the land increase effect starts is not limited to 25%, and the land increase effect may start when the land percentage is 50%, or when the land percentage is 75%.

[0262] Returning to the explanation of Figure 14, as the target-front variation accompanied by the first descending area search effect ends, the display transitions to the stopped display period described above based on Figure 13. During this stopped display period, the first special symbol (here, a losing symbol) is displayed stopped for a predetermined fixed time (for example, 0.5 seconds) to notify that the result of the first special symbol determination made at the start of the target-front variation is a "miss," and accordingly, the display screen 70 maintains a stopped state of the three effect symbols indicating the scattered numbers (see Figure 14(G)). Figure 14(G) illustrates an example in which the three effect symbols indicating the scattered numbers "254" are stopped while still displayed as small symbols to notify that the result of the first special symbol determination made at the start of the target-front variation is a "miss."

[0263] In this way, the above-mentioned sky standby effect is executed based on FIGS. 13(C) and (E) using the stopped display period during which the three effect symbols representing the scatter pattern are permanently displayed (see FIG. 14(G)). FIG. 14(G) illustrates an example in which a descender (here, a veteran descender) who has been blown by the wind through the sky by the first descent area search effect (including the land increase effect) waits at a predetermined position in the sky without starting to descend. In this permanent standby effect, as described above, although the descender moves slightly, his / her display position does not change significantly. Therefore, by executing the sky standby effect during the stopped display period, it is possible to prevent the player who sees the descender from mistaking that the first special symbol (and the effect symbol) is being displayed in a variable manner.

[0264] When the landing challenge effect is executed in the effect patterns exemplified in Figures 14 and 15, the second landing area search effect (see Figure 14(I)) is executed 1.5 seconds after the start of the pre-read target change following the stationary display period. Therefore, the sky waiting effect (see Figure 14(G)) that started with the start of the stationary display period continues until 1.5 seconds have passed since the start of the pre-read target change. This is as exemplified in Figures 13(C) and (E) above.

[0265] During the static display period, when the first special symbol is statically displayed for a predetermined fixed time (for example, 0.5 seconds) and the three performance symbols showing the "254" variation are statically displayed, a first special symbol determination is executed corresponding to the hold icon (see FIG. 14(C)) that was displayed before the start of the landing challenge performance and indicates that the "pre-read target variation" is on hold. Then, in response to this, the first special symbol variation display on the first special symbol display 41 and the performance symbol variation display on the display screen 70 begin. FIG. 14(H) illustrates the state immediately after the pre-read target variation has begun. Since the pre-read target variation is the variation that occurs next to the pre-target variation, if the pre-target variation is considered to be a "hold 1 variation," the pre-read target variation can be said to be a "hold 2 variation." 14(G)-(H) show an example in which the three performance symbols showing the "254" variation start to vary while still displayed as small symbols as the pre-read target variation starts, and the three symbol rows are scrolled. Also, FIG. 14(H) shows an example in which the aerial waiting effect of FIG. 14(G) continues after the pre-read target variation has started, but before the second descent area search effect has started.

[0266] Next, 1.5 seconds after the start of the predictive target change, the waiting in the sky effect ends and the second descent area search effect begins (see Figures 14(H) to (I)). Figure 14(I) shows an example of the descendant who has been waiting in the sky moving again to the right while being carried by the wind. Note that immediately after this second descent area search effect begins, the land proportion is still 50%, and the display color of the land remains red (see Figures 14(F) to (I)).

[0267] After the second landing area search effect begins, a second land increase effect may be performed midway through this landing area search effect (see FIG. 15(A)). As is clear from the notations in FIG. 14(I) and FIG. 15(A), the second land increase effect increases the land percentage from 50% to 75%, and the display color of the land changes from red to gold. Therefore, based on the land percentage and the display color of the land, the player can intuitively recognize that the land percentage has further increased and the possibility of a successful landing effect being performed has further increased, making it possible to effectively increase the player's anticipation for the successful landing effect being performed.

[0268] Here, we will use an example where a land increase effect is performed during the second descent area search effect, but there are also cases where a second descent area search effect is performed that does not include a land increase effect, and in this latter case, even after the second descent area search effect is executed, the land proportion will remain at 50% and its display color will remain red.

[0269] Figure 15(B) illustrates an example in which the second descent area search effect (see Figure 15(A)), including the land increase effect, has ended, and the above-mentioned descent start effect is executed based on Figure 12(C) and the like. Figure 15(B) illustrates an example in which a veteran descenter is about to begin his descent from the sky, with the land percentage being 75% and displayed in gold, and the words "Descent Begins!" displayed in the center of the display screen 70. In this descent start effect, because a veteran descenter is displayed as the descenter, the player can easily recognize that the expected probability of a successful landing (the likelihood of the successful landing effect being executed) is higher than when a beginner descenter begins his descent. Furthermore, the land, which initially had a proportion of 25% and was displayed in green (see Figure 14(E)), has changed to a proportion of 75% and displayed in gold (see Figure 15(B)), so the player can easily and intuitively recognize that the likelihood of a successful landing is quite high based on the display color of the land and the proportion of land in the total area.

[0270] In this way, when the descent start effect suggests the state when the descender starts to descend, the above-mentioned descent effect is executed based on FIG. 12(D) etc. (see FIGS. 15(C) to (E)). This descent effect is configured as an effect showing a descender hanging from a balloon gradually descending from the sky. As mentioned above, the descent effect in this embodiment is a special reach effect that is different from normal reach, SP reach, and SPSP reach. Therefore, during the descent effect, a variable display of the effect symbols is performed in which the two effect symbols common to the left and right symbols are pseudo-stopped, and the symbol row in the middle row is scrolled (see FIGS. 15(C) to (E)). FIGS. 15(C) to (E) illustrate an example in which the symbol row in the middle row is scrolled while the left 5 symbols and the right 5 symbols are pseudo-stopped.

[0271] Figure 15(C) shows the veteran descender gradually descending and being carried by the wind to the right. Figure 15(D) shows the veteran descender continuing to descend gradually and being carried by the headwind to the left. Figure 15(E) shows the veteran descender descending to just above the leftmost of the three landmasses.

[0272] In this embodiment, a case where the proportion of land and the display color do not change during the execution of the descent effect will be described as an example, but the proportion of land and the display color may be changed during the execution of the descent effect. For example, by increasing the rank of the land proportion and the display color during the execution of the descent effect, it is possible to effectively increase the player's sense of anticipation for the execution of the successful landing effect. Furthermore, by decreasing the rank of the land proportion and the display color during the execution of the descent effect, it is possible to make the player feel anxious that the landing may fail, thereby increasing the interest.

[0273] Here, if the result of the first special symbol determination performed at the start of the descent start effect or the start of the predictive target variation that causes the descent effect is a "jackpot," the descent effect may be followed by the above-mentioned successful landing effect based on Fig. 12(E) etc. (see Figs. 15(E)-(F)). This successful landing effect is an effect that notifies the descendant that they have successfully landed, and Fig. 15(F) shows an example of how the display objects related to the successful landing effect are three pieces of land that are displayed in gold, a veteran descender who is rejoicing at his successful landing on the leftmost piece of land, and the words "successful landing!"

[0274] As mentioned above, the descent effect is a special reach effect, and therefore, if the result of the first special symbol determination related to the pre-read target variation is "jackpot," three effect symbols showing a double number are pseudo-stopped and displayed as the landing success effect begins (see Figures 15(E) to (F)). Figures 15(E) to (F) show an example in which the scrolling display of the middle row of symbols ends, a middle 5 symbol, which is the same as the left 5 symbol and the right 5 symbol, pseudo-stops, and the three effect symbols showing the double number "555" pseudo-stop with the small symbols displayed.

[0275] When this successful landing effect ends and there are only a few seconds left in the predictive target variation, three performance symbols showing the repeated numbers "555" are displayed pseudo-stopped in large size in the performance symbol display area 73 (see Figure 2) (see Figure 15(G)), and as the predictive target variation ends and a losing symbol is displayed as the first special symbol, a winning notification effect is executed to actually stop these three performance symbols (see Figures 15(G) to (H)).

[0276] Here, the case where the result of the first special symbol determination related to the pre-read target variation is a "jackpot" and therefore a successful landing effect is executed following the descent effect has been described as an example, but if the result of the first special symbol determination related to the pre-read target variation is a "miss", then the descent effect of Figures 15(C) to (E) is followed by a failed landing effect and a miss notification effect, or the descent effect of Figures 15(C) to (E) is followed by a failed landing effect, a development effect, an SPSP reach, and a win / loss notification effect (here, a miss notification effect). This is as described above based on Figure 12.

[0277] In addition, if the result of the first special symbol determination related to the pre-read target variation is a "jackpot," the landing success effect is not necessarily executed following the descent effect, and even if it is a "jackpot," the landing success effect may not be executed, and a landing failure effect, a development effect, an SPSP reach, or a win / loss notification effect (here, a win notification effect) may be executed. This is also as described above based on Figure 12.

[0278] <Example of a landing challenge scene where a landing failure occurs> Next, a specific example of a landing challenge effect in which a landing failure effect is performed will be described with reference to Fig. 16. Here, Fig. 16 is a screen diagram showing a specific example of a landing challenge effect in which a landing failure effect is performed, and illustrates a pattern in which a failure notification effect (see Fig. 12(H)) is executed after a landing failure effect (see Fig. 12(G)), and a pattern in which a landing failure effect is followed by a development effect (see Fig. 12(I)) and then developed into an SPSP reach (see Fig. 12(J)).

[0279] Note that, here, we will explain an example in which the descent start performance is executed without the descent area search performance being executed, but even if the descent area search performance is executed prior to the descent start performance, if the land proportion and display color do not rank up from a state in which the land proportion is 25% and the display color is green, a performance similar to that illustrated in Figure 16 may be executed.

[0280] FIG. 16(A) illustrates an example in which the above-described descent start effect is executed based on FIG. 12(C) and the like, 1.5 seconds after the start of the predictive target variation. FIG. 16(A) illustrates an example in which a beginner descender is about to begin his descent from the sky, with the land percentage being 25% and its display color being green, and the words "Descent Begins!" displayed in the center of the display screen 70. In this descent start effect, because a beginner descender is displayed as the descender, the player can easily recognize that the likelihood of a successful landing (the likelihood of a successful landing effect being executed) is lower than when a veteran descender begins his descent (see FIG. 15(B)). Furthermore, because the land percentage is 25% and the display color remains green, the player can easily and intuitively recognize that the likelihood of a successful landing is low based on the display color of the land and the proportion of land in the entire area.

[0281] In this way, when the descent start effect suggests the state when the descender starts to descend, the descent effect described above is executed based on Fig. 12(D) etc. (see Figs. 16(B) to (C)). Because this descent effect is a special reach effect as described above, during the descent effect, a variable display of effect symbols is performed in which the middle row of symbols is scrolled while the two common effect symbols as the left and right symbols are pseudo-stopped (see Figs. 16(B) to (C)). Figs. 16(B) to (C) illustrate an example in which the middle row of symbols is scrolled while the four left symbols and four right symbols are pseudo-stopped.

[0282] Figure 16(B) shows a beginner descent being blown up to the upper right by the wind, while Figure 16(C) shows a beginner descent losing control and plummeting to the lower right.

[0283] 16(B)-(C) illustrate how, since the descender is a beginner, he or she moves differently from the veteran descender in the descent performance described above based on FIGS. 15(C)-(E). In this embodiment, the descender's movements in the descent performance differ depending on the type of descender. However, the same movements may be made regardless of the type of descender. Furthermore, since the proportion of land at the start of the descent performance is variable, for example, a movement pattern (descent pattern) of the descender for each proportion of land may be stored in the sub-ROM 92, and the movement pattern corresponding to the proportion of land at the start of the descent performance may be read from the sub-ROM 92, and the descender may be made to descend using that movement pattern.

[0284] Here, if the result of the first special pattern determination performed at the start of the descent start performance or the start of the predictive target variation that causes the descent performance is a "miss," then the descent performance is followed by the landing failure performance described above based on Fig. 12(G) etc. (see Fig. 16(D)). This landing failure performance is a performance that notifies the descendant that they have failed to land, and Fig. 16(D) shows an example of how the display objects related to the landing failure performance are a piece of land that is displayed in green, a beginner descender who has failed to land and landed on water, and the words "Landing failure..."

[0285] As described above, the descent effect is a special reach effect, and therefore, if the result of the first special symbol determination related to the pre-read target variation is "miss," the three effect symbols indicating a reach miss are pseudo-stopped and displayed as the landing failure effect begins (see Figures 16(C) to (D)). Figures 16(C) to (D) illustrate an example in which the scrolling display of the middle row of symbols ends, a middle symbol (here, the middle 5 symbol) different from the left 4 symbol and the right 4 symbol stops pseudo-stop, and the three effect symbols indicating a reach miss of "454" are pseudo-stopped while still displayed as small symbols.

[0286] Furthermore, if the result of the first special pattern determination related to the predictive target variation is a "jackpot," it may develop into an SPSP reach via a landing failure effect and a development effect, so even in the case of a "jackpot," a landing failure effect may be performed accompanied by a pseudo-stop display of three effect patterns indicating a reach failure, as exemplified in Figure 16(D).

[0287] Here, if the result of the judgment of the first special pattern judgment related to the pre-read target change is "miss," when the landing failure display of Figure 16(D) ends and there are only a few seconds left of the pre-read target change, three display patterns indicating the reach miss number of "454" are displayed pseudo-stopped in large size in the display pattern display area 73 (see Figure 2) (see Figure 16(E)), and as the pre-read target change ends and the miss pattern is displayed stopped as the first special pattern, a miss notification display is executed to actually stop these three display patterns (see Figures 16(E) to (F)).

[0288] Furthermore, if the result of the first special symbol determination related to the predictive target variation is a "jackpot" or a "miss," the landing failure effect of FIG. 16(D) is executed, and then the effect may progress to an SPSP reach (see FIG. 16(I)) via a development effect (see FIG. 16(G) and (H)). FIG. 16(G) illustrates the first half of the development effect, in which an ally character appears on land and says, "I'm here to help!", followed by a rescue effect in which a beginner who has landed on the water is rescued. Note that in this case, since the person who has landed on the water is a beginner, a rescue effect in which the beginner is rescued is performed. However, if the person who has landed on the water is a veteran, a rescue effect in which the veteran is rescued is performed.

[0289] Next, in the middle of the development effect, the development effect shown in Fig. 16(H) is performed. This development effect is the same as the development effect described above based on Fig. 10(B), but specifically, first, the three effect symbols indicating the "454" reach miss number are enlarged and move to the center of the display screen 70. Then, the left 4 symbols are reduced and move to the upper left area of ​​the display screen 70, making one rotation clockwise with the scroll direction as the axis and then moving to the upper left area, and at the same time, the right 4 symbols are reduced and move to the upper right area of ​​the display screen 70, making one rotation clockwise with the scroll direction as the axis and then moving to the upper right area, and the middle 5 symbols move downward, and the scrolling display of the middle row of symbols begins. Thereafter, until the end of the variable display of this first special symbol, the four left symbols are pseudo-stopped in the upper left area, the four right symbols are pseudo-stopped in the upper right area, and the middle symbol row is hidden until the end of the SPSP reach to ensure a display area for the display performance related to the SPSP reach. Also, when the development performance of Figure 16(H) is executed, the display objects (the base image that serves as the base of the icon) and the icon that make up the icon display area 72, which were hidden, are displayed.

[0290] The SPSP reach (see Figure 16(I)) that is carried out via the development effects of Figures 16(G) to (H) is carried out in the same manner as the SPSP reach described above based on Figures 10(E) to (I), but if the result of the first special pattern determination related to the advance reading target change is a "jackpot", a hit notification effect is executed at the end of the SPSP reach, and if it is a "miss", a miss notification effect is executed.

[0291] In addition, the variation patterns of the first special pattern, which is the pre-readable variation that causes the descent start effect and descent effect, etc., include a variation pattern for executing a landing success effect (and a winning notification effect) following a descent effect, a variation pattern for executing a landing failure effect (and a losing notification effect) following a descent effect, and a variation pattern for executing a landing failure effect, a development effect, an SPSP reach, or a winning / losing notification effect (winning notification effect or losing notification effect), and the presentation pattern of the landing challenge effect (the flow of the series of presentations) will differ depending on the variation pattern selected by the main CPU 81.

[0292] <Example of a landing challenge scene that does not progress to a descent scene> Next, a specific example of a landing challenge effect that does not proceed to a descent effect will be described with reference to Fig. 17. Here, Fig. 17 is a screen diagram showing a specific example of a landing challenge effect that does not proceed to a descent effect, and illustrates how a miss notification effect (see Fig. 12(L)) is executed instead of a descent effect (see Fig. 12(D)) after a descent area search effect and a descent start effect (see Fig. 12(C)).

[0293] 17(A) and (B) show an example of the first descent area search effect being performed in a predictive target change. In this descent area search effect, with the percentage at 25% and green land displayed, the veteran descent player is first swept to the right by the wind, and then swept to the left by a headwind. Furthermore, in some cases where the land increase effect described above (e.g., see FIG. 14(H)) is not performed in this descent area search effect, a false descent start effect is performed (see FIG. 17(C)).

[0294] In a normal descent start effect, as described above with reference to FIG. 15(B), a person hanging from a balloon, land and the water surface, and the words "Descent begins!" are displayed. In contrast, in a fake descent start effect shown in FIG. 17(C), a person hanging from a balloon is displayed as in a normal descent start effect, but the land and the water surface are not displayed, and the words "Descent begins?" are displayed instead of "Descent begins!". In this way, in a fake descent start effect, some of the display objects (here, the land and the water surface) that are displayed in a normal descent start effect are not displayed, and different words are displayed than in a normal descent start effect. Therefore, a player who sees a fake descent start effect can easily recognize that a descent effect will not begin.

[0295] The landing challenge effect including the descent effect is executed when some of the variation patterns of the first special symbol that can be selected by the main CPU 81 are selected. Therefore, the landing challenge effect including the descent effect is an effect that does not appear very often. In contrast, the gaming machine 1 of this embodiment is configured to be able to execute a false descent start effect when another variation pattern different from these some variation patterns (a variation pattern in which the effects after the descent effect in FIG. 12 are not executed) is selected. Therefore, even if one of the some variation patterns is not easily selected, by executing a false descent start effect when the other variation pattern is selected, the player can be appropriately made aware of the descent effect, and it is possible to effectively prevent the player's anticipation for the descent effect being executed following the descent start effect from gradually decreasing.

[0296] Returning to the explanation of Fig. 12, following the false effect of the descent start effect (see Fig. 17(C)), a white-out effect is executed (see Fig. 17(D)). In this white-out effect, as exemplified in Fig. 17(D), a solid white background image is displayed on the entire display screen 70, and only three symbol rows that are scrolled and displayed with small symbols displayed are superimposed on this background image.

[0297] When this white effect is displayed for a predetermined time (for example, 3 seconds), the landing challenge effect is terminated (see FIG. 17(E)). In this landing challenge effect, as shown in FIG. 17(E), a descending person falling to the ground and the words "Was it a dream..." are displayed, and in order to notify the player that the descent effect, which is a special reach effect, will not proceed and will result in a miss, three effect symbols representing the number "214", for example, are displayed as pseudo-stops with small symbols still displayed. Therefore, the player can easily recognize by looking at the termination effect that the descent effect did not proceed.

[0298] When the ending effect of such a landing challenge effect is performed, a loss notification effect is performed (see Figures 17(E) to (G)). Figure 17(F) illustrates a state in which three large effect symbols representing the "214" scatter pattern are pseudo-stopped and displayed in the effect symbol display area 73 at the end of the variable display of the first special symbol being executed, and Figure 17(G) illustrates a state in which three large effect symbols representing the "214" scatter pattern are actually stopped and displayed as a losing symbol is stopped and displayed as the first special symbol.

[0299] 17(E) and (F), as the loss notification effect starts, the temporarily hidden base image of the icon and the four reserved base images of the reserved icons are displayed again. In addition, the icon is displayed in the reserved icon display area 71, and one reserved icon is displayed in the reserved icon display area 71.

[0300] In this way, at the point when the pattern change during which the false effect of the descent start effect is executed ends, one right to make the first special pattern determination is reserved, so when the miss notification effect of Figure 17(G) continues to be executed for a predetermined fixed time (0.5 seconds in this embodiment), the first special pattern determination corresponding to this right is executed and the next pattern change begins (see Figures 17(G) and (H)).

[0301] <Processing executed when pre-read target fluctuation starts> In the gaming machine 1 of this embodiment, when a gaming ball enters the first starting hole 21 during the variable display of the first special symbol in the normal game state, acquired information such as a jackpot random number is acquired, and the acquired information is stored in one of the special symbol 1·first reserved memory area 831 to the special symbol 1·fourth reserved memory area 834 (see FIG. 41(A)) as information reserving the right to determine the first special symbol. Here, the main CPU 81 ends the variable display of the first special symbol that is being executed in a state where the acquired information is stored in the special symbol 1·first reserved memory area 831 (i.e., a state where at least one right to determine the first special symbol is reserved), and displays a losing symbol as the first special symbol for a predetermined fixed time (0.5 seconds in this embodiment), and then shifts the acquired information stored in the special symbol 1·first reserved memory area 831 to the determination memory area 830 (see FIG. 41(A)).

[0302] Next, the main CPU 81 executes a jackpot determination process in step S308 and a variation pattern selection process in step S309 based on the acquired information stored in the determination storage area 830. Then, the main CPU 81 transmits to the sub-control board 90 a variation start command including the setting information of the special symbol set in the process of step S308 (information indicating a jackpot symbol or a losing symbol), information indicating whether the setting information of the special symbol is related to the first special symbol determination or the second special symbol determination, setting information of the variation pattern selected in the process of step S309, information on the game state of the gaming machine 1, and the like.

[0303] In response to this, when the sub-CPU 91 of the sub-control board 90 receives a fluctuation start command related to the first special symbol determination, it executes a fluctuation performance pattern setting process (see FIG. 57) described later based on the information included in this fluctuation start command. This fluctuation performance pattern setting process includes processes for determining whether or not to execute a descent performance (see FIG. 12(D)), which is a special reach performance, and, if the descent performance is executed, determining the flow of the performances after the descent performance (see FIGS. 12(D) to (K)). Then, if the performances after the descent performance are executed, a fluctuation performance start command including information instructing the execution of these performances is transmitted to the image and sound control board 100 (and the lamp control board 120), and the performances after the descent performance are executed in the above-mentioned pre-read target fluctuation.

[0304] <Processing executed when a pending win occurs related to a pre-read target change> As described above with reference to FIGS. 14 to 16, descenders and land appear in the descent performance, but these descenders and land also appear in the descent area search performance and descent start performance, which may be executed prior to the descent performance. Furthermore, the proportion and display color of the land change when a descent area search performance, including a land increase performance, is executed. As described above with reference to FIG. 13, the descent area search performance may be executed not only in the pre-read target change but also in the pre-target change that precedes the pre-read target change. Therefore, it is necessary to determine in advance the type of descender, the proportion and display color of land displayed in the descent start performance in the pre-read target change, whether or not to execute the descent area search performance, the number of times to execute the descent area search performance if executed, and the pattern of change in the land proportion and display color if executed.

[0305] Therefore, in the gaming machine 1 of this embodiment, after the right to determine the first special pattern related to the "pre-target variation" is reserved, the following processing is executed at the timing when the right to determine the first special pattern related to the "pre-read target variation" is reserved (for example, in Figure 14 (C), at approximately the same timing when the second reserved icon indicated by the arrow extending from the letters "pre-read target" is displayed).

[0306] In the normal game state, when a gaming ball enters the first starting hole 21 while the acquired information related to the "pre-target variation" is stored in the special symbol 1 / first reserved memory area 831 (see FIG. 41(A)), the main CPU 81 acquires acquired information such as a jackpot random number. Then, the acquired information is stored in the special symbol 1 / second reserved memory area 832 (see FIG. 41(A)) as information reserving the right to determine the first special symbol related to the "pre-read target variation". In this way, when the main CPU 81 acquires acquired information related to the "pre-read target variation" to be stored in the special symbol 1 / second reserved memory area 832, it determines in advance whether or not to execute a jackpot game based on the acquired information, and also executes a pre-determination process to determine in advance which variation pattern will be selected as the variation pattern of the first special symbol. In other words, it determines in advance whether the result of the first special pattern determination performed at the start of the "pre-read target variation" will be a "jackpot," and also performs processing to determine in advance which variation pattern will be selected as the variation pattern of the first special pattern related to the "pre-read target variation."

[0307] In this way, the main CPU 81 performs a pre-determination process in response to the right to determine the first special pattern being reserved in the normal game state, and transmits a reservation command including pre-determination information indicating the result of the pre-determination process to the sub-control board 90 (see Figure 5).

[0308] The sub-ROM 92 of the sub-control board 90 stores a variable effect pattern selection table that associates the first special symbol variation pattern with the variation effect pattern of the variation effect, including the effect of varying the effect symbol. That is, some of the first special symbol variation patterns defined in the variable effect pattern selection table are associated with the above-described descent effect and subsequent effect patterns based on Figures 12(D)-(K), etc. Therefore, the sub-CPU 91 identifies the first special symbol variation pattern to be selected when the reserved first special symbol determination is executed based on the advance determination information included in the pending command received from the main control board 80, and reads out the variation effect pattern corresponding to the identified first special symbol variation pattern from the variable effect pattern selection table. This makes it possible to determine in advance whether a descent effect will be executed in the pre-read target variation, and if a descent effect will be executed, what effect will be executed following the descent effect.

[0309] (Regarding the selection of descendants) As described above, when the sub-CPU 91 determines that a descent performance will be performed in the predicted target variation based on the advance judgment information included in the hold command from the main control board 80, it performs the following processing to select either a "veteran" or a "beginner" as the descender. That is, the sub-CPU 91 acquires a descender selection random number and stores it in the sub-RAM 93. That is, with regard to the descender selection random number, which is updated appropriately each time the random number update process is performed in the sub-control board 90, the sub-CPU 91 acquires the value at the time of receiving the hold command from the main control board 80 and stores it in the sub-RAM 93 as the descender selection random number. Then, the sub-CPU 91 reads out the descender selection table from the sub-ROM 92 and sets it in a predetermined area of ​​the sub-RAM 93.

[0310] In this descendant selection table, as exemplified in FIG. 18, a winning / losing type, a winning / losing indication effect type, and a random number value are associated with each other. The winning / losing type includes a "jackpot" and a "miss." The winning / losing indication effect types include a "landing success effect," an "SPSP reach win," a "landing failure effect," and an "SPSP reach miss." Here, the "landing success effect" means that a landing success effect (see FIG. 12(E)) and a winning notification effect (see FIG. 12(F)) are executed after a descent effect (see FIG. 12(D)). The "SPSP reach win" means that a landing failure effect (see FIG. 12(G)), a development effect (see FIG. 12(I)), an SPSP reach (see FIG. 12(J)), and a winning notification effect (see FIG. 12(K)) are executed after a descent effect. "Failed landing effect" means that a successful landing effect and a miss notification effect (see Figure 12(H)) are executed after a descent effect. "SPSP reach miss" means that a failed landing effect, a development effect, an SPSP reach, and a miss notification effect (see Figure 12(K)) are executed after a descent effect.

[0311] The random number value in FIG. 18 is a random number value that is compared with the descendant selection random number. In this embodiment, the range of possible values ​​for this descendant selection random number is set to 100, from "0" to "99." When the sub-CPU 91 receives a reservation command related to the right to determine the first special symbol, it stores the preliminary determination information included in the reservation command in a predetermined area of ​​the sub-RAM 93. Then, based on the symbol setting information included in this preliminary determination information, it specifies whether the determination result of the first special symbol determination performed at the start of the pre-read target variation is a "jackpot" or a "miss."

[0312] Next, as described above, the sub-CPU 91 determines whether a descent effect will be executed in the predictive target variation based on the advance determination information and the variation effect pattern selection table, and if a descent effect will be executed, what kind of effect will be executed following the descent effect. Then, based on the determination result, it determines the type of winning / losing indication effect to be executed after the descent effect. For example, if a landing success effect (see FIG. 12(E)) and a winning notification effect (see FIG. 12(F)) are executed after a descent effect (see FIG. 12(D)), the winning / losing indication effect type is a "landing success effect." Furthermore, if a landing failure effect (see FIG. 12(G)) and a losing notification effect (see FIG. 12(H)) are executed after a descent effect (see FIG. 12(D)), the winning / losing indication effect type is a "landing failure effect." Furthermore, if a landing failure effect (see FIG. 12(G)), a development effect (see FIG. 12(I)), an SPSP reach (see FIG. 12(J)), and a win notification effect (see FIG. 12(K)) are executed after a descent effect (see FIG. 12(D)), the type of winning / losing indication effect will be "SPSP reach win." Furthermore, if a landing failure effect (see FIG. 12(G)), a development effect (see FIG. 12(I)), an SPSP reach (see FIG. 12(J)), and a loss notification effect (see FIG. 12(K)) are executed after a descent effect (see FIG. 12(D)), the type of winning / losing indication effect will be "SPSP reach miss."

[0313] In this way, the sub-CPU 91 selects either a "veteran" or a "beginner" as the descendant by reading from the descendant selection table the descendant type that matches the winning / losing type and winning / losing suggestion performance type identified based on the pre-determination information and the acquired descendant selection random number.

[0314] As illustrated in Figure 18, when the winning / losing type is "jackpot" and the winning / losing suggestion effect type is "successful landing effect," 62 random number values ​​are associated with veterans, and 38 random number values ​​are associated with beginners. Therefore, when the winning / losing type is "jackpot" and the winning / losing suggestion effect type is "successful landing effect," veterans are selected at a rate of 62% (= 62 / 100 x 100) and beginners are selected at a rate of 38% (= 38 / 100 x 100).

[0315] 18, when the winning / losing type is "jackpot" and the winning / losing suggestion effect type is "SPSP reach win", 70 random number values ​​are associated with veterans and 30 random number values ​​are associated with beginners. Therefore, when the winning / losing type is "jackpot" and the winning / losing suggestion effect type is "SPSP reach win", veterans are selected at a rate of 70% (=70 / 100×100) and beginners are selected at a rate of 30% (=30 / 100×100).

[0316] 18, when the winning / losing type is "losing" and the winning / losing suggestion effect type is "failed landing effect," 41 random number values ​​are associated with veterans, and 59 random number values ​​are associated with beginners. Therefore, when the winning / losing type is "losing" and the winning / losing suggestion effect type is "failed landing effect," veterans are selected at a rate of 41% (=41 / 100×100) and beginners are selected at a rate of 59% (=59 / 100×100).

[0317] 18, when the winning / losing type is "losing" and the winning / losing suggestion effect type is "SPSP reaching losing", 23 random number values ​​are associated with veterans and 77 random number values ​​are associated with beginners. Therefore, when the winning / losing type is "losing" and the winning / losing suggestion effect type is "SPSP reaching losing", veterans are selected at a rate of 23% (=23 / 100×100) and beginners are selected at a rate of 77% (=77 / 100×100).

[0318] From these facts, the following can be said. That is, when the winning / losing type is a "jackpot," veterans are more likely to be selected than beginners, and when the winning / losing type is a "loss," beginners are more likely to be selected than veterans. For this reason, when a veteran descender appears in the descent area search effect, descent start effect, or descent effect, the winning notification effect is more likely to be executed at the end of the predicted target fluctuation than when a beginner descender appears (i.e., the reliability of the jackpot is higher).

[0319] Furthermore, when comparing the cases where a successful landing effect is executed with the cases where a successful landing effect is executed, the magnitude relationship between the selection rate of veteran descenders and the selection rate of beginner descenders is reversed, but when a successful landing effect is executed, beginners are selected at a relatively high rate of 38%. Therefore, even if the descender is a beginner, it is possible to make the player expect that a successful landing effect (and a winning notification effect) will be executed.

[0320] Furthermore, when a landing failure effect (and a miss notification effect) is executed, the selection rate for veterans is high at 41%, which means that there is a fair chance that a landing failure effect will be executed even if the player is a veteran. In contrast, when an SPSP reach hits, a veteran is selected as the player at an extremely high rate of 70%, whereas when an SPSP reach misses, the selection rate for veterans is an extremely low value of 23%. Therefore, when the player is a veteran and the landing failure effect progresses to an SPSP reach via a development effect, there is an extremely high chance that the final hit notification effect of the SPSP reach will be executed, and when the landing failure effect progresses to an SPSP reach via a development effect, it is possible to effectively increase the player's anticipation for a jackpot.

[0321] (Selecting the land effect displayed during the descent start effect) Next, the process of selecting the presentation mode (proportion and display color) of the land displayed in the descent start presentation (see FIG. 12(C)) will be described with reference to Fig. 19. Here, Fig. 19 is an explanatory diagram for explaining the descent start presentation land presentation selection table.

[0322] After selecting the type of descendant, the sub-CPU 91 executes the following process to select the presentation mode (proportion and display color) of the land to be displayed in the descent start presentation (see Figure 12 (C)). That is, the sub-CPU 91 acquires a land presentation mode selection random number and stores it in the sub-RAM 93. That is, with regard to the land presentation mode selection random number, which is updated appropriately each time the random number update process is performed in the sub-control board 90, the sub-CPU 91 acquires the value at the time of receiving the hold command from the main control board 80 and stores it in the sub-RAM 93 as the land presentation mode selection random number. Then, the sub-CPU 91 reads out the land presentation mode selection table for the descent start presentation from the sub-ROM 92 and sets it in a predetermined area of ​​the sub-RAM 93.

[0323] In this land appearance selection table for the descent start performance, as illustrated in Fig. 19, the winning / losing type, the descendant type, the land ratio, the land color (the display color of the land), and the random number value to be compared with the land appearance selection random number are associated with each other. The winning / losing type and the descendant type are as described above with reference to Fig. 18. The land ratio represents the proportion of land displayed in the descent start performance when the total area including land and water is 100%, and as illustrated in Fig. 19, in this embodiment, it can be 25% (25% land and 75% water), 50% (50% land and 50% water), 75% (75% land and 25% water), or 100% (100% land and no water).

[0324] The land colors are the display colors of the land, and each land color is associated with a land percentage. Specifically, as illustrated in Fig. 19, the land color "green" is associated with a land percentage of "25%," the land color "red" is associated with a land percentage of "50%," the land color "gold" is associated with a land percentage of "75%," and the land color "rainbow" is associated with a land percentage of "100%."

[0325] The random number values ​​represented by numbers in Fig. 19 are random number values ​​to be compared with the land appearance selection random number. In this embodiment, the range of possible values ​​for this land appearance selection random number is set to 100, from "0" to "99." The sub-CPU 91 selects the presentation mode (land ratio and land color) of the land to be displayed in the descent start presentation by reading out from the descent start presentation land appearance selection table set in the sub-RAM 93 the "land ratio" and "land color" corresponding to the result of the first special pattern determination (win / lose type) performed at the start of the pre-read target variation, which is specified based on the advance determination information included in the pending command received from the main control board 80, the type of descender (descender type) selected by referring to the descender selection table (see Fig. 18), and the acquired land appearance selection random number.

[0326] As illustrated in Figure 19, when the winning type is "jackpot" and the landing type is "beginner," 19 random number values ​​are associated with the land percentage "25%" and the land color "green," 37 random number values ​​are associated with the land percentage "50%" and the land color "red," 41 random number values ​​are associated with the land percentage "75%" and the land color "gold," and 3 random number values ​​are associated with the land percentage "100%" and the land color "rainbow." Therefore, if the winning type is "jackpot" and the landing type is "beginner," a land percentage of "25%" and a land color of "green" will be selected at a rate of 19% (=19 / 100 x 100), a land percentage of "50%" and a land color of "red" will be selected at a rate of 37% (=37 / 100 x 100), a land percentage of "75%" and a land color of "gold" will be selected at a rate of 41% (=41 / 100 x 100), and a land percentage of "100%" and a land color of "rainbow" will be selected at a rate of 3% (=3 / 100 x 100).

[0327] Also, as illustrated in Figure 19, when the winning type is "jackpot" and the landing type is "veteran," 10 random number values ​​are associated with the land percentage "25%" and the land color "green," 33 random number values ​​are associated with the land percentage "50%" and the land color "red," 50 random number values ​​are associated with the land percentage "75%" and the land color "gold," and 7 random number values ​​are associated with the land percentage "100%" and the land color "rainbow." Therefore, if the winning type is "jackpot" and the landing type is "veteran," a land percentage of "25%" and a land color of "green" will be selected at a rate of 10% (=10 / 100 x 100), a land percentage of "50%" and a land color of "red" will be selected at a rate of 33% (=33 / 100 x 100), a land percentage of "75%" and a land color of "gold" will be selected at a rate of 50% (=50 / 100 x 100), and a land percentage of "100%" and a land color of "rainbow" will be selected at a rate of 7% (=7 / 100 x 100).

[0328] On the other hand, as illustrated in Figure 19, when the winning / losing type is "loser" and the landing type is "beginner," 49 random number values ​​are associated with the land percentage "25%" and the land color "green," 36 random number values ​​are associated with the land percentage "50%" and the land color "red," 15 random number values ​​are associated with the land percentage "75%" and the land color "gold," and no random number values ​​are associated with the land percentage "100%" and the land color "rainbow." Therefore, if the winning / losing type is "loser" and the landing type is "beginner," a land percentage of "25%" and a land color of "green" will be selected 49% (=49 / 100 x 100), a land percentage of "50%" and a land color of "red" will be selected 36% (=36 / 100 x 100), a land percentage of "75%" and a land color of "gold" will be selected 15% (=15 / 100 x 100), and a land percentage of "100%" and a land color of "rainbow" will never be selected.

[0329] Also, as illustrated in Figure 19, when the winning / losing type is "loser" and the descendant type is "veteran," 41 random number values ​​are associated with the land percentage "25%" and the land color "green," 33 random number values ​​are associated with the land percentage "50%" and the land color "red," 26 random number values ​​are associated with the land percentage "75%" and the land color "gold," and no random number values ​​are associated with the land percentage "100%" and the land color "rainbow." Therefore, if the winning / losing type is "loser" and the landing type is "veteran," a land percentage of "25%" and a land color of "green" will be selected 41% (=41 / 100 x 100), a land percentage of "50%" and a land color of "red" will be selected 33% (=33 / 100 x 100), a land percentage of "75%" and a land color of "gold" will be selected 26% (=26 / 100 x 100), and a land percentage of "100%" and a land color of "rainbow" will never be selected.

[0330] From these facts, the following can be said. That is, when the winning / losing type is a "jackpot," there is a chance, although low probability, that the land percentage of "100%" and the land color of "rainbow" will be selected for both the "beginner" and "veteran" types of descenters (3% for "beginners," 7% for "veterans"). On the other hand, when the winning / losing type is a "loss," regardless of whether the descenter type is a "beginner" or a "veteran," no random value is associated with the land percentage of "100%" and the land color of "rainbow," and therefore the land percentage of "100%" and the land color of "rainbow" will never be selected. For this reason, in the descent area search effect, descent start effect, and descent effect, an effect in which the percentage is 100% and the display color of rainbow land is displayed can be said to be a confirmed notification effect that definitely notifies that a win notification effect will be executed.

[0331] 19, when the winning / losing type is "jackpot," excluding the land percentage "100%" and the land color "rainbow," the land percentage "75%" and the land color "gold" are most likely to be selected, regardless of whether the landing type is "beginner" or "veteran," followed by the land percentage "50%" and the land color "red," with the lowest selection rates for the land percentage "25%" and the land color "green." When the winning / losing type is "losing," regardless of whether the landing type is "beginner" or "veteran," the land percentage "25%" and the land color "green" are most likely to be selected, followed by the land percentage "50%" and the land color "red," with the lowest selection rates for the land percentage "75%" and the land color "gold." Therefore, if we rank these land percentages and land colors in order of the probability of winning the jackpot, the order is: land percentage "25%" and land color "green", land percentage "50%" and land color "red", land percentage "75%" and land color "gold", and land percentage "100%" and land color "rainbow".

[0332] 19, when the winning / losing type is "jackpot" and the descendant type is "veteran," the land percentage "100%" and the land color "rainbow" are selected 7% of the time, and the land percentage "75%" and the land color "gold" are selected 50% of the time. On the other hand, when the winning / losing type is "jackpot" and the descendant type is "beginner," the land percentage "100%" and the land color "rainbow" are selected 3% of the time, and the land percentage "75%" and the land color "gold" are selected 41% of the time. Thus, even when the winning / losing type is the same "jackpot," when the descendant type is "veteran," the land percentage "100%" and the land color "rainbow" or the land percentage "75%" and the land color "gold" are more likely to be selected, suggesting that the landing success effect will be executed following the descent effect, compared to when the descendant type is "beginner." Therefore, by displaying a veteran descender in the descent area search performance, it is possible to effectively increase the player's anticipation for the appearance of a golden land at a percentage of 75% or a rainbow-colored land at a percentage of 100% in the descent start performance.

[0333] In the landing challenge performance of this embodiment, a descent start performance (see FIG. 12(C)) is executed prior to a descent performance (see FIG. 12(D)), but as is clear from the explanation based on FIG. 19 so far, a descent start performance may be executed in which a green land is displayed at a percentage of 25%, suggesting that the likelihood of a successful landing performance (see FIG. 12(E)) being executed following the descent performance is relatively low, or a descent start performance may be executed in which a red land is displayed at a percentage of 50%, suggesting that the likelihood of a successful landing performance being executed following the descent performance is medium. Also, a descent start performance may be executed in which a gold land is displayed at a percentage of 75%, suggesting that the likelihood of a successful landing performance being executed following the descent performance is relatively high, or a descent start performance may be executed in which a rainbow land is displayed at a percentage of 100%, suggesting that the likelihood of a successful landing performance being executed following the descent performance is extremely high (100% in this embodiment).

[0334] In addition, in the landing challenge performance of this embodiment, a descent area search performance (see Figure 12(A)) may be executed prior to the descent start performance, and by executing the descent area search performance including the land increase performance described above based on Figure 14(F) and Figure 15(A), it is possible to suggest that the possibility suggested by the descent start performance (the possibility that the landing success performance will be executed) has increased before the descent start performance begins.

[0335] <About selecting the drop area search effect pattern> Next, a process for selecting a performance pattern for the descent area search performance (see FIG. 12(A)) will be described with reference to Fig. 20. Here, Fig. 20 is an explanatory diagram for describing a descent area search performance pattern selection table.

[0336] As described above, the sub-CPU 91 selects the type of descendant by referring to the descendant selection table (see Figure 18), and also selects the land appearance (land proportion and display color) to be displayed in the descent start performance by referring to the descent start performance land appearance selection table (see Figure 19), and then performs the following processing to select the performance pattern for the descent area search performance (and land increase performance).

[0337] That is, the sub-CPU 91 acquires a descent area search performance pattern selection random number and stores it in the sub-RAM 93. That is, with regard to the descent area search performance pattern selection random number, which is updated appropriately each time the random number update process is performed in the sub-control board 90, the sub-CPU 91 acquires the value at the time of receiving the hold command from the main control board 80 and stores this value as the descent area search performance pattern selection random number in the sub-RAM 93. Then, the sub-CPU 91 reads out the descent area search performance pattern selection table (see FIG. 20) from the sub-ROM 92 and sets it in a predetermined area of ​​the sub-RAM 93.

[0338] In this descent area search effect pattern selection table, as illustrated in FIG. 20, the increase count, the descent area search effect pattern, the land ratio and land display color in the descent start effect, and the random number value to be compared with the descent area search effect pattern selection random number are associated. Here, the increase count is the number of times the land increase effect is executed, and an increase count of "0" means that the land increase effect is not executed in either the target-before change or the pre-read target change. Also, an increase count of "1" means that the land increase effect is executed in either the target-before change or the pre-read target change. Also, an increase count of "2" means that the land increase effect is executed in both the target-before change and the pre-read target change.

[0339] The descent area search performance pattern (see FIG. 20) indicates how the land ratio changes due to the descent area search performance. Here, the descent area search performance pattern "-" means that the descent area search performance (and land increase performance) is not executed, or that a descent area search performance without a land increase performance is executed. Furthermore, the descent area search performance pattern "25% → 50%" means that a descent area search performance including a land increase performance that increases the land ratio from 25% to 50% is executed. Furthermore, the descent area search performance pattern "25% → 75%" means that a descent area search performance including a land increase performance that increases the land ratio from 25% to 75% without passing through 50%. Furthermore, the descent area search performance pattern "25% → 100%" means that a descent area search performance including a land increase performance that increases the land ratio from 25% to 100% without passing through 50% or 75% is executed.

[0340] Also, in Figure 20, the descent area search performance pattern "50% → 50%" means executing a descent area search performance in which the land ratio does not change from 50% (a descent area search performance that does not include a land increase performance). Also, the descent area search performance pattern "50% → 75%" means executing a descent area search performance that includes a land increase performance that increases the land ratio from 50% to 75%. Also, the descent area search performance pattern "50% → 100%" means executing a descent area search performance that includes a land increase performance that increases the land ratio from 50% to 100% without going through 75%.

[0341] Also, in Figure 20, the descent area search performance pattern "75% → 75%" means that a descent area search performance in which the land ratio does not change from 75% (a descent area search performance that does not include a land increase performance) is executed. Also, the descent area search performance pattern "75% → 100%" means that a descent area search performance that includes a land increase performance in which the land ratio increases from 75% to 100% is executed. Also, the descent area search performance pattern "100% → 100%" means that a descent area search performance in which the land ratio does not change from 100% (a descent area search performance that does not include a land increase performance) is executed.

[0342] In addition, in Figure 20, the land ratio and the display color of the land in the descent start performance are as described above based on Figure 19. The random number values ​​represented by numbers in Figure 20 are random number values ​​that are compared with the descent area search performance pattern selection random number. In this embodiment, the range that this descent area search performance pattern selection random number can take is set to 100, from "0" to "99."

[0343] When the sub-CPU 91 receives a hold command from the main control board 80, it acquires a descent area search performance pattern selection random number, selects the type of descent person by referring to the descent person selection table (see FIG. 18), and then selects the land percentage and display color to be displayed in the descent start performance by referring to the descent start performance land appearance selection table (see FIG. 19), thereby selecting a performance pattern for the descent area search performance. Specifically, it reads the descent area search performance pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93. Then, it selects one descent area search performance pattern by reading from the descent area search performance pattern selection table a descent area search performance pattern that corresponds to the land percentage and land color in the descent start performance selected by referring to the descent start performance land appearance selection table and the acquired descent area search performance pattern selection random number.

[0344] (When the land area ratio is 25% and the land color is green during the descent start animation) Incidentally, the land percentage "25%" is the basic value (minimum value) of the land percentage, and the land color "green" is the basic land color. No land percentage lower than "25%" is provided, nor are any land colors lower than "green" available. Therefore, when a land percentage of "25%" and a land color of "green" are displayed in the descent start performance, even if a descent area search performance is executed prior to the descent start performance, a land increase performance must not be performed (i.e., a descent area search performance in which the land percentage and land color do not change from "25%" and "green" is executed). For this reason, in the descent area search performance pattern selection table illustrated in FIG. 20 , for the land percentage "25%" and the land color "green" in the descent start performance, random numbers are associated only with descent area search performance patterns in which the number of increases is "0" and both the target pre-change and the target pre-read change are "-". Therefore, if the land percentage and land color in the pre-selected descent start performance are "25%" and "green," the descent area search performance pattern in which the target pre-variation and the predicted target variation are both "-" is selected 100% (=100 / 100 x 100).

[0345] In this way, when a descent area search performance pattern in which the pre-target variation and the pre-read target variation are both "-" is selected, either the descent area search performance will not be executed in the pre-target variation, or a descent area search performance without a land increase performance (a descent area search performance in which the land percentage and land color do not change from the land percentage "25%" and the land color "green") will be executed. Similarly, in the pre-read target variation, either the descent area search performance will not be executed, or a descent area search performance without a land increase performance (a descent area search performance in which the land percentage and land color do not change from the land percentage "25%" and the land color "green") will be executed. Note that whether to not execute the descent area search performance or to execute a descent area search performance without a land increase performance can be selected, for example, by lottery using random numbers.

[0346] (When the land area ratio is 50% and the land color is red during the descent start animation) Next, when a land with a land percentage of "50%" and a land color of "red" is displayed in the descent start performance, the number of increases will be "0" or "1" (see Figure 20). This is because there are times when a land increase performance that changes a land with a land percentage of "25%" and a land color of "green" to a land with a land percentage of "50%" and a land color of "red" is executed only once, and times when a descent area search performance is executed in which the land percentage and land color do not change from the land percentage of "50%" and the land color of "red" (i.e., a descent area search performance that does not include a land increase performance) is executed.

[0347] In the descent area search performance pattern selection table illustrated in Figure 20, for the land percentage of "50%" and the land color "red" in the descent start performance, 20 random number values ​​are associated with the descent area search performance pattern in which the increase count is "0" or "1" and the target pre-change and the pre-read target change are both "-", 40 random number values ​​are associated with the descent area search performance pattern in which the target pre-change is "25% → 50%" and the pre-read target change is "50% → 50%, and 40 random number values ​​are associated with the descent area search performance pattern in which the target pre-change is "-" and the pre-read target change is "25% → 50%".

[0348] Therefore, when the land proportion and land color in the pre-selected descent start performance are land proportion "50%" and land color "red," a descent area search performance pattern in which the target pre-change and the predicted target change are both "-" is selected 20% (= 20 / 100 x 100), a descent area search performance pattern in which the target pre-change is "25% → 50%" and the predicted target change is "50% → 50%" is selected 40% (= 40 / 100 x 100), and a descent area search performance pattern in which the target pre-change is "-" and the predicted target change is "25% → 50%" is selected 40% (= 40 / 100 x 100).

[0349] Here, if a descent area search performance pattern in which the pre-target variation and the pre-read target variation are both "-" is selected, then either the pre-target variation will not execute a descent area search performance, or a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio "50%" and the land color "red") will be executed. Similarly, the pre-read target variation will also execute a descent area search performance, or a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio "50%" and the land color "red"). On the other hand, if a descent area search performance pattern is selected in which the target pre-change is "25% → 50%" and the pre-read target change is "50% → 50%", a descent area search performance including a land increase performance in which the land proportion is increased from 25% to 50% (and the land color is changed from green to red) is executed in the target pre-change, and a descent area search performance without a land increase performance (a descent area search performance in which the land proportion does not change from 50% and the land color does not change from red) is executed in the pre-read target change. Furthermore, if a descent area search performance pattern is selected in which the pre-target variation is "-" and the pre-read target variation is "25% to 50%", then the pre-target variation will not execute a descent area search performance, or even if a descent area search performance is executed, a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio of "25%" and the land color of "green") will be executed, and the pre-read target variation will execute a descent area search performance that includes a land increase performance in which the land ratio is increased from 25% to 50% (and the land color is accordingly changed from green to red).

[0350] (When the land area is 75% and the land color is gold at the start of the descent) Next, when the land percentage is "75%" and the land color is "gold" in the descent start effect, the number of increases will be "0," "1," or "2" (see Figure 20). This is because there are cases where a total of two land increase effects are executed, namely, the first land increase effect that increases the land percentage from 25% to 50% and the second land increase effect that increases the land percentage from 50% to 75%, the case where only one land increase effect that increases the land percentage from 25% (or 50%) to 75% is executed, and the case where a descent area search effect is executed but the land percentage and land color do not change from the land percentage "75%" and land color "gold" (i.e., a descent area search effect that does not include a land increase effect)

[0351] In the descent area search performance pattern selection table illustrated in FIG. 20, for the land percentage "75%" and the land color "gold" in the descent start performance, 10 random number values ​​are associated with the descent area search performance pattern in which the number of increases is "0", "1", or "2", and the target pre-change and the pre-read target change are both "-", 10 random number values ​​are associated with the descent area search performance pattern in which the target pre-change is "25% → 75%" and the pre-read target change is "75% → 75%, and 10 random number values ​​are associated with the descent area search performance pattern in which the target pre-change is "-" and the pre-read target change is "25% → 75%". 10 random number values ​​are associated with the descent area search performance pattern where the pre-target variation is "50% → 75%" and the pre-read target variation is "75% → 75%", 15 random number values ​​are associated with the descent area search performance pattern where the pre-target variation is "-" and the pre-read target variation is "50% → 75%, and 40 random number values ​​are associated with the descent area search performance pattern where the pre-target variation is "25% → 50%" and the pre-read target variation is "50% → 75%".

[0352] Therefore, when the land proportion and land colour in the pre-selected descent start performance are land proportion "75%" and land colour "gold", a descent area search performance pattern in which the target pre-change and the predicted target change are both "-" is selected at a rate of 10% (= 10 / 100 x 100), a descent area search performance pattern in which the target pre-change is "25% → 75%" and the predicted target change is "75% → 75%" is selected at a rate of 10% (= 10 / 100 x 100), and a descent area search performance pattern in which the target pre-change is "-" and the predicted target change is "25% → 75%" is selected at a rate of 10% (= 10 / 100 x 100). In addition, a descent area search performance pattern in which the pre-target variation is "50% → 75%" and the pre-read target variation is "75% → 75%" is selected at a rate of 15% (= 15 / 100 x 100), a descent area search performance pattern in which the pre-target variation is "-" and the pre-read target variation is "50% → 75%" is selected at a rate of 15% (= 15 / 100 x 100), and a descent area search performance pattern in which the pre-target variation is "25% → 50%" and the pre-read target variation is "50% → 75%" is selected at a rate of 40% (= 40 / 100 x 100).

[0353] Here, if a descent area search performance pattern in which the pre-target variation and the pre-read target variation are both "-" is selected, then either the pre-target variation will not execute a descent area search performance, or a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio "75%" and land color "gold") will be executed. Similarly, the pre-read target variation will also execute a descent area search performance, or a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio "75%" and land color "gold"). On the other hand, if a descent area search performance pattern is selected in which the target pre-change is "25% → 75%" and the pre-read target change is "75% → 75%", a descent area search performance including a land increase performance in which the land proportion is increased from 25% to 75% (without passing through 50%) (and the land color is changed from green to gold without passing through red) is executed in the target pre-change, and a descent area search performance without a land increase performance (a descent area search performance in which the land proportion does not change from 75% and the land color does not change from gold) is executed in the pre-read target change.

[0354] Furthermore, if a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "25% → 75%", then the pre-target change will not result in a descent area search performance, or even if a descent area search performance is performed, a descent area search performance that does not include a land increase performance (a descent area search performance in which the land proportion and land color do not change from the land proportion "25%" and land color "green") will be performed, and the pre-read target change will result in a descent area search performance that includes a land increase performance in which the land proportion is increased from 25% to 75% without passing through 50% (and therefore the land color changes from green to gold without passing through red). Furthermore, if a descent area search performance pattern is selected in which the target pre-change is "50% → 75%" and the pre-read target change is "75% → 75%", a descent area search performance including a land increase performance in which the land proportion is increased from 50% to 75% (and the land color is changed from red to gold) is executed in the target pre-change, and a descent area search performance without a land increase performance (a descent area search performance in which the land proportion does not change from 75% and the land color does not change from gold) is executed in the pre-read target change.

[0355] Furthermore, if a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "50% to 75%", then the pre-target change will not result in a descent area search performance, or even if a descent area search performance is performed, a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio of "50%" and the land color of "red") will be performed, and the pre-read target change will result in a descent area search performance that includes a land increase performance in which the land ratio is increased from 50% to 75% (and the land color is accordingly changed from red to gold). Furthermore, when a descent area search performance pattern is selected in which the target pre-change is "25% → 50%" and the pre-read target change is "50% → 75%", a descent area search performance including a land increase performance that increases the land proportion from 25% to 50% (accompanying the change, the land color changes from green to red) is executed in the target pre-change, and a descent area search performance including a land increase performance that increases the land proportion from 50% to 75% (accompanying the change, the land color changes from red to gold) is executed in the pre-read target change.

[0356] (When the land area ratio is 100% and the land color is rainbow-colored during the descent start animation) Next, when the land percentage is "100%" and the land color is "rainbow" in the descent start performance, the increase count will be "0," "1," or "2" (see Figure 20). Examples of when the increase count will be "0" include when the descent area search performance is not performed, or when a descent area search performance is performed but does not include a land increase performance (i.e., a descent area search performance in which the land percentage and land color do not change from the land percentage "100%" and land color "rainbow") is performed. Examples of when the increase count will be "1" include when the land percentage before the increase is "25%, "50%, or "75%," and a descent area search performance including a land increase performance in which the land percentage after the increase is "100%" is performed only once. An example of a case where the number of increases becomes "2" would be when a total of two land increase effects are executed, such as executing a first descent area search effect that includes a land increase effect that increases the land ratio from 25% to 50%, and then executing a second descent area search effect that includes a land increase effect that increases the land ratio from 50% to 100% (without going through 75%).

[0357] In the descent area search performance pattern selection table illustrated in Figure 20, for the land percentage "100%" and land color "rainbow" in the descent start performance, four random number values ​​are associated with descent area search performance patterns in which the number of increases is "0," "1," or "2" and the target pre-change and the pre-read target change are both "-", eight random number values ​​are associated with descent area search performance patterns in which the target pre-change is "25% → 100%" and the pre-read target change is "100% → 100%, and eight random number values ​​are associated with descent area search performance patterns in which the target pre-change is "-" and the pre-read target change is "25% → 100%". In addition, seven random number values ​​are associated with a descent area search performance pattern in which the pre-target variation is "50% → 100%" and the pre-read target variation is "100% → 100%", seven random number values ​​are associated with a descent area search performance pattern in which the pre-target variation is "-" and the pre-read target variation is "50% → 100%, six random number values ​​are associated with a descent area search performance pattern in which the pre-target variation is "75% → 100%" and the pre-read target variation is "100% → 100%, and six random number values ​​are associated with a descent area search performance pattern in which the pre-target variation is "-" and the pre-read target variation is "75% → 100%". In addition, 18 random number values ​​are associated with the descent area search performance pattern in which the pre-target variation is "25% → 50%" and the pre-read target variation is "50% → 100%", 18 random number values ​​are associated with the descent area search performance pattern in which the pre-target variation is "25% → 75%" and the pre-read target variation is "75% → 100%, and 18 random number values ​​are associated with the descent area search performance pattern in which the pre-target variation is "50% → 75%" and the pre-read target variation is "75% → 100%".

[0358] For this reason, if the land percentage and land color in the preselected descent start performance are "100%" land percentage and "rainbow" land color, the descent area search performance pattern in which the target pre-change and the pre-read target change are both "-" is selected at a rate of 4% (= 4 / 100 x 100). Also, the descent area search performance pattern in which the target pre-change is "25% → 100%" and the pre-read target change is "100% → 100%" is selected at a rate of 8% (= 8 / 100 x 100), the descent area search performance pattern in which the target pre-change is "-" and the pre-read target change is "25% → 100%" is selected at a rate of 8% (= 8 / 100 x 100), and the descent area search performance pattern in which the target pre-change is "50% → 100%" and the pre-read target change is "100% → 100%" is selected at a rate of 7% (= 7 / 100 x 100). A descent area search performance pattern in which the pre-target variation is "-" and the predicted target variation is "50% → 100%" is selected at a rate of 7% (= 7 / 100 x 100), a descent area search performance pattern in which the pre-target variation is "75% → 100%" and the predicted target variation is "100% → 100%" is selected at a rate of 6% (= 6 / 100 x 100), and a descent area search performance pattern in which the pre-target variation is "-" and the predicted target variation is "75% → 100%" is selected at a rate of 6% (= 6 / 100 x 100). In addition, a descent area search performance pattern in which the pre-target variation is "25% → 50%" and the pre-read target variation is "50% → 100%" is selected at a rate of 18% (= 18 / 100 × 100), a descent area search performance pattern in which the pre-target variation is "25% → 75%" and the pre-read target variation is "75% → 100%" is selected at a rate of 18% (= 18 / 100 × 100), and a descent area search performance pattern in which the pre-target variation is "50% → 75%" and the pre-read target variation is "75% → 100%" is selected at a rate of 18% (= 18 / 100 × 100).

[0359] Here, if a descent area search performance pattern in which the pre-target variation and the pre-read target variation are both "-" is selected, then either the pre-target variation will not execute a descent area search performance, or a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio "100%" and the land color "rainbow") will be executed. Similarly, the pre-read target variation will also execute a descent area search performance, or a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio "100%" and the land color "rainbow"). On the other hand, if a descent area search performance pattern is selected in which the target pre-change is "25% → 100%" and the pre-read target change is "100% → 100%", a descent area search performance including a land increase performance in which the land proportion is increased from 25% to 100% (without passing through 50% or 75%) (and therefore the land color changes from green to rainbow without passing through red or gold) is executed in the target pre-change, and a descent area search performance without a land increase performance (a descent area search performance in which the land proportion does not change from 100% and the land color does not change from rainbow) is executed in the pre-read target change.

[0360] Furthermore, if a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "25% → 100%", then the pre-target change will not result in a descent area search performance, or even if a descent area search performance is performed, a descent area search performance that does not include a land increase performance (a descent area search performance in which the land proportion and land color do not change from the land proportion "25%" and land color "green") will be performed, and the pre-read target change will result in a descent area search performance that includes a land increase performance in which the land proportion increases from 25% to 100% without passing through 50% or 75% (accompanying this, the land color changes from green to rainbow colors without passing through red or gold). Furthermore, when a descent area search performance pattern is selected in which the target pre-change is "50% → 100%" and the pre-read target change is "100% → 100%", a descent area search performance including a land increase performance in which the land proportion is increased from 50% to 100% without passing through 75% (and therefore the land color changes from red to rainbow without passing through gold) is executed in the target pre-change, and a descent area search performance without a land increase performance (a descent area search performance in which the land proportion does not change from 100% and the land color does not change from rainbow) is executed in the pre-read target change.

[0361] Furthermore, if a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "50% → 100%", then the pre-target change will not result in a descent area search performance, or even if a descent area search performance is performed, a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio of "50%" and the land color of "red") will be performed, and the pre-read target change will result in a descent area search performance that includes a land increase performance in which the land ratio increases from 50% to 100% without passing through 75% (accompanying this, the land color changes from red to rainbow without passing through gold). Furthermore, if a descent area search performance pattern is selected in which the target pre-change is "75% → 100%" and the pre-read target change is "100% → 100%", a descent area search performance including a land increase performance that increases the land proportion from 75% to 100% (and accordingly changes the land color from gold to rainbow) is executed in the target pre-change, and a descent area search performance without a land increase performance (a descent area search performance in which the land proportion does not change from 100% and the land color does not change from rainbow) is executed in the pre-read target change. If a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "75% to 100%", the pre-target change will not result in a descent area search performance, or even if a descent area search performance is performed, a descent area search performance that does not include a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio of "75%" and the land color of "gold") will be performed, and the pre-read target change will result in a descent area search performance that includes a land increase performance in which the land ratio is increased from 75% to 100% (and the land color is accordingly changed from gold to rainbow).

[0362] Furthermore, when a descent area search performance pattern is selected in which the target pre-change is "25% → 50%" and the pre-read target change is "50% → 100%", a descent area search performance including a land increase performance that increases the land proportion from 25% to 50% (accompanying the change, the land color changes from green to red) is executed in the target pre-change, and a descent area search performance including a land increase performance that increases the land proportion from 50% to 100% without passing through 75% (accompanying the change, the land color changes from red to rainbow without passing through gold) is executed in the pre-read target change. Furthermore, when a descent area search performance pattern is selected in which the target pre-change is "25% → 75%" and the pre-read target change is "75% → 100%", a descent area search performance including a land increase performance is executed in the target pre-change, increasing the land proportion from 25% to 75% without passing through 50% (accompanying the change in the land color from green to gold without passing through red), and in the pre-read target change, a descent area search performance including a land increase performance is executed, increasing the land proportion from 75% to 100% (accompanying the change in the land color from gold to rainbow). Furthermore, if a descent area search performance pattern is selected in which the target pre-change is "50% → 75%" and the pre-read target change is "75% → 100%", a descent area search performance including a land increase performance that increases the land proportion from 50% to 75% (and therefore changes the land color from red to gold) is executed in the target pre-change, and a descent area search performance including a land increase performance that increases the land proportion from 75% to 100% (and therefore changes the land color from gold to rainbow) is executed in the pre-read target change.

[0363] As is clear from the explanation so far based on Figure 20, the descent start performance is a performance that can suggest that the possibility that the performance result of the descent performance will be the second performance result (i.e., the possibility that the landing success performance will be executed and the descendant will succeed in landing) is of a first degree (relatively low) by displaying land with a land ratio of 25% and a land color of green. In contrast, the descent area search performance is a performance that can be executed prior to the descent start performance, and is executed in a form that includes a land increase performance that changes the land ratio to 50%, 75%, etc., and is therefore a performance that can suggest that the possibility suggested by the descent start performance (the possibility that the aforementioned descendant will succeed in landing) has changed to a second degree (relatively high), which is higher than the first degree.

[0364] The landing challenge performance of this embodiment includes a first case in which a descent start performance is executed after a descent area search performance including a land increase performance, and a second case in which a descent start performance is executed without executing a descent area search performance including a land increase performance. In this second case, a descent start performance is executed that displays land with a land percentage of "25%" (displayed in green), for example, as a descent start performance that suggests that the descent performance result has a first degree of possibility that the descent performance result will be the second performance result. On the other hand, in the first case, a descent start performance is executed after a descent area search performance including a land increase performance, and a descent start performance is executed that displays land with a land percentage of "50%" (displayed in red), for example, as a descent start performance that suggests that the descent performance result has a second degree of possibility that is higher than the first degree.

[0365] Thus, in the landing challenge presentation executed in the gaming machine 1 of this embodiment, a descent area search presentation including a land increase presentation is executed first, and then a descent start presentation is executed, so that the land increase presentation suggests that the possibility of the descent person suggested by the descent start presentation succeeding in landing has improved in advance. Therefore, by executing a descent area search presentation including a land increase presentation prior to the descent start presentation, it is possible to effectively increase the player's anticipation that the descent person will succeed in landing and the landing success presentation (and winning notification presentation) will be executed from an earlier stage.

[0366] Furthermore, in the landing challenge effect of this embodiment, the more times the descent area search effect including the land increase effect is executed, the higher the proportion of land displayed in the descent start effect, and therefore the more likely it is that the landing success effect will be executed as a result of the descent effect being executed. Therefore, when the descent area search effect including the land increase effect is executed, the player can enjoy the game while hoping that the descent area search effect including the land increase effect will be executed again.

[0367] (Regarding gaming machine 1 capable of executing landing challenge effects) So far, we have explained the landing challenge performance executed in the gaming machine 1 of this embodiment with reference to Figures 12 to 20, but a gaming machine 1 capable of executing such a landing challenge performance can be considered as a gaming machine such as the following.

[0368] A determination means (for example, a main CPU 81 that executes a jackpot determination process exemplified in FIG. 46 described later) that determines whether or not to execute a special game (for example, a jackpot game) that is advantageous to the player; When the determination is made, a pattern display control means (for example, the main CPU 81 that executes the processing of step S311 and step S315 in FIG. 45 described later) that causes a predetermined pattern display means (for example, the first special pattern display 41) to variably display a pattern (for example, the first special pattern) and then stops and displays a pattern that indicates the result of the determination; When a symbol indicating that the special game is executed is stopped and displayed on the symbol display means, a special game execution means executes the special game (for example, the main CPU 81 sets the big win game flag to "ON" in the special symbol stop processing in step S317 of FIG. 45, and then executes the big win opening opening control processing exemplified in FIG. 49 to FIG. 51); A performance control means (for example, a sub-CPU 91: see FIG. 5) for controlling the performance, The performance control means It is possible to execute a first effect (for example, a descent area search effect: see FIG. 12(A)), a second effect (for example, a descent start effect: see FIG. 12(C)), a third effect (for example, a descent effect: see FIG. 12(D)), and a winning notification effect (see FIG. 12(F)) that notifies the player that the determination means has determined that the special game has been executed, in that order. The third effect (for example, the above-mentioned descent effect) is an effect that makes the player expect that the winning notification effect will be executed, and the effect result of the third effect may be the first effect result (for example, when the landing failure effect of FIG. 12(G) is executed and the descendant fails to land), or may be a second effect result that is different from the first effect result (for example, when the landing success effect of FIG. 12(E) is executed and the descendant succeeds in landing), The second effect (for example, the above-mentioned descent start effect) is an effect that can suggest, prior to the third effect (for example, the above-mentioned descent effect), that there is a first degree of possibility that the effect result of the third effect will be the second effect result (for example, an effect that can execute an effect that displays land with a land percentage of "25%" and a land color of "green" (see FIG. 16(A))), The first effect (for example, the above-mentioned landing area search effect) is an effect that can be executed prior to the second effect (for example, see Figures 12(A) to 12(C)), and is an effect that can suggest that the possibility suggested by the second effect has changed from the first degree to a second degree that is higher than the first degree (for example, an effect that can execute a landing area search effect (see Figures 14(E) to 14(F)) that includes a land increase effect that changes a land area with a land ratio of "25%" and a land color of "green" to a land area with a land ratio of "50%" and a land color of "red"); The performance control means There are two cases: a first case in which the first performance is executed and then the second performance is executed (for example, a case in which the descent area search performance including the land increase performance of Fig. 12(A)-(B) is executed and then the descent start performance of Fig. 12(C) is executed), and a second case in which the second performance is executed without executing the first performance (for example, a case in which the descent start performance of Fig. 12(C) is executed without executing the descent area search performance including the land increase performance of Fig. 12(A)-(B)). A gaming machine characterized in that, in the second case, the second effect is executed, which suggests that the possibility is at the first level (for example, an effect displaying land with a land percentage of "25%" and a land color of "green" (see Figure 16(A))), and, in the first case, the second effect is executed, which suggests that the possibility is at the second level (for example, an effect displaying land with a land percentage of "50%" and a land color of "red" (see Figure 19)).

[0369] According to this gaming machine, in the second case where the second effect is executed without the first effect being executed, the second effect suggests that there is a first degree of possibility that the result of the third effect will be the second effect. On the other hand, in the first case where the second effect is executed after the first effect is executed, the second effect suggests that there is a second degree (higher than the first degree) of possibility that the result of the third effect will be the second effect. In this way, by executing the first effect prior to the second effect, it is suggested in advance that there is an increased possibility that the result of the third effect will be the second effect. Therefore, by executing the first effect, it is possible to increase the player's expectations that the result of the third effect will be the second effect from an earlier stage, and a high effect can be achieved by the synergistic effect of the first and second effects.

[0370] Furthermore, the gaming machine 1 capable of executing the landing challenge presentation can also be regarded as the following gaming machine.

[0371] A determination means (for example, a main CPU 81 that executes a jackpot determination process exemplified in FIG. 46 described later) that determines whether or not to execute a special game (for example, a jackpot game) that is advantageous to the player; When the determination is made, a pattern display control means (for example, the main CPU 81 that executes the processing of step S311 and step S315 in FIG. 45 described later) that causes a predetermined pattern display means (for example, the first special pattern display 41) to variably display a pattern (for example, the first special pattern) and then stops and displays a pattern that indicates the result of the determination; When a symbol indicating that the special game is executed is stopped and displayed on the symbol display means, a special game execution means executes the special game (for example, the main CPU 81 sets the big win game flag to "ON" in the special symbol stop processing in step S317 of FIG. 45, and then executes the big win opening opening control processing exemplified in FIG. 49 to FIG. 51); A performance control means (for example, a sub-CPU 91: see FIG. 5) for controlling the performance, The performance control means It is possible to execute a first effect (for example, a descent area search effect: see FIG. 12(A)), a second effect (for example, a descent start effect: see FIG. 12(C)), a third effect (for example, a descent effect: see FIG. 12(D)), and a winning notification effect (see FIG. 12(F)) that notifies the player that the determination means has determined that the special game has been executed, in that order. The third effect (for example, the above-mentioned descent effect) is an effect that makes the player expect that the special game will be executed, and the effect result of the third effect may be the first effect result (for example, when the landing failure effect of FIG. 12(G) is executed and the descendant fails to land) or the second effect result (for example, when the landing success effect of FIG. 12(E) is executed and the descendant succeeds in landing), The second effect (for example, the above-mentioned descent start effect) is an effect that can suggest that the effect result of the third effect may be the second effect (for example, an effect that can execute an effect that displays land with a land percentage of "25%" and a land color of "green" (see FIG. 16(A))), The first effect (for example, the above-mentioned landing area search effect) is an effect that can suggest that the possibility suggested by the second effect is changing (for example, an effect that can execute a landing area search effect (see Figures 14(E) to 14(F)) that includes a land increase effect that changes a land area with a land ratio of "25%" and a land color of "green" to a land area with a land ratio of "50%" and a land color of "red"); The performance control means A gaming machine characterized in that, when a first change (e.g., a pre-target change: see Figure 13) is made and then a second change (e.g., a pre-read target change: see Figure 13) is made as a change display of the pattern, the first effect (e.g., the above-mentioned descent area search effect) is executed in the first change, and then the second effect (e.g., the above-mentioned descent start effect) suggesting the possibility after the change by the first effect and the third effect (e.g., the above-mentioned descent effect) can be executed in the second change (e.g., see Figure 13(A)).

[0372] According to this gaming machine, when a first variation is performed followed by a second variation, the first effect is executed in the first variation, and the second variation may execute a second effect suggesting a possibility after the change by the first effect, and a third effect. In this way, the first effect, which indicates a change in the possibility suggested by the second effect, is executed in the first variation, and then in the second variation, the second effect suggesting a possibility after the change by the first effect is executed, and then the third effect is executed. This makes it possible to make the player expect that the result of the third effect will be the second effect even before the start of the second variation in which the third effect is executed, and a high effect can be obtained by the synergistic effect of the first and second effects.

[0373] (Other configurations related to landing challenge performance) The following configuration may be adopted for each of the effects that make up the landing challenge effect exemplified in this embodiment.

[0374] That is, in this embodiment, the following cases have been described as examples: a case where the descent area search performance is not executed (see FIG. 13(D)), a case where the descent area search performance is executed with a target ahead variation but not with a pre-read target variation (see FIG. 13(A)), a case where the descent area search performance is not executed with a target ahead variation but with a pre-read target variation (see FIG. 13(B)), and a case where the descent area search performance is executed with both a target ahead variation and a pre-read target variation (see FIGS. 13(C) and (E)).Thus, in this embodiment, the number of times the descent area search performance is executed is limited to two or less, but the number of times the descent area search performance is executed is not limited to this, and in other embodiments, a configuration in which the descent area search performance can be executed three or more times in total may be adopted. By adopting such a configuration, it is possible to perform the following effects: a first descent area search effect (and land increase effect) that changes land with a land percentage of "25%" and a land color of "green" to land with a land percentage of "50%" and a land color of "red," a second descent area search effect (and land increase effect) that changes land with a land percentage of "50%" and a land color of "red" to land with a land percentage of "75%" and a land color of "gold," and a third descent area search effect (and land increase effect) that changes land with a land percentage of "75%" and a land color of "gold" to land with a land percentage of "100%" and a land color of "rainbow." When performing such a performance, for example, the first descent area search performance could be performed in the variation immediately before the target pre-change, the second descent area search performance could be performed in the target pre-change, and the third descent area search performance could be performed in the predictive target change.

[0375] Furthermore, in this embodiment, an example has been described in which the number of times the descen...

Claims

[Claim 1] A determination means for determining whether or not to perform a special game that is advantageous to the player, A special game execution means capable of executing the special game according to the result of the determination, It comprises a performance control means for controlling the performance, The aforementioned performance control means is The first performance, the second performance, the third performance, and a winning notification performance that notifies that the special game has been determined to be performed by the determination means can be executed in order. The third effect is an effect that causes the player to expect the winning notification effect to be performed, and the result of the third effect may be the result of the first effect, or it may be the result of a second effect that is different from the result of the first effect. The second performance is a performance that, prior to the third performance, can suggest that there is a first degree of possibility that the result of the third performance will be the result of the second performance. The gaming machine is characterized in that the first performance is a performance that can be performed prior to the second performance, and is a performance that can suggest that the possibility suggested by the second performance has changed from a first degree to a second degree that is higher than the first degree.