Game machine

JP2025029534A5Pending Publication Date: 2026-08-18SANSEI R&D KK
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Patent Information

Application Number
JP2023134267
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。

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Abstract

To provide a game machine capable of executing a highly amusing performance.SOLUTION: Performance control means can execute an informing performance for reporting execution of a special game, a first suggestive performance for suggesting that a possibility of execution of the informing performance is a first degree, and a second suggestive performance for suggesting that the possibility is a second degree higher than the first degree. The first suggestive performance is started after executing a preceding expectation performance for allowing execution of an informing performance to be expected when executing the second suggestive performance after executing the first suggestive performance, and a following expectation performance for allowing execution of an informing performance to be expected can be executed during execution of the first suggestive performance. In this case, the following expectation performance displays a predetermined display object, and the preceding expectation performance displays a predetermined display object, and a possibility suggestive image for suggesting a possibility.SELECTED DRAWING: Figure 35
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Description

[Technical field]

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

[0002] For example, in a gaming machine such as a pachinko machine, when a gaming ball enters a starting hole, it is determined whether or not a special game advantageous to the player will be executed, and after the symbols are displayed variably, a symbol showing the result of the above determination is displayed still. Then, when the symbol showing that it has been determined that a special game will be executed is displayed still, a special game in which the player can obtain gaming media is executed. Among these types of gaming machines, there are some that execute various effects such as a step-up notice that can progress stepwise to any number of steps below a predetermined number of steps, with a preset predetermined number of steps as the upper limit, a line notice that displays the appearance of a character speaking a line, a group notice that displays the appearance of many characters moving in a predetermined direction, and a cut-in that displays a predetermined cut-in image superimposed on the displayed effect image (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-80893 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, the presentations 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 capable of executing highly entertaining presentations. [Means for solving the problem]

[0006] The first aspect of the invention for solving the above-mentioned problems is a gaming machine comprising: A determination means for determining whether or not to execute a special game advantageous to a player; a special game execution means for executing the special game when the determination means determines that the special game is to be executed; and a performance control means for controlling the performance. Effect of the Invention

[0007] According to the present invention, it is possible to implement a highly entertaining presentation. [Brief description of the drawings]

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

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

[0010] [Configuration example of gaming machine 1] First, a configuration example of the gaming machine 1 will be described with reference to Figs. 1 and 2. Here, Fig. 1 is a front view of the gaming machine 1, and Fig. 2 is a front view of the gaming board 2. As shown in Figs. 1 and 2, the gaming machine 1 includes a gaming machine frame 30 and a gaming board 2 attached within the gaming machine frame 30. The gaming machine frame 30 includes a front frame 31 having a decorative surface, a main frame for attaching 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 interval, and the glass plate and the gaming board 2 form a gaming area 3 in which gaming balls can flow down.

[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 according to the rotation angle of the launch handle 32. The launched game ball moves along a rail member 4 located on the left side of the play area 3, and is guided to an upper position of the play area 3, and flows down the play area 3 along the play board 2 while changing its moving direction by coming into contact with a play nail, a windmill, or the like provided in the play area 3.

[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 game ball that has entered the play area 3 from returning to the launching device. Also, a stop button is provided in a position close to the launching handle 32, and the player can temporarily stop the launch of the game ball by operating this stop button without returning the launching handle 32 to its initial position.

[0013] When the player rotates the launch handle 32 by a small rotation angle to perform 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 to perform 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 left game area 3L, the game ball passage path is provided with a first start port 21, a second start port 22, an opening / closing member 23, and three general winning ports 24 as devices related to winning and judgment (see FIG. 2). In addition, in the right game area 3R, the game ball passage path is provided with the second start port 22, the opening / closing member 23, one general winning port 24, a gate 25, a first large winning port 26, an opening / closing member 27, a second large winning port 28, and an opening / closing member 29 as devices related to winning and judgment (see FIG. 2).

[0015] The game balls launched from the launching device may enter any one of the first start opening 21, the second start opening 22, the general winning opening 24, the first large winning opening 26, and the second large winning opening 28 in the process of flowing down the game area 3 along the game board 2. In this case, a predetermined number of prize balls according to the winning location are paid out to the upper tray 33 or the lower tray 34. For example, four prize balls are paid out every time one game ball enters the first start opening 21, one prize ball is paid out every time one game ball enters the second start opening 22, and five prize balls are paid out every time one game ball enters the general winning opening 24. Also, ten prize balls are paid out every time one game ball enters the first large winning opening 26, and ten prize balls are paid out every time one game ball 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 lower end of the game board 2.

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

[0017] The first start hole 21 is a start area that is always open. The second start hole 22 is a start area that is closed when the opening / closing member 23 as a normal electric role is not operating, and is opened by operating the opening / closing member 23. In the gaming machine 1, when a game ball enters the first start hole 21 (or the second start hole 22), it is determined whether or not to execute a special game (jackpot game) that is advantageous to the player. Then, in the first special symbol display 41 (or the second special symbol display 42) described later, symbols are displayed variably, and a symbol (jackpot symbol or losing symbol) indicating the result of the above determination is displayed as a stopped symbol. Here, when a jackpot symbol is displayed as a stopped symbol, a jackpot game that opens the first jackpot opening 26 and the second jackpot opening 28 is executed.

[0018] In the following explanation, the judgment performed in response to the winning of a gaming ball into the first starting hole 21 will be referred to as the "first special pattern judgment," and the judgment performed in response to the winning of a gaming 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 is opened according to the result of the special symbol determination. An opening / closing member 27, which is a plate that opens and closes the first large prize opening 26, is provided at the opening of the first large prize opening 26. The first large prize opening 26 is usually blocked by the opening / closing member 27, which maintains a closed position that forms the same plane as the game board 2. In contrast, when the first special symbol (or the second special symbol) as a jackpot symbol is stopped and displayed on the first special symbol display 41 (or the second special symbol display 42), a jackpot game is executed in which the opening / closing member 27 is operated to open the first large prize opening 26. During this jackpot game, a long open round game is executed 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 open 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 open round game in which the first large prize opening 26 is long open is played. For this reason, a player can obtain more prize balls by hitting the right during a long open round game in which the first large prize opening 26 is long open, compared to when a jackpot game is not being played.

[0020] The second large prize opening 28 is a special prize area that is opened according to the result of the special symbol determination. An opening / closing member 29, which is a wing 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 usually blocked by the opening / closing member 29 (see FIG. 4(A)). In contrast, when the first special symbol (or the second special symbol) is stopped and 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 operated 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 FIG. 2, FIG. 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 later in detail, the round game in which the second large prize opening 28 is opened and closed includes a long opening round game in which the second large prize opening 28 is opened long so that a predetermined number of game balls (for example, 10 balls) can easily enter the second large prize opening 28, and a short opening 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 opening round game in which the second large prize opening 28 is opened long, 100 prize balls (= 10 balls x 10 counts) are paid out by the player hitting the right. Therefore, the player can get more prize balls by hitting the right during the long opening round game in which the second large prize opening 28 is opened long, compared to when the 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 to execute a jackpot game in which the player can acquire gaming balls as a gaming medium.

[0023] On the other hand, in this embodiment, for the short opening round game in which the second large winning opening 28 is short-opened, the opening time during which the opening / closing member 29 maintains the open position for opening the second large winning opening 28 is set to an extremely short time of 0.1 seconds. Therefore, even if the player hits the right side during the short opening round game of the second large winning opening 28, basically, the game ball will not enter the second large winning opening 28, and the prize ball will not be paid out.

[0024] For ease of explanation, Fig. 2 shows the opening and closing members 27, 29 in the open position to open the large prize openings 26, 28 when the performance symbols are displayed variably on the display screen 70 of the image display device 7, but in reality, the opening and closing members 27, 29 are not in the open position while the performance symbols are displayed variably. Also, in each round of a big win 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 the second starting port 22. This opening / closing member 23 is capable of changing its position between a closed position in which the opening / closing member 23 blocks the second starting port 22 and an open position (see FIG. 2) in which the opening / closing member 23 opens the second starting port 22.

[0026] The second starting hole 22 is usually closed 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. Here, if it is determined that the second starting hole 22 is to 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, the second starting hole 22 is in a state where it is difficult for game balls to pass through when the opening / closing member 23 is not operating, whereas the opening / closing member 23 operates to make it easier for game balls to pass through.

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

[0028] The general winning opening 24 is always open like the first starting opening 21, and is a winning opening from which a predetermined number of prize balls (for example, 5 balls) are paid out when a game ball enters the general winning opening 24. However, unlike the first starting opening 21, etc., no judgment is made even if a game ball enters the general winning opening 24.

[0029] [Example of main display 40 configuration] Fig. 3 is an enlarged view of the main display 40 in Fig. 2. As illustrated in Fig. 3, the main display 40 includes 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 launch 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 the first special symbol determination is performed, the result of the first special symbol determination is notified by displaying the symbols variably and then displaying the symbols showing the result of the first special symbol determination stationarily. Specifically, for example, the eight LEDs are turned on in sequence to display the symbols variably, and the symbols are displayed stationarily by turning on each LED in a combination according to the 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-h", and when the second special symbol determination is performed, the result of the second special symbol determination is notified by displaying the symbols in a variable manner and then displaying the symbols showing the result of the second special symbol determination in a static manner. Specifically, for example, the eight LEDs are turned on in sequence to display the variable manner, and the symbols are displayed in a static manner by turning on each LED in a combination according to the 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" notifying a jackpot or a "miss symbol" notifying a miss as a symbol indicating the result of the first special symbol determination (or the second special symbol determination). Note that in the gaming machine 1, a plurality of jackpot symbols different from each other depending on the type of jackpot are prepared, and when a jackpot symbol is displayed, a jackpot game is played in which the first jackpot opening 26 and the second jackpot opening 28 are opened in an opening pattern according to the type of the 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 pattern is displayed variably and then a pattern indicating the result of the normal pattern determination is displayed stationarily to notify the result of the normal pattern determination. Specifically, for example, the two LEDs are alternately lit to display the variably changing patterns, and the patterns are displayed stationarily by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting mode according to the result of the normal pattern determination. Here, when a winning pattern is displayed stationarily, 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 according to the current game state.

[0034] In the following description, the symbols displayed on the first special symbol display device 41 and the second special symbol display device 42 are called "special symbols", and the symbols displayed on the normal symbol display device 43 are called "normal symbols". In addition, the special symbol displayed on the first special symbol display device 41 may be called the "first special symbol", and the special symbol displayed on the second special symbol display device 42 may be called the "second special symbol" to distinguish between the two.

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

[0036] When a jackpot symbol is stopped and displayed on the first special symbol display 41 or the second special symbol display 42, the round indicator 47 displays the number of rounds indicating how many rounds will be played in the jackpot game that is played in response to the jackpot corresponding to the jackpot symbol. In the gaming machine 1 of this embodiment, there are cases where a jackpot game including three rounds is played and cases where a jackpot game including ten rounds 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 one of these LEDs.

[0037] The game status indicator 48 is composed of 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 composed of 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 hit or a right hit.

[0038] [Example of the configuration of the presentation means included in the 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 performance first special chart reserve indicator 126, a performance second special chart reserve indicator 127, and the like, for performing various performances. 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 FIG. 5) that is composed of multiple LEDs, and various light-based effects can be created by changing the lighting or blinking pattern of each LED or by changing the light color of each LED.

[0040] The movable decorative member 14 is disposed in front of the image display device 7 and behind the decorative member 13. The movable decorative member 14 has a plurality of built-in LEDs, and the movable decorative member 14 performs a predetermined performance by both or either of the movement of the movable decorative member 14 itself and the light. In this embodiment, a predetermined space in which the movable decorative member 14 can move is provided between the game board 2 and the display screen 70 of the image display device 7, and the movable decorative member 14 is configured to be movable up and down along the display screen 70. The movable decorative member 14 is usually disposed in an initial position (see FIG. 2) in which most of it is hidden behind the decorative member 13 and only the lower end of the movable decorative member 14 is visible. In contrast, when a notice performance with a relatively high jackpot reliability is executed using the image display device 7 and the speaker 38, the movable decorative member 14 emits light in a predetermined light emission pattern and falls to an operating position that covers most of the display screen 70.

[0041] The frame lamp 37 is composed of multiple LEDs built into various places in the front frame 31, and various light effects are created by changing the lighting or blinking pattern 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 an effect image on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the game board 2. This display screen 70 displays effect images including various display objects such as effect images that notify the judgment result of the special symbol judgment, characters and items, reserved images (reserved icons) displayed in the same number as the reserved number of the first special symbol judgment (or the second special symbol judgment), and change suggestion images (the icons) that suggest that the special symbol is being displayed in a variable manner. 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 the display effects performed on the display screen 70 or asynchronously, to perform sound effects.

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

[0045] The first special symbol reserved indicator 126 is configured with two LEDs, and by a combination of turning on and off each LED, it displays the reserved number of the first special symbol judgment, the same as that displayed on the first special symbol reserved indicator 44. The second special symbol reserved indicator 127 is configured with two LEDs, and by a combination of turning on and off each LED, it displays the reserved number of the second special symbol judgment, the same as that displayed on the second special symbol reserved indicator 45.

[0046] [Example of configuration of input means included 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 input 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 holds the grip of the second effect button 36 and presses the second effect button 36 to input operation information. In the gaming machine 1, effects may be performed 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 the one exemplified in this embodiment, and may be other. That is, for example, in this embodiment, the gaming machine 1 is described as having two input means, but the number of input means may be one or three or more. Also, 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 a player's hand held over the display screen 70, a joystick that is moved back and forth and left and right to specify a position or direction, and an operation means that a player can hold and change the position.

[0048] [Example of the internal configuration of the second major prize slot 28] Fig. 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 member 29 for opening and closing second large prize opening 28 is provided at the opening of second large prize opening 28 (see Fig. 1 and Fig. 4(A)). Also, as illustrated in Figs. 4(A) to (C), a second large prize opening sensor 281, a V prize opening sensor 283, an outlet sensor 284, a slide member 285, etc. are provided inside second large prize opening 28.

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

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

[0051] Specifically, in a round game in which the second large prize opening 28 is opened and closed, as illustrated in Figures 4(A) and (B), the opening and closing member 29 may rotate with the slide member 285 positioned at the right position to open the second large prize opening 28. In this case, since the second large prize opening 28 is open but the V prize opening 287 is still blocked by the slide member 285, even if a game ball enters the second large prize opening 28, the game ball will not pass through the V prize opening 287 but will pass through the discharge opening sensor 284.

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

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

[0054] In addition, in a round game in which the second large prize opening 28 is opened and closed, as illustrated in Fig. 4(D), the opening and closing member 29 is not operating, so the second large prize opening 28 is closed and in a closed state, and the slide member 285 moves from the right position to the left position and the V prize opening 287 is opened and in an open state. In this case, although the V prize opening 287 is open, the second large prize opening 28 is in an entry-difficult state, so that the game ball cannot enter the second large prize opening 28.

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

[0056] [Configuration of the control device equipped 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 for controlling 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 for controlling the progress of a game using a gaming ball, a sub-control board 90 for controlling the overall presentation based on information from the main control board 80, an image and sound control board 100 for controlling the presentation by images and sounds, a lamp control board 120 for controlling the presentation by various lamps and movable members, and the like. In this embodiment, the main control board 80 functions as a game control unit for controlling the progress of the game, and the sub-control board 90, the image and sound control board 100, and the lamp control board 120 function as a presentation control unit for controlling the presentation. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, the image and sound control board 100, and the lamp control board 120 may be composed of 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 judgment and the number of prize balls to be paid out based on the 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 the first start port sensor 211, the second start port sensor 221, the gate sensor 251, the first large prize port sensor 261, the second large prize port sensor 281, the V prize port sensor 283, the discharge port sensor 284, the general prize port sensor 241, the second start port solenoid 222, the first large prize port solenoid 262, the second large prize port solenoid 282, and the V prize port solenoid 286. Note that the gaming machine 1 of this embodiment is equipped with four general prize port sensors 241 corresponding to the four general prize ports 24, but in FIG. 5, for convenience of explanation, only one general prize port sensor 241 is shown.

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

[0060] The second start 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 start opening 22. The first large prize 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 prize opening 26. The second large prize 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 prize opening 28. The V prize 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 prize 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 to supply 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] Moreover, 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. Moreover, 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 are specifically 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 reached 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 it is determined that there is a jackpot. The reach random number is a random number used to determine whether a reach effect or a no-reach effect will be performed when it is determined that there is a miss. 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 the game ball enters the first start hole 21 (or the second start hole 22), and first judges 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 judged that a jackpot game is to be executed based on the jackpot random number matching the winning value, the type of jackpot is determined based on which of the predetermined random number values ​​(compared with the pattern random number) stored in the main ROM 82 the symbol random number acquired together with the jackpot random number matches.

[0065] On the other hand, when the main CPU 81 determines not to execute a jackpot game based on the fact that 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 (compared with the reach random number). In addition, the main CPU 81 determines the 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 in both cases of determining to execute a jackpot game based on the acquired jackpot random number and determining not to execute a jackpot game. Specifically, the main ROM 82 stores a variation pattern selection table for selecting the variation pattern of the special symbol, and when the main CPU 81 acquires a variation pattern random number together with the jackpot random number in response to a game ball winning in the first start hole 21 (or the second start hole 22), it selects the variation pattern of the special symbol by reading out the variation pattern selection table, which is associated with the same random number value as the acquired variation pattern random number. In this manner, 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 big win, a variation pattern selection table for a reach miss, and a variation pattern selection table for a miss without a reach. When the main CPU 81 determines that a big win game is to be executed, it refers to the variation pattern selection table for a big win, and selects one variation pattern of a special symbol by reading out from the variation pattern selection table a variation pattern that is associated with the same random number value as the acquired variation pattern random number. When the main CPU 81 determines that a big win game is not to be executed and determines that a reach performance is to be performed, it refers to the variation pattern selection table for a reach miss, and selects one variation pattern of a special symbol by reading out from the variation pattern selection table a variation pattern that is associated with the same random number value as the acquired variation pattern random number. When the main CPU 81 judges not to execute a big win game and decides 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 a variation pattern associated with the same random number value as the acquired variation pattern random number from the no-reach miss variation pattern selection table.

[0067] Although detailed explanations of each variation pattern selection table are omitted, when it is determined that a jackpot game is to 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 is not to be executed and it is decided that a reach-enabled performance is to 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 with when it is determined that a jackpot game is to be executed. Note that, when it is determined that a jackpot game is not to be executed and it is decided that a reach-enabled performance is to be executed, a variation pattern with an even shorter variation time is selected, since the reach-enabled performance is not executed.

[0068] From these, it can be said that the longer the variation time of the special symbol, the easier it is to execute the winning notification performance (performance that notifies a big win), and the shorter the variation time of the special symbol, the easier it is to execute the losing notification performance (performance that notifies a loss). Various reach performances will be described in detail later, but for example, when a reach performance is performed over a relatively long time, such as when a normal reach develops into an SPSP reach via an SP reach, it is easier to execute the winning notification performance, and when the time required for a reach performance in which only a normal reach is performed is relatively short, it is easier to execute the losing notification performance. In other words, it can be said that the reliability of a big win is higher when a winning or losing is not notified by a normal reach performance, but when a winning or losing is notified by developing from a normal reach into an SP reach or an SPSP reach, or when a normal reach develops into an SPSP reach via an SP reach (or directly without an SP reach).

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

[0070] In addition, 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, when it is determined that the second start hole 22 is to be opened as a result of this normal symbol determination, 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, the first special symbol display 41, the second special symbol display 42, the normal symbol display 43, the first special symbol reserve display 44, the second special symbol reserve display 45, the normal symbol reserve display 46, the round display 47, the game status display 48, and the launch direction display 49 are connected to the main control board 80. The main CPU 81 controls these displays 41 to 49 constituting the main display 40 to execute the display process described above based on FIG.

[0072] <Configuration example of the sub-control board 90> The sub-control board 90 includes 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 for controlling the performance based on the 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 performance button detection sensor 96 and a second performance button detection sensor 97 are connected to the sub-control board 90. When the first performance button 35 (see FIG. 1) is operated, the first performance button detection sensor 96 outputs operation information (operation signal) indicating that the first performance button 35 is operated to the sub-control board 90. When the second performance button 36 (see FIG. 1) is operated, the second performance button detection sensor 97 outputs operation information (operation signal) indicating that the second performance button 36 is operated to the sub-control board 90.

[0074] The sub-CPU 91 sets the content of the presentation based on game information related to special symbol determination, normal symbol determination, big win game, etc., transmitted from the main control board 80. At that time, there are also cases where the sub-CPU 91 accepts input of operation information from the first performance button 35 or the second performance button 36 and sets the content of the presentation according to the operation information. The sub-CPU 91 transmits commands to the image / sound control board 100 and the lamp control board 120 to instruct the execution of the presentation of the set content of the presentation.

[0075] <Configuration example of image and audio control board 100> The image and audio control board 100 controls image display by the image display device 7 and controls the output of effect sounds by the speaker 38. In this embodiment, the image and audio control board 100 includes an image and audio 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 the control program of the image / audio 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 a 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, the transparency, etc. The control RAM 103 is used as a storage area for temporarily storing various data used when the image / audio control CPU 101 executes the above control program, and as a working area for data processing, etc.

[0077] The image / audio 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 above 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 / audio control CPU 101 also instructs the audio DSP 107 to output audio data stored in the audio ROM 108 from the speaker 38.

[0078] The CGROM 105 stores performance data necessary for executing performances associated with the variable display of special symbols and performances associated with big win games. The CGROM 105 is composed of a flash memory, an EEPROM, an EPROM, a mask ROM, etc., and stores compressed sprite data (one piece of image data) consisting of a collection of pixel information in 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 is composed of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. The CGROM 105 also stores, without compression, palette data in which color number information that specifies a color number is associated with display color information for actually displaying a color.

[0079] It is also possible to compress only a part 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 / audio control CPU 101. The expansion storage area stores image data that has been read out from the CGROM 105 and then expanded. The frame buffer is a frame buffer that is used for both drawing and displaying image data to be displayed on the display screen 70.

[0082] The VDP 104 expands the image data stored in the compressed state in the CGROM 105 and stores the expanded image data in the expanded memory area. The VDP 104 also performs drawing processing on the frame buffer using the image data stored in the expanded memory area based on the display list stored in the display list memory area. The VDP 104 also 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] An audio ROM 108, an SDRAM 109, and an amplifier 110 are connected to the audio DSP 107. 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 an instruction from the image and 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 according to an instruction related to the volume obtained from the image and audio control CPU 101 via the audio DSP 107, and outputs the audio data to the speaker 38.

[0084] In this embodiment, the case where the VDP is responsible for drawing management and the audio DSP is responsible for sound management will be described, but in other embodiments, a configuration in which the VDP is responsible for both drawing management and sound management may be adopted. In this 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 the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance display 125, the performance first special chart hold display 126, and the performance second special chart hold display 127. The lamp ROM 122 stores a program executed by the lamp CPU 121, light emission pattern data, operation pattern data, and the like. 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, and the like. The operation pattern data is data indicating the operation pattern of the movable decorative member 14, and the like.

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

[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 drive of the motor that operates the movable decorative member 14.

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

[0089] [About game status] Next, a description will be given of 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 "high probability gaming state", and a "time-saving gaming state".

[0090] The "normal game state" is a game state in which the 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 game ball into the second start hole 22 is not provided. In the normal game state, the probability of determining that a jackpot game will be executed by the special symbol determination is set to a relatively low probability (for example, 1 / 210) (see FIG. 6(A)). In addition, the probability of determining that the second start hole 22 will be opened by the normal symbol determination is set to a relatively low probability (for example, 1 / 11), the fluctuation time of the normal symbol is set to a relatively long time (for example, 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 (for example, 0.1 seconds x 1 time).

[0091] The "probability change game state" is a game state in which the 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 given. That is, in the probability change 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 (for example, 1 / 60) (see FIG. 6(A)). In addition, 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 (for example, 11 / 11), the fluctuation time of the normal symbol is set to a relatively short time (for example, 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 (for example, 1.5 seconds x 3 times).

[0092] The "time-saving game state" is a game state in which the special symbol determination is performed in the above-mentioned low probability state, and the electric chute support function is provided. That is, in the time-saving game state, the probability that a jackpot game is determined to be executed by the special symbol determination is set to a relatively low probability (e.g., 1 / 210). Also, the probability that the second start hole 12 is determined to be opened by the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol fluctuation 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] Comparing these game states with respect to the variation time of the special symbols, the variation time of the special symbols in the "probability variation game state" and the "time-saving game state" is likely to be set to a relatively short time compared to 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 hole 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 hole 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 therefore it is easy for the game ball to enter the second starting hole 22 is called a "high base state," and the state in which the support function is not provided and therefore it is difficult for the game ball to enter the second starting hole 22 is called a "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "high probability 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 side 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 corresponds to the "normal game state" in this embodiment), the player will play by hitting with the left hand side, aiming at the first starting hole 21.

[0096] When a game ball hit from the left side enters the first starting hole 21 during normal game mode, a first special pattern determination is executed, and the first special pattern is displayed in a variable manner, and then a jackpot pattern or a losing pattern is displayed stationary as the first special pattern indicating the result of the first special pattern 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 the "probability change game state" or the "time-saving game state" due to the end of the big win game, that is, when the game state transitions from the low base state to the high base state, the above-mentioned support function that makes it easier for the game ball to enter the second start hole 22 makes it easier for the game ball to enter the second start hole 22 than the first start hole 21. Therefore, when the game is controlled in the high base state, the player plays the game by hitting the right side aiming at the second start hole 22. Also, when both the right to the first special symbol judgment and the right to the second special symbol judgment are reserved, the second special symbol judgment is executed in priority to the first special symbol judgment. Therefore, when the game is controlled in the probability change game state or the time-saving game state, the second special symbol judgment is basically executed.

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

[0100] [About special pattern determination using random numbers] Next, the determination process using the jackpot random number and the pattern random number will be described with reference to Fig. 6. Here, Fig. 6 is an explanatory diagram for explaining the jackpot random number and the pattern random number. In the explanatory diagrams for each random number illustrated in Fig. 6 and subsequent figures, the possible range of the random number is set to a smaller range than the actual range in order to facilitate the explanation. 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 pattern 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) for determining whether or not a jackpot game will be executed, and is set separately for each of a low probability state in which the probability of determining that a jackpot game will be executed is relatively low and a high probability state in which the probability of determining that a jackpot game will be executed is relatively high.

[0102] In this embodiment, four winning values ​​are stored in the main ROM 82 for the low probability state, and the main CPU 81 determines that a jackpot game will be executed if the acquired jackpot random number matches any of these four winning values ​​when the game is controlled in the low probability state (which corresponds to the "normal game state" and the "time-saving game state" in this embodiment). Also, fourteen winning values ​​are stored in the main ROM 82 for the high probability state (which corresponds to the "high probability game state" in this embodiment), and the main CPU 81 determines that a jackpot game will be executed if the acquired jackpot random number matches any 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 judges that a jackpot game is to be executed, the main CPU 81 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 judgment, matches. In other words, the main CPU 81 selects the first special symbol (or the second special symbol) to be stopped and displayed on the first special symbol display 41 (or the second special symbol display 42) as the jackpot symbol.

[0105] (Type of jackpot related to the first special pattern determination) As illustrated in FIG. 6(B), in this embodiment, there are two types of jackpots 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, the "3R special 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 is made up of a total of three long opening round games, including one long opening round game (first round round game) in which the second large prize opening 28 is long opened, and two long opening round games (second and third round round games) in which the first large prize opening 26 is long opened.

[0107] When the "3R probability A" is won, both the second big prize opening 28 and the V prize opening 287 are opened long in the first round of round play. Therefore, the player can pass the game ball through the V prize opening 287 by simply hitting the right side, and if even one game ball is detected by the V prize opening sensor 283 during the first round of round play, the game will be controlled in the "probability game state" after the big win game ends.

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

[0109] On the other hand, "3R normal" (see FIG. 6(B)) is a jackpot consisting of three round games including one short-open round game (first round game) in which the second large prize winning port 28 is short-opened and two long-open round games (second and third round games) in which the first large prize winning port 26 is long-opened in response to the jackpot symbol X2 being stopped and displayed on the first special symbol display 41. When this "3R normal" is won, in the first round game, the game ball is not paid out because the second large prize winning port 28 is not basically entered. 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 a jackpot of two rounds in effect.

[0110] When the "3R normal" is won, a short-open round game in which the second large winning hole 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 the "time-saving game state". In the gaming machine 1 of this embodiment, the number of time-saving times for the "3R normal" is set to 100 times, and when the jackpot game is executed in response to the jackpot pattern X2 (informing that the "3R normal" has been won) being stopped and displayed on the first special pattern display 41, if the jackpot game is not judged to be a jackpot during the game, the game is controlled in the time-saving game state until 100 second special pattern judgments (or first special pattern judgments) are executed after the jackpot game ends.

[0111] In this way, a "3R special A" is a jackpot with a ST count of "100" and a time-saving count of "100" (the number of time-saving play), whereas a "3R normal" is a jackpot with a ST count of "0" and a time-saving count of "100" (see Figure 6(B)).

[0112] However, even if the player has acquired the right to control the game in the "probability change game state" after the end of the jackpot game by winning "3R probability change A", it is possible that the game ball is not detected by the V winning hole sensor 283 during the first round of round play due to ball clogging in the play area 3, for example. For this reason, in the gaming machine 1 of this embodiment, even if such a situation occurs, in order to allow the player to easily aim for a jackpot after the end of the jackpot game, if the game ball does not enter the V during the first round of round play related to "3R probability change A", 100 time-saving games are granted after the end of the jackpot game. In other words, the game control is performed in the same way as after the end of the jackpot game related to "3R normal".

[0113] In this embodiment, when the result of the first special symbol determination in the normal game 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. 6B, 50 random number values ​​are stored for the "3R 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 gaming ball entering the first starting hole 21, the type of jackpot related to the first special pattern determination is selected as "3R special A" at a rate of 50% (=50 / 100×100), and "3R normal" at a rate of 50% (=50 / 100×100) (see FIG. 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" is stopped and displayed on the first special pattern display 41 and the probability that the jackpot pattern X2 indicating "3R normal" is 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 big win game ends, and the player will play by hitting to the right, aiming at gate 25 and second starting hole 22.

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

[0118] Here, the "10R special 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 is made up of a total of 10 long opening round games, including one long opening round game (first round round game) in which the second large prize opening 28 (and the V prize opening 287) is long opened, and nine long opening round games (second to tenth round round games) in which the first large prize opening 26 is long opened.

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

[0120] On the other hand, if the player wins "3R Probability B", the second special symbol display 42 displays the jackpot symbol Y3, and if the player wins "3R Probability C", the second special symbol display 42 displays the jackpot symbol Y4 (see FIG. 6(C)). If the player wins "3R Probability B" or "3R Probability C", a total of three long opening round games are played, including one long opening round game (first round round game) in which the second large prize winning port 28 (and the V prize winning port 287) are long opened, and two long opening round games (second to third round round games) in which the first large prize winning port 26 is long opened, in the same manner as if the player won "3R Probability A" (see FIG. 6(B)).

[0121] In this way, in the case of winning "10R probability A", "10R probability B", "3R probability B", and "3R probability C", both the second prize winning hole 28 and the V prize winning hole 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 game state" after the jackpot game ends.

[0122] For these four types of jackpots related to the second special symbol judgment, the above-mentioned ST number of times and time-saving number of times are set as follows. That is, for "10R special symbol A" and "3R special symbol B", both the ST number of times and time-saving number of times are set to "100", and for "10R special symbol B" and "3R special symbol C", the ST number of times is set to "100" and the time-saving number of times is set to "0". Therefore, if "10R special symbol B" or "3R special symbol C" is won, if all 100 special symbol judgments after the end of the jackpot game are misses, the game state will be returned to "normal game state", whereas if "10R special symbol A" or "3R special symbol B" is won, if all 100 special symbol judgments after the end of the jackpot game are misses, the game state will be shifted from "special symbol game state" to "time-saving game state".

[0123] For this reason, it can be said that the probability of a player hitting a jackpot in a high base state is higher if he or she hits "10R special chance A" or "3R special chance B" than if he or she hits "10R special chance B" or "3R special chance C."

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

[0125] In this embodiment, the possible range of the pattern random number is set to 100 numbers from "0" to "99" as described above, 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 "10R certain jackpot A" selected at a rate of 30% (=30 / 100×100), "10R certain jackpot B" selected at a rate of 45% (=45 / 100×100), "3R certain jackpot B" selected at a rate of 10% (=10 / 100×100), and "3R certain jackpot C" selected at a rate of 15% (=15 / 100×100) (see FIG. 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 displayed stopped on the second special pattern display 42 is 30%, the probability that the jackpot pattern Y2 indicating "10R certain probability B" will be displayed stopped on the second special pattern display 42 is 45%, the probability that the jackpot pattern Y3 indicating "3R certain probability B" will be displayed stopped on the second special pattern display 42 is 10%, and the probability that the jackpot pattern Y4 indicating "3R certain probability C" will be displayed stopped on the second special pattern display 42 is 15%.

[0127] <Processing based on reach random numbers> When the main CPU 81 judges not to execute a jackpot game, it decides whether to execute a reach-enabled presentation or a no-reach presentation based on whether the reach random number acquired together with the jackpot random number used in the judgment matches with a random number corresponding to a reach-enabled presentation or a no-reach presentation.

[0128] Although not shown in the figure, in this embodiment, 10 random number values ​​are stored in the main ROM 82 for the reach-enabled effects, and the main CPU 81 determines to perform the reach-enabled effects when the acquired reach random number matches any of the 10 random number values. Also, 90 random number values ​​are stored for the non-reach effects, and the main CPU 81 determines to perform the non-reach effects when the acquired reach random number matches any of the 90 random number values. In this embodiment, the possible range of the reach random number is set to "0" to "99", and when it is determined that a jackpot game is not to be played, the probability that the reach effects are performed is 10% (=10 / 100×100), and the probability that the reach effects are not performed (the probability that the non-reach effects are performed) is 90% (=90 / 100×100).

[0129] When the main CPU 81 determines to perform a reach-with-effect performance, it selects, as the special symbol variation pattern, a variation pattern in which a variation pattern of a performance symbol accompanied by a reach-with effect is selected by the sub-control board 90. Conversely, when it determines to perform a non-reach-without-reach performance, it selects, as the special symbol variation pattern, a variation pattern in which a variation pattern of a performance symbol not accompanied by a reach-with effect 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 game board 2, the game ball shot into the left game area 3L can win the first start hole 21, while the game ball shot into the right game area 3R cannot win the first start hole 21. Also, in the normal game state, the second start hole 22 is unlikely to be in an open state, and even if it is in an open state, the opening time of the second start hole 22 is extremely short, and the possibility of the game ball winning the second start hole 22 is extremely low. Therefore, there is no advantage for the player to hit the right in the normal game state. As is clear from these, the normal game state is a left-side advantageous state in which it is easier to hit a jackpot by shooting a game ball into the left game area 3L than by shooting it into the right game area 3R (special pattern determination is easier to be executed). For this reason, the player hits the left in the normal game state.

[0131] When a game ball shot from the left side enters the first starting hole 21 during normal game play, a first special symbol determination is executed, and after the first special symbol is variably displayed on the first special symbol display 41, the first special symbol indicating the result of the first special symbol determination is displayed as a stopped symbol. Here, if the 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 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 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 pattern determination in the normal game state is a "jackpot," there are times when a jackpot pattern indicating a special jackpot (jackpot pattern X1: see FIG. 6(B)) is displayed stopped (see FIG. 7(A)), and times when a jackpot pattern indicating a normal jackpot (jackpot pattern X2: see FIG. 6(B)) is displayed stopped (see FIG. 7(D)).

[0133] Here, when the jackpot symbol X1 that notifies the probability of a jackpot is stopped and displayed, the jackpot game described above is executed based on Fig. 6(B). When this jackpot game is executed, the game is controlled in the probability game state after the jackpot game ends, on the condition that the game ball enters the V during the long opening round game (during the first round game) in which the second large winning hole 28 and the V winning hole 287 are long opened (see Fig. 7(B)). As described above, this probability game state continues until 100 special symbol judgments (and the variable display of the special symbol) are performed, unless a jackpot is judged 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 due to, for example, ball clogging in the game area 3, after the jackpot game ends, the game is 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 variation game state, the winning probability of the normal symbol judgment, which is performed on the condition that the game ball passes through the gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of the second starting hole 22 in the case of winning the normal symbol judgment is set to a relatively long time (1.5 seconds x 3 times in this embodiment). Therefore, the probability variation game state is a right-side advantageous state in which it is easier to hit a jackpot by shooting the game ball into the right game area 3R than by shooting it into the left game area 3L (special symbol judgment is easier to execute). Therefore, when the game is controlled in the probability variation game state, the player hits from the right. This is also the case when the game is controlled in the time-saving game state, which is a high base state like the probability variation game state.

[0135] When the game is controlled in the probability variable game state, if the game ball hit from the right enters the second starting hole 22, the second special symbol determination is executed, and the second special symbol is variably displayed on the second special symbol display 42, and then the 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 "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 "jackpot", one of the jackpot symbols Y1 to Y4 (see FIG. 6(C)) is displayed as a stopped symbol for the probability variable jackpot (see FIG. 7(F)), and the 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 again in the special bonus game state 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 game state after the jackpot game ends (see Figure 7(C)).

[0136] In addition, when the game is controlled in the time-saving game state, if the game ball hit from the right enters the second starting hole 22, the second special symbol determination is executed, and the second special symbol is variably displayed on the second special symbol display 42, and then the 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 "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 "jackpot", one of the jackpot symbols Y1 to Y4 (see FIG. 6(C)) is displayed as a stopped symbol for the probability 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 a guaranteed bonus game state 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 a time-limited game state after the jackpot game ends (see Figure 7(K)).

[0137] In addition, if no jackpot is determined to be a jackpot during the time-saving game state, which continues until 100 special pattern determinations (and changing 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] As described above based on Fig. 6(C), the jackpot related to the second special symbol determination includes "10R special symbol A" and "3R special symbol B", which are given 100 times of time-saving play after 100 times of special symbol play, and "10R special symbol B" and "3R special symbol C", which are not given time-saving play after 100 times of special symbol play. Therefore, if the game transitions to a special symbol play state upon the end of a jackpot game related to "10R special symbol A" or "3R special symbol B", if no jackpot is determined until 100 times of special symbol determination (and the special symbol variation display) are performed, the game transitions 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, when the game transitions to the special probability game state following the end of the jackpot game related to "10R special probability B" or "3R special probability C", if no jackpot is determined even once until 100 special pattern determinations (and changing display of special patterns) are performed, the game state will be returned from the special probability 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 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 game ball enters the first starting hole 21 and a first special symbol determination is executed, the first special symbol is displayed variably on the first special symbol display 41, and then the first special symbol indicating the determination result of the first special symbol determination is displayed stationary. 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 the display screen 70 performs a variable performance including a variable display of the performance symbol in association with the variable display of the first special symbol (see FIG. 2). Then, when the first special symbol is displayed variably for a variable time according to the variable pattern selected when the first special symbol determination is executed, the performance symbol is displayed stationary in a manner indicating the determination result of the first special symbol determination in association with the first special symbol being displayed stationary.

[0141] During such a variable display of the performance symbols, a so-called reach performance may be performed. Specifically, in the performance symbol display area 73 of the display screen 70, for example, three horizontal rows of a part of the pattern row of the performance symbols in which the numbers 1 to 9 are written vertically from bottom to top are displayed, and when the variable display of the first special symbol is started, these pattern rows are displayed (scrolled) to scroll from top to bottom (for example, see FIG. 9(B)). On the other hand, when the reach performance is performed, before all the performance symbols are stopped and displayed, first, for example, the performance symbols in the left row (left pattern) and the performance symbols in the right row (right pattern) are pseudo-stopped in order or simultaneously so as not to stop completely. FIG. 2 illustrates a state in which three symbols are pseudo-stopped as the left pattern and three symbols are pseudo-stopped as the right pattern, and the pattern row in the middle row continues to be scrolled. In addition, a pseudo stop is a performance in which the performance pattern sways 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 (which may simply be called a "stop display") in which the performance pattern comes to a complete stop.

[0142] When the same effect symbols as the left and right symbols stop pseudo-on the winning line, a reach is established, and a reach effect is performed, in which the player hopes 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 low speed so that the player can identify them, and finally, a middle symbol that is common to the reach symbol or a middle symbol that is different from the reach symbol is stopped on the winning line to notify the player of the result.

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

[0144] The types of reach effects will be described in detail later, but when the result of the first special symbol determination is "miss", three effect symbols showing reach miss numbers (e.g., "323") are pseudo-stopped to notify the miss, and these three effect symbols are stopped as the miss symbols are stopped and displayed as the first special symbol. On the other hand, when the reach effect is not performed, three effect symbols showing a spread pattern (e.g., "629") are pseudo-stopped to notify the miss, and these three effect symbols are stopped as the miss symbols are stopped and displayed as the first special symbol. In this way, when it is determined that a jackpot game is not to be executed, that is, when the result of the special symbol determination is "miss", a miss notification effect is executed in which three effect symbols are pseudo-stopped with reach miss numbers or spread patterns showing a miss, and then stopped as a miss, to notify the miss (the jackpot game is not 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 varying display of the first special pattern corresponding to this determination begins.

[0146] On the other hand, when the result of the first special symbol determination is "jackpot," a reach effect is usually executed during the variable display of the first special symbol, and three effect symbols showing a repeat number (for example, "333") are pseudo-stopped to notify the jackpot, and these three effect symbols are stopped for real as the jackpot symbol is stopped and displayed as the first special symbol. In this way, when it is determined that a jackpot game is to be executed, that is, when the result of the special symbol determination is "jackpot," a hit notification effect is executed in which the three effect symbols are pseudo-stopped in a manner indicating a jackpot and then stopped for real to notify the jackpot (that a jackpot game is being executed). When this hit notification effect is executed, the 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 the game is controlled in the normal game state, as illustrated in FIG. 2, a reserved icon display area 71, the icon display area 72, and a performance pattern display area 73 are formed on the display screen 70. As described above, the performance pattern display area 73 is a display area in which the left pattern constituting the left pattern row, the middle pattern constituting the middle pattern row, and the right pattern constituting the right pattern row are displayed.

[0148] <Pending 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, when a game 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 big win game, the right to the first special symbol determination is reserved up to a predetermined number (four in this embodiment).

[0149] In this way, when the right to the first special symbol determination 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. FIG. 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] In addition, if the reserved icon is displayed in the reserved icon display area 71 when a highly reliable reach performance such as an SPSP reach described later is being performed, not only is the display area used for the reach performance limited, but the display of the reserved icon may also reduce the interest of the reach performance. For this reason, in the gaming machine 1 of this embodiment, the display object (in this embodiment, the base of the reserved icon) and the reserved icon constituting the reserved icon display area 71 are displayed during a normal reach or SP reach, while as the reach performance progresses from a normal reach or SP reach to an SPSP reach, the display object and the reserved icon constituting the reserved icon display area 71 are erased from the display screen 70, and after the SPSP reach is ended, the display object and the reserved icon constituting the reserved icon display area 71 are displayed again.

[0151] Also, 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 judge the second special symbol is not reserved, and the reserved icon related to the second special symbol judgment 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 variable manner. The icon is displayed in the icon display area 72 with the start of the variable display of the first special symbol, and is erased from the icon display area 72, for example, at the timing when the first special symbol is stopped and displayed. However, the timing of erasing the icon is not limited to this, and the icon may be erased during the variable display of the first special symbol, for example, the icon may be erased during the development of an SPSP reach, which will be described later, or in the middle of an SPSP reach.

[0153] Incidentally, when a game ball enters the first starting hole 21 in a state where the variable display of the special symbol is not being performed and the right to judge the special symbol is not reserved, the icon is displayed in the icon display area 72 as the variable display of the first special symbol begins. On the other hand, when the variable display of the symbol corresponding to the reserved icon displayed in the icon display area 72 ends in a state where the reserved icon is displayed in the reserved icon display area 71, the first special symbol judgment corresponding to the reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed in the position closest to the icon display area 72) is executed. Then, as the variable display of the first special symbol begins in response to the execution of this first special symbol judgment, the most reserved icon is shifted from the reserved icon display area 71 to the icon display area 72 and is displayed as the new 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 reserved icon other than the most recent reserved icon is displayed in the reserved icon display area 71, as the most recent reserved icon shifts to the icon display area 72, the other reserved icons in the reserved icon display area 71 shift toward the icon display area 72. As is clear from the explanation so far, in the gaming machine 1, an icon corresponding to the reserved icon displayed in the reserved 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 reserved icon and the icon, they may be collectively referred to simply as "icons."

[0155] (About the icon change effect) By the way, the reserved icon is usually displayed as a white reserved icon (default reserved icon). In contrast, when a reserved icon is displayed in the reserved icon display area 71, an icon change effect may be performed in which the color of the reserved icon changes. When this icon change effect is performed, the white reserved icon changes to a reserved icon of a color that suggests the reliability of a jackpot, such as blue, green, or red. The colors that suggest the reliability of a jackpot, as exemplified here, are arranged in order from low to high reliability of a jackpot. Red is likely to be selected when the judgment result of the first special pattern judgment corresponding to the red reserved icon is a "jackpot" or when the variation time of the special pattern is set to a relatively long time even if the result is a "miss". Green is likely to be selected when the variation time of the special pattern is set to a medium time even if the result is a "jackpot" or a "miss". Blue is likely to be selected when the result is a "miss" or when the result is a "miss" and the variation time of the special pattern 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] Here, an example has been described in which the reserved icon changes color 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 be performed. That is, for example, when a white reserved icon is displayed in the reserved icon display area 71, the icon change effect may be performed in which the display color of the reserved icon changes multiple times, such as changing 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 reserved icon changes.

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

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

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

[0160] In addition, in this embodiment, an example is described in which an icon change effect is performed to change the display color of an icon (a pending icon or the icon in question). However, 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, an icon change effect that changes the display color in addition to the shape and size of the icon, etc.

[0161] In addition, in this embodiment, in addition to the icon change performance 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 performance targeting the icon displayed in the icon display area 72. However, in other embodiments, a configuration may be adopted in which only the former icon change performance can be executed without providing the icon display area 72 (without displaying the icon).

[0162] In this embodiment, a case will be described in which a reserved icon is displayed as reserved information on the display screen 70 and the display color of the reserved icon is changed. In contrast, in other embodiments, for example, four color LEDs with changeable light emission colors may be provided, and the same number of LEDs as the reserved number of the first special symbol determination may be lit, and the display mode of the reserved 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] Fig. 8 is an explanatory diagram illustrating the flow of various main effects such as reach effects. When the first special symbol determination is executed in the normal game state, the first special symbol is displayed in a variable manner and then the first special symbol is displayed in a static manner in a manner showing the determination result of the first special symbol determination. In response to this, on the display screen 70, as the variable display of the first special symbol starts, the scrolling display of three symbol rows in the effect symbol display area 73 starts (see Fig. 8(A)).

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

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

[0167] A normal reach (see FIG. 8(F)) is a reach effect with a relatively low probability of a big win (for example, a probability of a big win of about 2%). When a reach is established, a normal reach is performed first, and during the normal reach, the scroll 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 a "miss," and for example, a fluctuation pattern with a fluctuation time of 20 seconds is selected at the start of the display of the first special pattern fluctuation, 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 active line to pseudo-stop three performance patterns showing 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. However, 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, when 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 performance 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 it develops into a high reliability reach performance such as SP reach or SPSP reach, the pseudo-stopped left pattern shrinks and moves to the upper left position on the display screen 70, and the pseudo-stopped right pattern shrinks and moves to the upper right position on the display screen 70, and these left and right patterns pseudo-stop at the positions after moving, and the pattern row in the middle row is hidden until the end of the high reliability reach performance (for example, see 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 performance in a display area wider than the performance pattern display area 73, and it is possible to improve the interest of the high reliability reach performance.

[0173] In this embodiment, the SP reach and SPSP reach executed by the gaming machine 1 are both configured as battle effects in which the player's character fights an enemy character, with the SP reach being positioned as the first half of the battle and the SPSP reach being positioned as the second half of the battle, and the enemy characters fought in the first half and second half of the battle are the same. That is, for example, if a battle effect in which an enemy character fights 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 an enemy character fights is also performed in the SPSP reach (the same as during the SP 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 performance is more likely to be executed when the reach develops to the SPSP reach compared to when the reach 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 at the end of this SP reach, the winning notification effect (or the losing notification effect) of FIG. 8(G) may be performed. In addition, there are cases where the normal reach develops into an SPSP reach (see FIG. 8(I)) via an SP reach, and cases where the normal reach develops directly into an SPSP reach without passing through an SP reach, and in these cases, at the end of the finally developed SPSP reach, the winning notification effect (or the losing notification effect) of FIG. 8(G) is performed.

[0176] So far, 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 is performed. In this embodiment, this descent start effect is configured as an effect that shows a descender hanging from a balloon starting to descend from the sky (for example, see FIG. 15(B)).

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

[0178] When this descent performance is performed, thereafter, a hit notification performance (see FIG. 8(G)) may be performed, a miss notification performance (see FIG. 8(G)) may be performed, or it may progress to an SPSP reach (see FIG. 8(I)). Note that the descent performance is not necessarily performed when the descent start performance is performed, and there are also cases where the descent start performance is performed but a miss notification performance is performed without progressing to the descent performance (see FIG. 8(J) and (C)). These descent start performance and descent performance will be described in detail later with reference to FIG. 12 to FIG. 20.

[0179] On the other hand, after the scrolling display of the three pattern rows starts with the start of the variable display of the first special pattern, the first mission performance may develop (see Figs. 8(A) and (L)). This first mission performance (see Fig. 8(L)) is configured as a performance in which the main character (main character) moves from a starting point to a predetermined point A and performs a mission of searching for an ally character (ally character). When this first mission performance is performed, a hit / lose notification performance (see Fig. 8(M)) is executed afterwards, and if the ally character is successfully found in the first mission performance, a hit notification performance is executed as the hit / lose notification performance, and if the ally character is unsuccessfully found in the first mission performance, a miss notification performance may be executed as the hit / lose notification performance.

[0180] Depending on the variation pattern of the first special symbol selected by the main CPU 81, the first mission performance (see FIG. 8(L)) may develop into a second mission performance (see FIG. 8(N)). The second mission performance is a performance in which the performance content is related to the first mission performance, and the second mission performance in this embodiment is configured as a performance in which the main character who could not find an ally character at a predetermined point A moves to point B together with the ally character after joining up with the ally character (ally character) and continues searching for the ally character (see FIG. 36(E)-(F)). If the ally character is successfully found in this second mission performance, a winning notification performance (see FIG. 8(M)) is executed thereafter, and if the ally character is unsuccessful, a losing notification performance (see FIG. 8(M)) is executed thereafter.

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

[0182] So far, the flow of the main effects executed by the gaming machine 1 has been described with reference to Fig. 8, but which of these effects illustrated in Fig. 8 is executed and in what flow the effects are executed are set by the sub-CPU91 in the variable effect pattern setting process in step S163 of Fig. 56. Note that the types of reach effects and the like, the way in which the reach effects and the like develop, and the flow of a series of effects illustrated in Fig. 8 are merely examples, and the types of reach effects and the like, the way in which they develop, and the flow of effects may be different.

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

[0184] In this way, when the main CPU81 performs a pre-determination process in response to the reservation of the right to determine the first special symbol, the main CPU81 transmits a reservation command including pre-determination information indicating the result of the pre-determination to the sub-control board 90. In response to this, the sub-CPU91 determines whether or not to execute the icon change performance described above based on the pre-determination information included in the reservation command. Then, when it is determined to execute the icon change performance, it determines in what change pattern to change the display mode (icon color in this embodiment) of the icon (reserved icon or the icon in question) and causes the image and sound control board 100 to execute the icon change performance based on the result of the determination.

[0185] [Specific examples of effects executed in normal game mode] Next, a specific example of the effects in the normal game state will be described with reference to Figs. 9 and 10. Figs. 9 and 10 are screen diagrams illustrating the effects in the normal game state. Here, the effects executed when a variation pattern in which a winning notification effect is performed in an SPSP reach directly developed from a normal reach is selected as the variation pattern of the first special symbol in the normal game state will be described. Also, here, a case will be described in which four types of advance notice effects, the first advance notice effect, the second advance notice effect, the third advance notice effect, and the fourth advance notice effect, are executed as advance notice effects (different from the reach effect) that notify that a jackpot game may be executed (i.e., that a winning notification effect may be executed) prior to the execution of a winning notification effect (or a losing notification effect) during the variation display of the first special symbol in the normal game state.

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

[0187] That is, as the first special symbol determination corresponding to the first reserved icon is executed, the first reserved icon displayed in the reserved icon display area 71 shifts to the icon display area 72, and the scrolling display of the three symbol rows is started (see Figs. 9(A) and (B)). When a predetermined time has elapsed since the scrolling display of the three symbol rows started, the first notice performance may be executed (see Fig. 9(C)). For example, as the first notice performance, a step-up notice is executed in which the display mode of the performance image (first notice performance image) related to the step-up notice displayed in the central area of ​​the display screen 70 is gradually changed and a performance sound related to the step-up notice is output from the speaker 38.

[0188] Following the first preview performance, a pseudo consecutive performance may be executed (see FIG. 9(D)). Here, the pseudo consecutive performance is a performance that makes it look like the performance pattern displayed in the performance pattern display area 73 is displayed multiple times during the display of one special pattern (here, the first special pattern). Regarding this pseudo consecutive performance, the following performance 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 (different from the left symbol that pseudo-stopped earlier) pseudo-stops (e.g., symbol 4), and then the scrolling speed of the middle row of symbols slows down and symbol 7 pseudo-stops as the middle symbol that indicates the execution of the pseudo consecutive performance (see Figure 9(D)).

[0190] In this way, after the different performance symbols as the left and right symbols have stopped pseudo-stopping, when the 7 symbol has stopped pseudo-stopping in the middle row, the pseudo second series of variable performance following the pseudo first series of variable performance starts. Specifically, after the character "x2" indicating the start of the pseudo second series of variable performance 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 the scrolling display of the three symbol rows is resumed in the performance symbol display area 73 (see FIG. 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 where 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 the second announcement during the pseudo second consecutive variable performance, the second pseudo consecutive performance during the current variable display of the first special symbol is executed (see FIG. 9(G)). Specifically, as illustrated in FIG. 9(G), the scroll speed of the left-hand symbol row slows down and the left symbol (e.g., symbol 2) pseudo-stops, then the scroll speed of the right-hand symbol row slows down and the right symbol (e.g., symbol 5) pseudo-stops, and then the scroll speed of the middle symbol row slows down and the 7 symbol pseudo-stops as the middle symbol.

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

[0194] Then, when a predetermined time has elapsed since the pseudo triple consecutive variable performance started in this manner, 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, an example has been described in which a "pre-reach pseudo-consecutive" is executed in which the scrolling display of each row of symbols is resumed before a reach is achieved, but there are also cases in which a "post-reach pseudo-consecutive" is executed in which the scrolling display of each row of symbols is resumed 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 FIG. 10(A)). Specifically, after the reach is established, the scroll speed of the middle row of symbols gradually decreases, and an effect display is performed that shows the same middle symbol (here, middle 3 symbol) as the reach symbol (here, left 3 symbol and right 3 symbol) approaching the pay line defined by the reach symbol.

[0197] Here, when a normal reach develops directly into an SPSP reach, the following performance display is performed. That is, when the scroll display of the middle row of symbols is being performed, the same middle symbol as the reach symbol (here, 3 symbol) passes over the active line, and the scroll speed of the middle row of symbols increases, making it difficult to distinguish the middle symbol, and a development performance is performed suggesting the development into an SPSP reach (see FIG. 10(B)). Specifically, as exemplified in FIG. 10(B), in the process in which the left 3 symbols are reduced and move to the upper left area of ​​the display screen 70, they rotate clockwise once with the scroll direction as the axis and then move to the upper left area, and at the same time, in the process in which the right 3 symbols are reduced and move to the upper right area of ​​the display screen 70, they rotate clockwise once with the scroll direction as the axis and then move to the upper right area. After that, until the end of the variable display of the first special symbol, the three left symbols are displayed in a pseudo-stop state in the upper left area, and the three right symbols are displayed in a pseudo-stop state in the upper right area (see Figures 10(C) to (H)). Note that Figures 10(B) and (C) show an example of how the reserved bases that serve as the bases of each reserved icon displayed in the reserved icon display area 71 are erased prior to the development into the 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, during the period from the development effect until a predetermined time (e.g., 3 seconds) has elapsed, as exemplified in FIG. 10(C), a display is performed in which only 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 display images are not displayed.

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

[0200] It should be noted that this type of third preview performance is not necessarily executed when a blackout performance is performed; there are cases where the SPSP reach starts after the third preview performance is executed following the blackout performance, and cases where the SPSP reach starts without the third preview performance being executed following the blackout performance, with the former case having a higher reliability of a jackpot than the latter case.

[0201] In this way, when the 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, a scene of an offensive and defensive battle between the player's character and an enemy character. Then, as the SPSP reach approaches the end, a first effect button operation promotion effect is performed that encourages the player to operate the first effect button 35 (see FIG. 10(F)). Specifically, a first effect button image that imitates the first effect button 35 and a valid period gauge that indicates the remaining time of the valid period during which operation of the first effect button 35 is valid are displayed.

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

[0203] When a cut-in occurs in this way and the SPSP reach reaches its final stage, a second effect button operation promotion effect is performed to encourage the player to operate the second effect button 36 (see FIG. 10(H)). Specifically, as exemplified in FIG. 10(H), during the valid period of the second effect button operation promotion 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 repeat number are pseudo-stopped and then actually stopped, resulting in a winning notification effect (see Figure 10 (I)).

[0205] In this case, the variation pattern for the big win is selected by referring to the variation pattern selection table for the big win when the variation display of the first special symbol starts. Therefore, a win notification is performed as an operation-responsive performance. On the other hand, for example, if a variation pattern for a miss is selected by referring to the reach miss variation pattern selection table as the variation pattern of the first special symbol, a miss notification is performed as an operation-responsive performance in which three performance patterns indicating a reach miss number (for example, "343") are pseudo-stopped and then stopped.

[0206] Note that the first to fourth preview performances described based on Figures 9 and 10 and the execution timings 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 take place during big win games] As described above, when the result of the first special symbol determination in the normal game state is "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 performance symbols showing a double number such as "222" are stopped on the display screen 70. Here, in the gaming machine 1 of this embodiment, the double number "777" and the double number "333" are set as performance symbols that definitely notify that the game will be controlled in a probability variable game state after the jackpot game ends, and 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 performance symbols showing one of these double numbers ("777" or "333") are stopped on the display screen 70 as three performance symbols that notify a probability variable jackpot.

[0208] In this way, when the three performance symbols showing the repeat numbers of "777" or "333", which definitely notify the probability of a jackpot, stop as the jackpot symbol X1 is displayed, as described above based on FIG. 6(B), a jackpot game including a long opening round game in which the second jackpot opening 28 and the V jackpot opening 287 are long opened is executed. Therefore, during the opening period of the jackpot game, an opening performance is executed to definitely notify the player that the probability of a jackpot has been won (see FIG. 11(A)). FIG. 11(A) shows an example of an opening performance in which the characters "RUSH BONUS" are displayed in the center of the display screen 70 to notify the player that the probability of a jackpot has been won. In this way, when a sure-win 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 winning port 28 is opened for a long time, and during this long-open round play, a launch promotion effect (see Figs. 11(B) and (C)) is executed as a round-in-time effect to encourage the player to launch the game ball aimed at the V winning port 287. Then, when the game ball passes through the V winning port 287 during this long-open round play, the launch promotion effect ends, and a V winning notification effect (see Fig. 11(D)) is executed to notify the player that the game ball has won the V prize. Fig. 11(D) illustrates a V winning notification effect that shows two characters holding up a star-shaped emblem composed of the letter "V" together in joy.

[0209] In this way, when the V winning notification effect is executed to notify that the game ball has won the V during the first round of round play, a predetermined interval period is entered, and during the following second round of round play (long-open round play of the first big winning port 26), the star-shaped emblem is displayed small in the lower left area of ​​the display screen 70 (see FIG. 11(E)). Although not shown in FIG. 11, in 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 big win game following the third round of round play is reached, the words "Enter the Fierce Fighting RUSH!" are displayed large in the central area of ​​the display screen 70, and the sound "Enter the Fierce Fighting RUSH!" is output from the speaker 38 to notify that a performance in a performance mode named "Fierce Fighting RUSH", which definitely notifies that the game is in a "probable game state", will begin.

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

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

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

[0213] The landing challenge performance (see Figure 12) executed in the gaming machine 1 of this embodiment is a pre-reading performance that is executed based on the result of a 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 performance 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 both 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 change display of the first special symbol that is performed in response to the execution of the first special symbol determination corresponding to the right of the first special symbol determination for which the above-mentioned advance determination process was performed. Also, "pre-target change" refers to the change display of the first special symbol that is performed 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 the descent area search effect (see FIG. 12(A)), the descent start effect (see FIG. 12(C)), and the 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 the descent area search effect (see FIG. 12(A)), the descent start effect (see FIG. 12(C)), and the descent effect (see FIG. 12(D)).

[0216] <About the descent performance> The descent performance (an example of the "third performance": see FIG. 12(D)) is a performance executed in the pre-reading target variation, and is a performance that makes the player expect the above-mentioned winning notification performance to be executed. In this embodiment, this descent performance is configured as a game performance in which a descender hanging from a balloon gradually descends from the sky and aims for a successful landing (see FIG. 15(C)-(E), FIG. 16(B)-(C)). At the end of this descent performance, either a landing success performance (an example of the "second performance result": see FIG. 12(E)) showing the descender succeeding in landing or a landing failure performance (an example of the "first performance result": see FIG. 12(G)) showing the descender failing to land is executed as a result performance of the descent performance. FIG. 15(F) illustrates an example of a landing success performance executed at the end of the descent performance, and FIG. 16(D) illustrates an example of a landing failure performance executed at the end of the descent performance.

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

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

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

[0221] In addition, 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)), with the latter case being characterized by a higher probability of a successful landing performance (and a winning notification performance) being executed than the former. Furthermore, if 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 his descent, and Figure 16(A) illustrates an example of a beginner descender beginning his descent.

[0222] As is clear from the above explanation, the descent start performance notifies the player of the percentage of land on which the descendants can land, and whether the descendants will be veterans or beginners. Therefore, the player can easily recognize the likelihood of a successful landing performance (and a winning notification performance) being executed based on the land percentage and the type of descendants notified by the descent start performance. In addition, if the land percentage changes, the display color of the land also changes, so the player can intuitively recognize the likelihood of a successful landing performance (and a winning notification performance) 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 for 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 with reference to FIG. 17(C) etc.

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

[0225] In this way, the descent area search performance is a performance in which a land increase performance can be executed in the descent area search performance, and therefore is a performance that can suggest that the possibility suggested by the descent start performance (possibility of executing a landing success performance) has changed 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 the game while expecting that the descent area search performance (including the land increase performance) will be executed prior to the descent start performance.

[0226] The number of times the descent area search performance is performed varies between 0 and 2 times. The descent area search performance may be performed with "target ahead change" but not with "pre-read target change" (see FIG. 13(A)), in which case the number of times the descent area search performance is performed is 1. The descent area search performance may be performed with "pre-read target change" but not with "target ahead change" (see FIG. 13(B)), in which case the number of times the descent area search performance is performed is also 1. The descent area search performance may be performed with both "target ahead change" and "pre-read target change" (see FIG. 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 may be performed with neither "target ahead change" nor "pre-read target change" (see FIG. 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, the features of the main effects constituting the landing challenge effect, such as the descent effect, descent start effect, and descent area search effect, have been explained, but the descent challenge effect is generally performed as follows. That is, when the descent area search effect of Fig. 12(A) starts, a land increase effect (see Fig. 12(B)) that notifies that the land has increased may be executed at the end of the descent area search effect (see Figs. 14(E) to (F) for example). On the other hand, even if the descent area search effect starts, the land increase effect may not be executed at the end of the descent area search effect. In this case, a descent area search effect that indicates that the proportion of land has not changed is executed.

[0228] As described above, the number of times the descent area search performance in this embodiment is executed can be variable 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 Figs. 12(A) to (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 start performance is executed after the descent area search performance is executed only once, and times when the descent start performance is executed after the descent area search performance is executed twice.

[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, then the descent performance (see Figure 12(D)) may be executed, or a miss notification performance (see Figure 12(L)) may be 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 (for example, see 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 the player 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 becomes 50% or more, a configuration is adopted in which the effect always progresses to a descent effect (see Figure 12 (D)).By adopting such a configuration, it is possible to easily prevent the occurrence of problems such as those described above.

[0233] Returning to the explanation of FIG. 12, for some cases where the result of the first special pattern determination related to the pre-reading target variation is a "jackpot", a landing success performance (see FIG. 12(E)) is executed at the end of the descent performance, and then a winning notification performance (see FIG. 12(F)) is executed. Also, for some cases where the result of the first special pattern determination related to the pre-reading target variation is a "miss", a landing failure performance (see FIG. 12(G)) is executed at the end of the descent performance, and then a miss notification performance (see FIG. 12(H)) is executed. Also, for some cases where the result of the first special pattern determination related to the pre-reading target variation is a "jackpot" and for some cases where it is a "miss", a landing failure performance (see FIG. 12(G)) is executed at the end of the descent performance, and then a development performance (see FIG. 12(I)) and an SPSP reach (see FIG. 12(J)) are executed, and then a winning notification performance or a miss notification performance is executed (see FIG. 12(K)).

[0234] <About the multiple production patterns of the landing challenge production> As is clear from the above description 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 described based on Fig. 13.

[0235] (A 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 the target front change, and a descent start effect, a descent effect, a landing failure effect, and a miss notification effect are executed from the middle of the pre-read target change (for example, at the timing when 7 seconds have passed since the pre-read target change started). These effects constituting the landing challenge effect are as described above based on FIG. 12. As illustrated in FIG. 13(A), if the descent area search effect is executed in the target front change and the descent area search effect is not executed in the pre-read target change, a predetermined sky waiting effect (indicated as "sky waiting" in FIG. 13) is executed during the period from the end of the target front change (and the descent area search effect) to the start of the descent start effect in the pre-read target change. This sky waiting effect is configured as a display effect that shows a descender who has moved in the sky while being blown by the wind by the descent area search effect waiting at a predetermined position in the sky without starting to descend (see FIG. 14(G)).

[0236] If no performance related to the landing challenge performance is performed during the pre-target change after the descent area search performance is performed until the descent start performance is started in the middle of the pre-read target change, there is a concern that the performance will be unnatural because there is 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 in the pre-target change and not in the pre-read target change (as in FIG. 13(A)), an air wait performance is performed that starts at the end timing of the pre-target change (and the descent area search performance) and ends at the start timing of the descent start performance. Therefore, even if the descent area search performance and the descent start performance are not continuous, by connecting these performances well with the air wait performance, a series of performances related to the landing challenge performance can be progressed in a natural way, and as a result, it is possible to effectively suppress the occurrence of the above problem.

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

[0238] 13(A) and (B) show an example in which a landing failure effect and a miss notification effect are performed following a descent effect, but there are also cases in which a landing success effect and a win notification effect are performed following a descent effect, or in which a development effect, an SPSP reach, or a win / loss notification effect (a win notification effect or a miss 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 performance is performed both in front of the target and in advance of the target change) 13(C) shows an example of a series of effects in which the first descent area search effect is executed in the target pre-change, and immediately after the pre-read target change starts, 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-change ends, the first special symbol (here, a losing symbol) is displayed stopped for a predetermined fixed time (for example, 0.5 seconds), and during this stopped display period, the effect symbol displayed on the display screen 70 is also maintained in a stopped state.

[0240] Fig. 13(C) shows how the second descent area search performance starts 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 the landing challenge performance is performed with the performance pattern of Fig. 13(B). Here, since the first descent area search performance executed in the pre-target change and the second descent area search performance executed in the pre-read target change are not consecutive, it is conceivable to adopt a configuration in which the second descent area search performance starts at the end timing 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 stopped display period of the first special symbol and the performance symbol, the second descending area search performance shows a person descending in the sky moving on the display screen 70, which may lead the player to mistakenly believe that the first special symbol and the performance symbol are in a variable display period. Even if the first descending area search performance is continued until the end of the stopped display period following the target pre-change (i.e., the start of the pre-read target change), the same problem will occur.

[0242] Therefore, in this embodiment, as illustrated in Fig. 13(C), when the first descent area search performance is performed in the target pre-change and the second descent area search performance is performed in the pre-read target change, the above-mentioned sky waiting performance is performed, which shows the descent person waiting at a predetermined position in the sky without starting the descent, 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 appearance of the descent person who performed the first descent area search taking a break and then performing the second descent area search (interrupting the descent area search and then restarting it), improving the continuity of each performance that constitutes the landing challenge performance and making it possible to progress the series of performances in a natural way. 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 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 descent area search performance during the stopped display period.

[0243] (Pattern in which the descent area search scene is not executed) FIG. 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 look-ahead target change, and the descent start effect, descent effect, landing success effect, and winning notification effect are executed midway through the look-ahead target change (for example, at the timing when 7 seconds have passed since the look-ahead 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 performance and a winning notification performance are performed following a descent performance, but there are also cases in which a landing failure performance and a losing notification performance are performed following a descent performance, and cases in which a development performance, an SPSP reach, or a winning / losing notification performance (winning notification performance or losing notification performance) is performed following a descent performance. This is also as described above based on FIG. 12.

[0245] (A pattern that develops into an SPSP reach after a failed landing.) In Fig. 13(E), the first descending area search performance is executed in the target front change, the sky waiting performance is executed during the stop display period following the target front change, and immediately after the start of the pre-reading target, the second descending area search performance, the descent start performance, the descent performance, the landing failure performance, the development performance, and the SPSP reach are executed in succession. The landing challenge performance executed in the performance pattern exemplified in Fig. 13(E) is executed in the same manner as the landing challenge performance executed in the performance pattern described above based on Fig. 13(C), except that the performance flow after the descent performance is different.

[0246] (About the conditions for executing the landing challenge performance) So far, the main performance patterns of the landing challenge performance have been described with reference to Fig. 13. Regarding these landing challenge performances, if a configuration in which a descent area search performance is executed in a target front variation where a reach performance is executed is applied carelessly, there is a concern that the descent area search performance will interfere with the reach performance. In addition, although an SPSP reach may be executed in a pre-reading target variation, a descent area search performance, a descent start performance, a descent performance, etc. are executed, if a configuration in which a landing challenge performance is executed in a case where a normal reach performance such as a normal reach or SP reach is executed in a pre-reading 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, in order 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 non-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 variation pattern of the first special pattern (variation pattern for a landing challenge performance) corresponding to a landing challenge performance that does not correspond to a normal reach performance.

[0248] In addition, the false descent start performance, which is a performance that does not progress to the descent performance even though it has been performed as described above based on Fig. 12, can be executed when a variation pattern of the first special symbol different from the variation pattern for the landing challenge performance is selected. In this way, when the variation pattern for the landing challenge performance is not selected, a false descent start performance, the performance content of which is related to the descent performance, may be executed, so that when the variation pattern for the landing challenge performance is not selected, it is possible to make the player have a moderate expectation that the performance will progress to the descent performance.

[0249] <Example of a landing challenge performance in which a successful landing is ultimately achieved> Next, with reference to Figs. 14 and 15, a specific example of a landing challenge performance in which a successful landing performance is finally performed will be described. Here, as described above with reference to Fig. 13(C), a specific example of a landing challenge performance in which the performance progresses in the order of a first landing area search performance, an upper air wait performance, a second landing area search performance, a descent start performance, a descent performance, a landing success performance, and a winning notification performance will be described with reference to Figs. 14 and 15. Note that in Figs. 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 change" described above with reference to Fig. 13 and the like, and the reserved icon (or the icon) indicated by the arrow extending from the characters "Look-ahead target" is the reserved icon (or the icon) corresponding to the "Look-ahead target change" described above with reference to Fig. 13 and the like.

[0250] FIG. 14(A) illustrates a state before the above-mentioned "target pre-change" is started based on FIG. 13 and the like. Specifically, in a state where a reserved icon (the foremost reserved icon in the reserved icon display area 71) corresponding to the target pre-change is displayed, during the display of the first special symbol (and performance symbol) one before the target pre-change, the left 6 symbols are pseudo-stopped and the middle and right rows of symbols are scrolled. Under such circumstances, a game ball newly enters the first starting hole 21, and the right to judge the first special symbol corresponding to the above-mentioned "pre-read target change" is reserved, and accordingly, the reserved icon corresponding to the "pre-read target change" is displayed as the second reserved icon in the reserved icon display area 71 (see FIG. 14(A)), and when it is determined to execute the landing challenge performance based on the advance judgment result corresponding to this right, the following performance is performed.

[0251] In Fig. 14(B), the state is illustrated in which the display of the first special symbol (and the performance symbol) one before the "pre-target variation" has ended, and the three performance symbols showing the "624" scatter pattern have stopped as a losing symbol is stopped and displayed as the first special symbol. In this way, when a predetermined determination time (e.g., 0.5 seconds) has elapsed since the first special symbol is stopped and the three performance symbols have stopped, a first special symbol determination corresponding to the first reserved icon (here, the reserved icon indicated by the arrow extending from the characters "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 starts, and accordingly, the first reserved icon displayed in the reserved icon display area 71 (here, the reserved icon corresponding to the "pre-target change") shifts to the icon display area 72, and the scrolling display of the three pattern rows starts (see Figures 14(B) and (C)). In addition, the reserved icon corresponding to the "pre-read target change" that was displayed as the second reserved icon shifts leftward and is displayed in the reserved icon display area 71 as the first reserved 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, a blue sky with clouds floating in it 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 such a 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 pattern are changed. Specifically, as shown in Fig. 14(C)-(D), the effect pattern displayed large in the effect pattern display area 73 (see Fig. 2) is reduced and displayed as a small pattern in the upper right display area (upper right area) of the display screen 70. The small pattern display of the effect pattern in the upper right area continues until the landing success effect, landing failure effect, or development effect is executed in the pre-reading target change (see Fig. 15(F)-(G), Fig. 16(D)-(E), (G)-(H)).

[0255] In addition, as the background change effect is executed, the display objects (four reserved pedestal images that serve as the pedestals of the reserved icons) and reserved icons that constitute the reserved icon display area 71, and the display objects (the pedestal images that serve as the pedestals of the icons) and the icons that constitute the icon display area 72 are temporarily hidden (see Fig. 14(C)-(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 the 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 Fig. 14(D)-(I), Fig. 15(A)-(G), Fig. 16(A)-(E),(G),(H)).

[0256] Next, when a predetermined time (e.g., 2 seconds) has elapsed since the target front change and background change effects started, the first landing area search effect starts (see Figs. 14(D)-(E)). In the first landing area search effect, first, a descender hanging from a balloon and positioned in the sky, land positioned below the descender, and a choppy water surface are displayed (see Fig. 14(E)).

[0257] In addition, FIG. 14(E) shows an example of a veteran descender who is accustomed to descending, but a beginner descender who is not accustomed to descending (for example, see FIG. 16(A)) may also be displayed. When comparing the case where a veteran descender is displayed with the case where a beginner descender is displayed, the former case has a higher reliability of a big win than the latter case. In other words, the former case has a feature that the landing success performance (see FIG. 12(E)) and the winning notification performance (see FIG. 12(F)) are more likely to be executed than the latter case, and when the performance progresses to the development performance (see FIG. 12(I)), the winning notification performance (see FIG. 12(K)) is more likely to be executed at the end of the SPSP reach (see FIG. 12(J)).

[0258] FIG. 14(E) illustrates an example in which, at the start of the first landing area search performance, 25% of the entire area spreading 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 ratio of land to the entire area. Specifically, as illustrated in FIG. 19, when the ratio of land is 25%, the land is displayed in green, when the ratio of land is 50%, the land is displayed in red, when the ratio of land is 75%, the land is displayed in gold, and when the ratio of land is 100%, the land is displayed in gold. The probability of a successful landing (i.e., the probability of a successful landing performance being executed following a landing performance) is represented by the ratio of land (and the display color of the land).

[0259] In the example shown in Fig. 14(E), at the start of the first landing area search performance, the land ratio is only 25% of the total, and the land is displayed in green. Therefore, the player can intuitively recognize that the descender is likely to land on water and the landing success performance is unlikely to be executed based on the land ratio and the display color of the land.

[0260] When such a first landing area search performance is started, a performance display is performed 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 performance, the above-mentioned land increase performance is performed based on FIG. 12(B) etc. (see FIG. 14(F)). As is clear from the notations in FIG. 14(E)-(F), by executing the land increase performance in the first landing area search performance, 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 the landing success performance being executed has increased based on the proportion of land and the display color of the land.

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

[0262] Returning to the explanation of FIG. 14, as the target front fluctuation accompanied by the first descending area search performance ends, the display transitions to the above-mentioned stopped display period based on FIG. 13. In 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 inform that the judgment result of the first special symbol judgment performed at the start of the target front fluctuation is "miss", and accordingly, the display screen 70 maintains a state in which the three performance symbols showing the scattered eyes are stopped (see FIG. 14(G)). FIG. 14(G) illustrates an example in which the three performance symbols showing the scattered eyes of "254" are stopped while still displayed as small symbols to inform that the judgment result of the first special symbol judgment performed at the start of the target front fluctuation is "miss".

[0263] In this way, the above-mentioned sky waiting performance is executed based on Figs. 13(C) and (E) using the stop display period in which the three performance symbols showing the spread are displayed in a real stop (see Fig. 14(G)). Fig. 14(G) illustrates an example of a descender (here, a veteran descender) who has been blown by the wind and moved in the sky by the first descent area search performance (including the land increase performance) waiting at a predetermined position in the sky without starting to descend. In this constant waiting performance, as described above, although the descender moves slightly, the display position does not change significantly. Therefore, by executing the sky waiting performance during the stop display period, it is possible to prevent the occurrence of a problem in which a player who sees the descender mistakenly believes that the first special symbol (and performance symbol) is being displayed in a variable manner.

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

[0265] During the stop display period, when the first special symbol is displayed for a predetermined fixed time (for example, 0.5 seconds) and the three performance symbols showing the "254" variation are displayed, the first special symbol determination corresponding to the reserved icon (see FIG. 14(C)) that was displayed before the start of the landing challenge performance and indicates that the "pre-read target change" is reserved is executed. Then, in response to this, the display of the change of the first special symbol on the first special symbol display 41 and the display of the change of the performance symbol on the display screen 70 are started. FIG. 14(H) illustrates the state immediately after the start of the pre-read target change. Since the pre-read target change is the change that is performed after the pre-target change, if the pre-target change is the "reserved 1 change", the pre-read target change can be said to be the "reserved 2 change". In Fig. 14(G)-(H), the three performance symbols showing the number "254" start to change while still displayed as small symbols as the pre-reading target change starts, and the three symbol rows are scrolled. In Fig. 14(H), the pre-reading target change starts, but before the second descent area search effect starts, so the sky waiting effect in Fig. 14(G) continues.

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

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

[0268] Note that, here, an example is given of a case where a land increase effect is performed in the second descent area exploration performance; however, there are also cases where a second descent area exploration performance is performed that does not include a land increase effect, and in this latter case, even after the second descent area exploration performance is executed, the land proportion will remain at 50% and its display color will remain red.

[0269] FIG. 15(B) illustrates an example of the state where the second descent area search effect (see FIG. 15(A)) including the land increase effect is ended, and the above-mentioned descent start effect is executed based on FIG. 12(C) and the like. FIG. 15(B) illustrates an example of a veteran descenter about to start descent from the sky, the land ratio is 75% and its display color is gold, and further, the words "Descent Start!" are 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 expectation of a successful landing (the possibility of the successful landing effect being executed) is higher than when a beginner descenter starts a descent. In addition, the land, which initially has a proportion of 25% and is displayed in green (see Figure 14(E)), changes to a proportion of 75% and is 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 the land in the total area.

[0270] In this way, when the state when the descender starts descending is suggested by the descent start performance, the above-mentioned descent performance is executed based on FIG. 12(D) and the like (see FIG. 15(C)-(E)). This descent performance is configured as a performance that shows the descender hanging from the balloon gradually descending from the sky. As described above, the descent performance in this embodiment is a special reach performance that is different from the normal reach, SP reach, and SPSP reach. Therefore, during the descent performance, a change display of the performance pattern is performed in which the pattern row in the middle row is scrolled while the two performance patterns common to the left and right patterns are pseudo-stopped (see FIG. 15(C)-(E)). In FIG. 15(C)-(E), an example is shown in which the pattern row in the middle row is scrolled while the left 5 patterns and the right 5 patterns are pseudo-stopped.

[0271] In addition, 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, and Figure 15(E) shows the veteran descender descending to just above the leftmost land of the three landmasses.

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

[0273] Here, if the result of the first special symbol determination performed at the start of the descent start performance or the start of the pre-reading target variation that performs the descent performance is a "jackpot," the above-mentioned landing success performance may be executed based on Fig. 12(E) etc. following the descent performance (see Figs. 15(E)-(F)). This landing success performance is a performance that notifies the descendant that he has successfully landed, and Fig. 15(F) shows, as an example, a state in which three pieces of land with a gold display color, a veteran descender rejoicing at his successful landing on the leftmost piece of land, and the words "landing success!" are displayed as display objects related to the landing success performance.

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

[0275] When this type of successful landing effect ends and there are only a few seconds left in the pre-reading target fluctuation, three performance symbols indicating the repeated numbers "555" are displayed in a large pseudo-stopped manner in the performance symbol display area 73 (see Figure 2) (see Figure 15 (G)), and as the pre-reading target fluctuation 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-reading target change is a "big win" and therefore the landing success 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-reading target change is a "miss", the landing failure effect and the miss notification effect are executed following the descent effect of Fig. 15(C)-(E), or the landing failure effect, the development effect, the SPSP reach, and the hit / loss notification effect (here, the miss notification effect) are executed following the descent effect of Fig. 15(C)-(E). This is as described above based on Fig. 12.

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

[0278] <Example of a landing challenge where a landing failure occurs> Next, a specific example of a landing challenge performance in which a landing failure performance 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 performance in which a landing failure performance is performed, and illustrates a pattern in which a failure notification performance (see Fig. 12(H)) is performed after a landing failure performance (see Fig. 12(G)), and a pattern in which a landing failure performance is followed by a development performance (see Fig. 12(I)) and then a development to an SPSP reach (see Fig. 12(J)).

[0279] Note that, here, an example will be given 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 of the above-mentioned descent start performance being executed based on FIG. 12(C) and the like at the timing when 1.5 seconds have elapsed since the start of the pre-reading target variation. FIG. 16(A) illustrates an example of a beginner descender starting to descend from the sky, the ratio of land is 25% and its display color is green, and further, the characters "Start Descent!" are displayed in the center of the display screen 70. In this descent start performance, since a beginner descender is displayed as the descender, the player can easily recognize that the landing success expectation rate (the possibility of the landing success performance being executed) is low compared to when a veteran descender starts to descend (see FIG. 15(B)). In addition, since the ratio of land is 25% and the display color remains green, the player can easily and intuitively recognize that the landing success expectation rate is low based on the display color of the land and the ratio of land to the entire area.

[0281] In this way, when the descent start performance suggests the state when the descender starts to descend, the above-mentioned descent performance is executed based on Fig. 12(D) etc. (see Figs. 16(B)-(C)). Since this descent performance is a special reach performance as described above, during the descent performance, a variable display of performance symbols is performed in which the middle row of symbols is scrolled while the two performance symbols common to the left and right symbols are pseudo-stopped (see Figs. 16(B)-(C)). Figs. 16(B)-(C) show an example of the middle row of symbols being scrolled while the left four symbols and the right four 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] In addition, in Fig. 16(B)-(C), because the descender is a beginner, the movement of the descender in the descent performance described above is illustrated based on Fig. 15(C)-(E). Thus, in this embodiment, the movement of the descender in the descent performance is made different depending on the type of the descender, but the descender may be made to move in the same way regardless of the type of the descender. Also, since the ratio of land at the start of the descent performance is variable, for example, the movement pattern (descent pattern) of the descender for each ratio of land may be stored in the sub ROM 92, and the movement pattern corresponding to the ratio 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 in 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 pre-read target variation that performs the descent performance is a "miss," the above-mentioned landing failure performance is executed based on Fig. 12(G) etc. following the descent performance (see Fig. 16(D)). This landing failure performance is a performance that notifies the descendant that he has failed to land, and Fig. 16(D) shows, as an example, a piece of land with a green display color, a beginner descender who was unable to land and landed on water, and the words "Landing failure..." displayed as display objects related to the landing failure performance.

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

[0286] In addition, if the result of the first special pattern determination related to the pre-read target change is a "jackpot," it may progress to 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 miss, as exemplified in Figure 16(D).

[0287] Here, if the result of the determination of the first special pattern determination related to the pre-reading 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-reading target change, the three performance patterns indicating the reach miss number "454" are displayed in a large pseudo-stopped manner in the performance pattern display area 73 (see Figure 2) (see Figure 16(E)), and as the pre-reading target change ends and the miss pattern is displayed as the first special pattern, a miss notification display is executed to actually stop these three performance patterns (see Figures 16(E) to (F)).

[0288] In addition, if the result of the first special pattern determination related to the pre-read target variation is a "jackpot" or a "miss," the landing failure performance of FIG. 16(D) is executed, and then the performance may progress to an SPSP reach (see FIG. 16(I)) via a development performance (see FIG. 16(G) and (H)). FIG. 16(G) illustrates, as the first half of the development performance, a rescue performance in which an ally character who appears on land utters the line "I'm here to help you!" and then a rescue performance in which a beginner who has landed on the water is rescued. In this case, since the person who has landed on the water is a beginner, a rescue performance in which the beginner is rescued is performed, but if the person who has landed on the water is a veteran, a rescue performance in which the veteran is rescued is performed.

[0289] Next, in the middle of the development performance, the development performance exemplified in Fig. 16(H) is performed. This development performance is the same as the development performance described above based on Fig. 10(B), but specifically, first, the three performance symbols indicating the reach miss number of "454" move to the center of the display screen 70 while being enlarged. Then, in the process of moving to the upper left area of ​​the display screen 70 while being reduced, the left 4 symbols rotate once clockwise with the scroll direction as the axis and then move to the upper left area, and at the same time, in the process of moving to the upper right area of ​​the display screen 70 while being reduced, the right 4 symbols rotate once clockwise with the scroll direction as the axis and then move to the upper right area, and the middle 5 symbols move downward, and the scroll display of the middle row of symbols begins. After that, until the end of the variable display of the first special symbol, the left four symbols are displayed in a pseudo-stop state in the upper left area, the right four symbols are displayed in a pseudo-stop state in the upper right area, and the middle symbol row is hidden until the end of the SPSP reach in order to secure a display area for performing the display performance related to the SPSP reach. Also, when the development performance of Fig. 16(H) is executed, the display object (the base image that becomes the base of the icon) and the icon that constitute the icon display area 72 that were hidden are displayed.

[0290] The SPSP reach (see FIG. 16(I)) which is carried out via the development effects of FIG. 16(G)-(H) is carried out in the same manner as the SPSP reach described above based on FIG. 10(E)-(I), however, if the result of the first special pattern determination related to the pre-read 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 change patterns of the first special symbol, which is the pre-read target change that causes the descent start effect and descent effect, etc., include a change pattern for executing a landing success effect (and a win notification effect) following a descent effect, a change pattern for executing a landing failure effect (and a miss notification effect) following a descent effect, and a change pattern for executing a landing failure effect, development effect, SPSP reach, or win / loss notification effect (win notification effect or miss notification effect) following a descent effect, and the presentation pattern of the landing challenge effect (the flow of the series of presentations) will differ depending on the change pattern selected by the main CPU81.

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

[0293] 17(A) and (B) show an example of the first descent area search performance in the pre-reading target change. In this descent area search performance, the ratio is 25% and green land is displayed, and the veteran descent is swept to the right by the wind, and then swept to the left by a headwind. In addition, in some cases where the above-mentioned land increase performance (for example, see FIG. 14(H)) is not performed in this descent area search performance, a false performance of the descent start performance is performed (see FIG. 17(C)).

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

[0295] The landing challenge performance including the descent performance is executed when some of the variation patterns of the first special symbol that can be selected by the main CPU 81 are selected. For this reason, the landing challenge performance including the descent performance is not so likely to appear. In contrast, in the gaming machine 1 of this embodiment, when another variation pattern different from such some variation patterns (a variation pattern in which the performance after the descent performance in FIG. 12 is not executed) is selected, a false performance of the descent start performance can be executed. For this reason, even if any of the some variation patterns is not easily selected, by executing the false performance of the descent start performance when the other variation pattern is selected, it is possible to make the player moderately aware of the descent performance, and it is possible to effectively suppress the problem of the player's expectation for the descent performance to be executed following the descent start performance 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 plain 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 such a white effect is performed for a predetermined time (e.g., 3 seconds), the landing challenge effect is terminated (see FIG. 17(E)). In the landing challenge effect, as shown in FIG. 17(E), a descender who has fallen to the ground and the words "Was it a dream?" are displayed, and in order to inform the player that the descent effect, which is a special reach effect, will not progress and will result in a miss, three effect symbols showing the numbers "214", for example, are pseudo-stopped while remaining displayed as small symbols. Therefore, the player can easily recognize that the descent effect did not progress when he sees the end effect.

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

[0299] 17(E) and (F), as the miss notification performance starts, the base image of the icon and the four reserved base images of the reserved icons, which were temporarily hidden, 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 descent start effect is executed ends, one right to make a 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 at the start of read-ahead target fluctuation> In the gaming machine 1 of this embodiment, when a game 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 for reserving the right to determine the first special symbol. Here, the main CPU 81 ends the variable display of the first special symbol being executed in a state in which the acquired information is stored in the special symbol 1·first reserved memory area 831 (i.e., a state in which at least one right to determine the first special symbol is reserved), and when it stops and displays a losing symbol as the first special symbol for a predetermined fixed time (0.5 seconds in this embodiment), it shifts the acquired information stored in the special symbol 1·first reserved memory area 831 to the judgment memory area 830 (see FIG. 41(A)).

[0302] Next, the main CPU 81 executes a big win 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 big win 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 regarding 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 a process for determining whether or not to execute a descent performance (see FIG. 12(D)), which is a special reach performance, and, when executing the descent performance, a process for determining how the performances after the descent performance (see FIG. 12(D) to (K)) will proceed. When 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 the pre-reading target change> As described above based on FIG. 14 to FIG. 16, the descending person and the land appear in the descent performance, but these descending people and the land also appear in the descent area search performance and the descent start performance that may be executed prior to the descent performance. In addition, as for the land, the ratio and display color of the land will change when the descent area search performance including the land increase performance is executed. As described above based on FIG. 13, the descent area search performance may be executed not only in the pre-reading target change but also in the pre-target change before the pre-reading target change, so it is necessary to determine in advance the type of descending person, the ratio and display color of the land displayed in the descent start performance in the pre-reading 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 change pattern in which the ratio and display color of the land are changed if the descent area search performance is executed.

[0305] For this reason, in the gaming machine 1 of this embodiment, after the right to make the first special pattern determination related to the "pre-target variation" is reserved, at the timing when the right to make the first special pattern determination 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), the following processing is executed.

[0306] In a normal game state, when the game ball enters the first starting hole 21 while the acquisition 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 acquisition information such as a jackpot random number. Then, the main CPU 81 stores the acquisition information 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 the acquisition information related to the "pre-read target variation" to be stored in the special symbol 1 / second reserved memory area 832, the main CPU 81 executes a pre-determination process to determine in advance whether or not to execute a jackpot game based on the acquisition information, and to determine in advance which variation pattern will be selected as the variation pattern of the first special symbol. In other words, a process is performed to determine 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" or not, and 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-judgment process in response to the right to judge the first special pattern being reserved in the normal game state, and transmits a reservation command including pre-judgment information indicating the result of the pre-judgment process to the sub-control board 90 (see Figure 5).

[0308] Incidentally, the sub-ROM 92 of the sub-control board 90 stores a variable performance pattern selection table that associates the variable performance pattern of the first special symbol with the variable performance pattern of the variable performance including the performance that changes the performance pattern. That is, the performance pattern of the performance after the descent performance described above is associated with some of the variable performance patterns of the first special symbol defined in the variable performance pattern selection table based on Fig. 12 (D) to (K) and the like. Therefore, the sub-CPU 91 specifies the variable performance pattern of the first special symbol to be selected when the reserved first special symbol determination is executed based on the advance determination information included in the reserved command received from the main control board 80, and by reading out the variable performance pattern corresponding to the specified variable performance pattern of the first special symbol from the variable performance pattern selection table, it is possible to specify in advance whether or not the descent performance is executed in the pre-read target variation, and if the descent performance is executed, what kind of performance is executed following the descent performance.

[0309] (Regarding the selection of descendants) When the sub-CPU 91 determines that a descent performance will be performed in the pre-read target variation based on the advance judgment information included in the pending command from the main control board 80 as described above, it performs the following process to select either "Veteran" or "Beginner" as the descendant. That is, the sub-CPU 91 acquires a descendant selection random number and stores it in the sub-RAM 93. That is, the sub-CPU 91 acquires the value of the descendant selection random number, which is appropriately updated each time the random number update process is performed in the sub-control board 90, at the time of receiving the pending command from the main control board 80, and stores it in the sub-RAM 93 as the descendant selection random number. Then, the sub-CPU 91 reads out the descendant 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 illustrated in FIG. 18, a winning / losing type, a winning / losing suggestion performance type, and a random number value are associated with each other. The winning / losing type includes a "big win" and a "miss". The winning / losing suggestion performance types include a "landing success performance", an "SPSP reach win", a "landing failure performance", and an "SPSP reach miss". Here, the "landing success performance" means that a landing success performance (see FIG. 12(E)) and a winning notification performance (see FIG. 12(F)) are executed after the descent performance (see FIG. 12(D)). The "SPSP reach win" means that a landing failure performance (see FIG. 12(G)), a development performance (see FIG. 12(I)), an SPSP reach (see FIG. 12(J)), and a winning notification performance (see FIG. 12(K)) are executed after the descent performance. "Failed landing" means that after the descent, a successful landing and a miss notification (see FIG. 12(H)) are executed. "SPSP reach miss" means that after the descent, a failed landing, an expansion, an SPSP reach, and a miss notification (see FIG. 12(K)) are executed.

[0311] The random number in FIG. 18 is a random number to be compared with the descendant selection random number. In this embodiment, the possible range of 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 advance judgment information included in the reservation command in a predetermined area of ​​the sub-RAM 93. Then, based on the setting information of the symbol included in the advance judgment information, it specifies whether the judgment result of the first special symbol judgment performed at the start of the pre-read target variation is a "jackpot" or a "miss".

[0312] Next, as described above, the sub-CPU91 specifies whether or not a descent performance is executed in the pre-read target fluctuation based on the advance judgment information and the fluctuation performance pattern selection table, and if a descent performance is executed, what kind of performance is executed following the descent performance. Then, based on this specification result, it specifies the type of winning / losing suggestion performance executed after the descent performance. For example, if a landing success performance (see FIG. 12(E)) and a winning notification performance (see FIG. 12(F)) are executed after the descent performance (see FIG. 12(D)), the winning / losing suggestion performance type is a "landing success performance". Also, if a landing failure performance (see FIG. 12(G)) and a losing notification performance (see FIG. 12(H)) are executed after the descent performance (see FIG. 12(D)), the winning / losing suggestion performance type is a "landing failure performance". Also, if a landing failure effect (see FIG. 12(G)), development effect (see FIG. 12(I)), SPSP reach (see FIG. 12(J)), and winning notification effect (see FIG. 12(K)) are executed after a descent effect (see FIG. 12(D)), the winning / losing indication effect type is "SPSP reach winning." Also, if a landing failure effect (see FIG. 12(G)), development effect (see FIG. 12(I)), SPSP reach (see FIG. 12(J)), and losing notification effect (see FIG. 12(K)) are executed after a descent effect (see FIG. 12(D)), the winning / losing indication effect type is "SPSP reach losing."

[0313] In this way, the sub-CPU91 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 indication performance type identified based on the pre-determination information and the acquired descendant selection random number.

[0314] As illustrated in Fig. 18, when the winning / losing type is "jackpot" and the winning / losing suggestion performance type is "successful landing performance", 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 performance type is "successful landing performance", veterans are selected 62% (=62 / 100 x 100) and beginners are selected 38% (=38 / 100 x 100).

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

[0316] 18, when the winning / losing type is "losing" and the winning / losing indication presentation type is "failed landing presentation", 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 indication presentation type is "failed landing presentation", veterans are selected 41% (=41 / 100×100) and beginners are selected 59% (=59 / 100×100).

[0317] 18, when the winning / losing type is "miss" and the winning / losing suggestion performance type is "SPSP reach miss", 23 random number values ​​are associated with the veteran, and 77 random number values ​​are associated with the beginner. Therefore, when the winning / losing type is "miss" and the winning / losing suggestion performance type is "SPSP reach miss", the veteran is selected 23% (=23 / 100×100) and the beginner is selected 77% (=77 / 100×100).

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

[0319] In addition, when comparing the case where the landing success performance is executed with the case where the landing success performance is executed, the magnitude relationship between the selection rate of veteran descenders and the selection rate of beginner descenders is reversed, but when the landing success performance 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 the landing success performance (and the winning notification performance) will be executed.

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

[0321] (Selecting the land effect displayed during the descent start effect) Next, a process for 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 mode 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 FIG. 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 appropriately updated 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 a 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 descent start presentation land presentation mode selection table from the sub-ROM 92 and sets it in a predetermined area of ​​the sub-RAM 93.

[0323] In this land appearance selection table at the time of 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 ratio of the land displayed in the descent start performance when the total area including the land and the water surface is 100%, and as illustrated in FIG. 19, in this embodiment, it can be any one of 25% (25% land and the remaining 75% water surface), 50% (50% land and the remaining 50% water surface), 75% (75% land and the remaining 25% water surface), and 100% (100% land and no water surface).

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

[0325] The random number values ​​shown 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 the land appearance selection random number is set to 100, from "0" to "99". The sub-CPU 91 selects the performance mode (land ratio and land color) of the land to be displayed in the descent start performance by reading out from the descent start performance time land appearance selection table set in the sub-RAM 93 the "land ratio" and "land color" corresponding to the judgment result (win / lose type) of the first special pattern judgment performed at the start of the pre-reading target variation specified based on the advance judgment 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 FIG. 19, in the case where the winning / losing 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 / losing type is "jackpot" and the landing type is "beginner," a land percentage of "25%" and land color "green" will be selected at a rate of 19% (=19 / 100 x 100), a land percentage of "50%" and land color "red" will be selected at a rate of 37% (=37 / 100 x 100), a land percentage of "75%" and land color "gold" will be selected at a rate of 41% (=41 / 100 x 100), and a land percentage of "100%" and land color "rainbow" will be selected at a rate of 3% (=3 / 100 x 100).

[0327] Also, as illustrated in FIG. 19, in the case where the winning / losing 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 / losing type is "jackpot" and the landing type is "veteran," a land percentage of "25%" and land color "green" will be selected at a rate of 10% (=10 / 100 x 100), a land percentage of "50%" and land color "red" will be selected at a rate of 33% (=33 / 100 x 100), a land percentage of "75%" and land color "gold" will be selected at a rate of 50% (=50 / 100 x 100), and a land percentage of "100%" and land color "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 category is "loser" and the landing category is "beginner," a land percentage of "25%" and land color "green" will be selected 49% (=49 / 100 x 100), a land percentage of "50%" and land color "red" will be selected 36% (=36 / 100 x 100), a land percentage of "75%" and land color "gold" will be selected 15% (=15 / 100 x 100), and a land percentage of "100%" and land color "rainbow" will never be selected.

[0329] Also, as illustrated in Figure 19, when the winning / losing type is "loser" and the dropout 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 land color "green" will be selected 41% (=41 / 100 x 100), a land percentage of "50%" and land color "red" will be selected 33% (=33 / 100 x 100), a land percentage of "75%" and land color "gold" will be selected 26% (=26 / 100 x 100), and a land percentage of "100%" and land color "rainbow" will never be selected.

[0330] From these, the following can be said. That is, when the winning / losing type is "jackpot", the land percentage "100%" and the land color "rainbow" may be selected for both the descendant type "beginner" and the descendant type "veteran", although the probability is low (3% for "beginner", 7% for "veteran"). On the other hand, when the winning / losing type is "loser", regardless of whether the descendant type is "beginner" or "veteran", the land percentage "100%" and the land color "rainbow" are not selected because no random value is associated with the land percentage "100%" and the land color "rainbow". For this reason, in the descent area search performance, descent start performance, and descent performance, a performance in which the percentage is 100% and the display color of the land is rainbow can be said to be a definite notification performance that definitively notifies that a winning notification performance will be executed.

[0331] Also, as illustrated in FIG. 19, when the winning / losing type is "jackpot", excluding the land percentage "100%" and the land color "rainbow", the most likely to be selected is the land percentage "75%" and the land color "gold", regardless of whether the landing type is "beginner" or "veteran", the next most likely to be selected is the land percentage "50%" and the land color "red", and the lowest selection rate is the land percentage "25%" and the land color "green". Also, when the winning / losing type is "losing", regardless of whether the landing type is "beginner" or "veteran", the most likely to be selected is the land percentage "25%" and the land color "green", the next most likely to be selected is the land percentage "50%" and the land color "red", and the lowest selection rate is the land percentage "75%" and the land color "gold". Therefore, if we rank these land percentages and land colors from lowest to highest probability of winning, 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] Also, as illustrated in FIG. 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 at a rate of 7%, and the land percentage "75%" and the land color "gold" are selected at a rate of 50%. 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 at a rate of 3%, and the land percentage "75%" and the land color "gold" are selected at a rate of 41%. In this way, even if 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, which suggests that the possibility of a successful landing performance being executed following the descent performance is relatively high, compared to when the descendant type is "beginner". Therefore, by displaying a veteran descender in the descent area exploration presentation, it is possible to effectively increase the player's anticipation for the golden land that appears at a percentage of 75% or the rainbow-colored land that appears at a percentage of 100% when the descent begins.

[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, a descent start performance may be executed in which a green land is displayed at a ratio of 25%, which indicates that the possibility of a landing success 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 ratio of 50%, which indicates that the possibility of a landing success 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 ratio of 75%, which indicates that the possibility of a landing success 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 ratio of 100%, which indicates that the possibility of a landing success 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 Figures 14(F) and 15(A), it is possible to suggest that the possibility suggested by the descent start performance (the possibility that a successful landing performance will be executed) has become higher before the start of the descent start performance.

[0335] <About the selection of the drop area exploration performance pattern> Next, a process for selecting a performance pattern of 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-CPU91 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 appropriately updated each time a random number update process is performed in the sub-control board 90, the sub-CPU 91 acquires the value at the time of receiving a hold command from the main control board 80 and stores it in the sub-RAM 93 as the descent area search performance pattern selection random number. Then, the sub-CPU 91 reads out a 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 performance pattern selection table, as exemplified in FIG. 20, the number of increases, the descent area search performance pattern, the land ratio and the display color of the land in the descent start performance, and the random number value to be compared with the descent area search performance pattern selection random number are associated. Here, the number of increases is the number of times the land increase performance is executed, and an increase number of "0" means that the land increase performance is not executed in either the target pre-change or the pre-read target change. Also, an increase number of "1" means that the land increase performance is executed in either the target pre-change or the pre-read target change. Also, an increase number of "2" means that the land increase performance is executed in both the target pre-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 the land increase performance) is not executed, or that a descent area search performance that does not include a land increase performance is executed. Also, the descent area search performance pattern "25%→50%" means that a descent area search performance that includes a land increase performance that increases the land ratio from 25% to 50% is executed. Also, the descent area search performance pattern "25%→75%" means that a descent area search performance that includes a land increase performance that increases the land ratio from 25% to 75% without passing through 50%. Also, the descent area search performance pattern "25%→100%" means that a descent area search performance that includes a land increase performance that increases the land ratio from 25% to 100% without passing through 50% or 75% is executed.

[0340] Also, in FIG. 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 passing through 75%.

[0341] Also, in FIG. 20, the descent area search performance pattern "75%→75%" means executing 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). Also, the descent area search performance pattern "75%→100%" means executing a descent area search performance that includes a land increase performance that increases the land ratio from 75% to 100%. Also, the descent area search performance pattern "100%→100%" means executing 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).

[0342] In addition, in Fig. 20, the land ratio and the display color of the land in the descent start performance are as described above based on Fig. 19. The random number values ​​represented by numbers in Fig. 20 are random number values ​​to be compared with the descent area search performance pattern selection random number. In this embodiment, the possible range of this descent area search performance pattern selection random number 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, refers to the descender selection table (see FIG. 18) to select the type of descender, and then refers to the descent start performance time land appearance selection table (see FIG. 19) to select the land ratio and display color to be displayed in the descent start performance, and selects the performance pattern of 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 corresponding to the land ratio and land color in the descent start performance selected by referring to the descent start performance time land appearance selection table and the acquired descent area search performance pattern selection random number.

[0344] (When the land percentage is 25% and the land color is green during the descent start animation) Incidentally, the land ratio "25%" is the basic value (lowest value) of the land ratio, and the land color "green" is the basic color of the land color, and there is no land ratio lower than the land ratio "25%" prepared, and no land color lower than the land color "green" is prepared. For this reason, when the land ratio is "25%" and the land color is "green" in the descent start performance, even if the descent area search performance is executed prior to the descent start performance, it is necessary not to execute the land increase performance (i.e., execute the descent area search performance in which the land ratio and the land color do not change from the land ratio "25%" and the land color "green"). For this reason, in the descent area search performance pattern selection table exemplified in FIG. 20, for the land ratio "25%" and the land color "green" in the descent start performance, the random number value is associated only with the descent area search performance pattern in which the increase count is "0" and both the target pre-change and the pre-read target change are "-". Therefore, when the land percentage and land color in the preselected descent start performance are "25%" and "green," the descent area search performance pattern in which the target pre-change and the pre-read target change are both "-" is selected 100% (=100 / 100 x 100).

[0345] In this way, when a descent area search performance pattern in which the target pre-change and the pre-read target change are both "-" is selected, the target pre-change will either not execute the descent area search performance, or will execute a descent area search performance that does not include a land increase effect (a descent area search performance in which the land ratio and land color do not change from the land ratio "25%" and land color "green"). Similarly, the pre-read target change will either not execute the descent area search performance, or will execute a descent area search performance that does not include a land increase effect (a descent area search performance in which the land ratio and land color do not change from the land ratio "25%" and land color "green"). Note that whether to not execute the descent area search performance or to execute a descent area search performance that does not include a land increase effect can be selected by, for example, a lottery using random numbers.

[0346] (When the land ratio is 50% and the land color is red during the descent start animation) Next, when the land ratio is "50%" and the land color is "red" 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 ratio of "25%" and a land color of "green" to a land with a land ratio 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 ratio and land color do not change from the land ratio 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, even if a descent area search performance is executed.

[0347] In the descent area search performance pattern selection table illustrated in Figure 20, with regard to the land percentage "50%" and 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-variation and pre-read target variation are both "-", 40 random number values ​​are associated with the descent area search performance pattern in which the target pre-variation is "25% → 50%" and the pre-read target variation is "50% → 50%, and 40 random number values ​​are associated with the descent area search performance pattern in which the target pre-variation is "-" and the pre-read target variation is "25% → 50%".

[0348] For this reason, when the land ratio and land color in the pre-selected descent start performance are land ratio "50%" and land color "red", a descent area search performance pattern in which the target pre-change and the pre-read 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 pre-read 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 pre-read target change is "25% → 50%" is selected 40% (=40 / 100 x 100).

[0349] Here, if a descent area search performance pattern in which the target pre-change and the pre-read target change are both "-" is selected, then in the target pre-change, either the descent area search performance is not executed, 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") is executed. Similarly, in the pre-read target change, either the descent area search performance is not executed, 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") is executed. 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 effect that increases the land proportion from 25% to 50% (accompanying the change in land color from green to red) is executed in the target pre-change, and a descent area search performance not including a land increase effect (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. In addition, when a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "25% → 50%", the pre-target change will not result in a descent area search performance being executed, or even if a descent area search performance is executed, a descent area search performance not including a land increase performance (a descent area search performance in which the land ratio and land color do not change from the land ratio "25%" and land color "green") will be executed, and the pre-read target change will result in a descent area search performance including a land increase performance in which the land ratio is increased from 25% to 50% (accompanying the change in land color from green to red).

[0350] (When the land ratio is 75% and the land color is gold at the beginning of the descent) Next, when the land ratio is "75%" and the land color is "gold" in the descent start performance, the number of increases is "0", "1", or "2" (see FIG. 20). This is because there are cases where a total of two land increase performances are performed, in which the first land increase performance is performed to increase the land ratio from 25% to 50%, and then the second land increase performance is performed to increase the land ratio from 50% to 75%, and cases where only one land increase performance is performed to increase the land ratio from 25% (or 50%) to 75%, and cases where a descent area search performance is performed in which the land ratio and land color do not change from the land ratio "75%" and land color "gold" (i.e., a descent area search performance that does not include a land increase performance) is performed, even if a descent area search performance is performed.

[0351] In the descent area search performance pattern selection table illustrated in FIG. 20, for the land ratio "75%" and land color "gold" in the descent start performance, 10 random number values ​​are associated with the descent area search performance pattern in which the increase count 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 look-ahead 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 look-ahead 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 look-ahead target variation is "50% → 75%".

[0352] For this reason, when the land percentage and land color in the pre-selected descent start performance are land percentage "75%" and land color "gold", a 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 10% (=10 / 100 x 100), a descent area search performance pattern in which the target pre-change is "25% → 75%" and the pre-read 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 pre-read 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 target pre-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 target pre-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 target pre-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 target pre-change and the pre-read target change are both "-" is selected, then in the target pre-change, either the descent area search performance is not executed, 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") is executed. Similarly, in the pre-read target change, either the descent area search performance is not executed, 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") is executed. 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 effect that increases the land ratio from 25% to 75% (without passing through 50%) (accompanying this, changing the land color from green to gold without passing through red) is executed in the target pre-change, and in the pre-read target change, a descent area search performance without a land increase effect (a descent area search performance in which the land ratio does not change from 75% and the land color does not change from gold) is executed.

[0354] In addition, when a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "25% → 75%", 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 "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 ratio is increased from 25% to 75% without going through 50% (accompanying this, the land color changes from green to gold without going through red). In addition, when 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 effect that increases the land ratio from 50% to 75% (accompanying the change in land color from red to gold) is executed in the target pre-change, and in the pre-read target change, a descent area search performance without a land increase effect (a descent area search performance in which the land ratio does not change from 75% and the land color does not change from gold) is executed.

[0355] In addition, when 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%", 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 "50%" and land color "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% (accompanying the land color changing from red to gold). In addition, 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 ratio from 25% to 50% (accompanying the change in the land color 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 ratio from 50% to 75% (accompanying the change in the land color from red to gold) is executed in the pre-read target change.

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

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

[0358] For this reason, when the land ratio and land color in the preselected descent start performance are land ratio "100%" and land color "rainbow", the descent area search performance pattern in which the target front 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 front 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 front 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 front 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 target pre-variation is "-" and the pre-read 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 target pre-variation is "75% → 100%" and the pre-read 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 target pre-variation is "-" and the pre-read 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 target pre-variation is "25% → 50%" and the pre-read target variation is "50% → 100%" is selected at a rate of 18% (= 18 / 100 x 100), a descent area search performance pattern in which the target pre-variation is "25% → 75%" and the pre-read target variation is "75% → 100%" is selected at a rate of 18% (= 18 / 100 x 100), and a descent area search performance pattern in which the target pre-variation is "50% → 75%" and the pre-read target variation is "75% → 100%" is selected at a rate of 18% (= 18 / 100 x 100).

[0359] Here, if a descent area search performance pattern in which the target pre-change and the pre-read target change are both "-" is selected, then in the target pre-change, either the descent area search performance is not executed, 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") is executed. Similarly, in the pre-read target change, either the descent area search performance is not executed, 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") is executed. 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 effect that increases the land ratio from 25% to 100% (without going through 50% or 75%) (accompanying this, changing the land color from green to rainbow without going through red or gold) is executed in the target pre-change, and a descent area search performance without a land increase effect (a descent area search performance in which the land ratio does not change from 100% and the land color does not change from rainbow) is executed in the pre-read target change.

[0360] In addition, when a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "25% → 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 "25%" and the land color of "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 ratio is increased from 25% to 100% without passing through 50% or 75% (accompanying this, the land color changes from green to rainbow without passing through red or gold). In addition, 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 effect that increases the land ratio from 50% to 100% without going through 75% (accompanying this, the land color changes from red to rainbow without going through gold) is executed in the target pre-change, and in the pre-read target change, a descent area search performance without a land increase effect (a descent area search performance in which the land ratio does not change from 100% and the land color does not change from rainbow) is executed.

[0361] In addition, when a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "50% → 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 "50%" and the land color "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 100% without passing through 75% (accompanying this, the land color changes from red to rainbow without passing through gold). In addition, when 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 effect that increases the land ratio from 75% to 100% (accompanying the change in the land color from gold to rainbow) is executed in the target pre-change, and in the pre-read target change, a descent area search performance without a land increase effect (a descent area search performance in which the land ratio does not change from 100% and the land color does not change from rainbow) is executed. When a descent area search performance pattern is selected in which the pre-target change is "-" and the pre-read target change is "75% → 100%", the pre-target change will not result in a descent area search performance being executed, or even if a descent area search performance is executed, a descent area search performance not including 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, and the pre-read target change will result in a descent area search performance including a land increase performance in which the land ratio is increased from 75% to 100% (accompanying the change in land color from gold to rainbow).

[0362] In addition, 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 ratio from 25% to 50% (accompanying this, the land color changes from green to red) is executed in the target pre-change, and in the pre-read target change, a descent area search performance including a land increase performance that increases the land ratio from 50% to 100% without going through 75% (accompanying this, the land color changes from red to rainbow without going through gold) is executed. In addition, 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 that increases the land ratio from 25% to 75% without passing through 50% (accompanying this, the land color changes from green to gold without passing through red) is executed in the target pre-change, and a descent area search performance including a land increase performance that increases the land ratio from 75% to 100% (accompanying this, the land color changes from gold to rainbow) is executed in the pre-read target change. In addition, when 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 ratio from 50% to 75% (accompanying the change in 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 ratio from 75% to 100% (accompanying the change in 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., thereby suggesting 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) that is higher than the first degree.

[0364] In the landing challenge performance of this embodiment, there are a first case where a descent start performance is performed after a descent area search performance including a land increase performance, and a second case where a descent start performance is performed without performing a descent area search performance including a land increase performance. In this second case, a descent start performance is performed in which, for example, a land with a land ratio of "25%" (display color is "green") is displayed as a descent start performance that suggests that the performance result of the descent performance has a first degree of possibility that the performance result of the descent performance will be the second performance result. On the other hand, in the above first case, a descent start performance is performed after a descent area search performance including a land increase performance, and a descent start performance is performed in which, for example, a land with a land ratio of "50%" (display color is "red") is displayed as a descent start performance that suggests that the performance result of the descent performance has a second degree of possibility that is higher than the first degree.

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

[0366] In addition, the landing challenge performance in this embodiment has the feature that the more times the descent area search performance including the land increase performance is performed, the higher the proportion of land displayed in the descent start performance becomes, so that the possibility of the landing success performance being performed as a result of the descent performance being performed increases. Therefore, when the descent area search performance including the land increase performance is performed, the player can enjoy the game while hoping that the descent area search performance including the land increase performance will be performed again.

[0367] (Regarding gaming machine 1 capable of executing landing challenge performance) 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 the 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) for determining whether or not to execute a special game (for example, a jackpot game) that is advantageous to a player; When the determination is made, a pattern display control means (for example, a main CPU 81 that executes the process of step S311 and the process of step S315 in FIG. 45 described later) that causes a predetermined pattern display means (for example, a first special pattern display 41) to variably display a pattern (for example, a first special pattern) and then stops and displays a pattern 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 is executed is stopped and displayed on the symbol display means (for example, a main CPU 81 for setting a big win game flag to "ON" in the special symbol stop processing in step S317 of FIG. 45, and then executing a big win opening opening control processing exemplified in FIG. 49 to FIG. 51); A performance control means (e.g., a sub-CPU 91: see FIG. 5) for controlling the performance; The performance control means includes: It is possible to execute a first performance (e.g., a descent area search performance: see FIG. 12(A)), a second performance (e.g., a descent start performance: see FIG. 12(C)), a third performance (e.g., a descent performance: see FIG. 12(D)), and a winning notification performance (see FIG. 12(F)) that notifies the player that the special game has been executed and that the determination means has determined that the special game has been executed; 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 either the first effect result (for example, when the landing failure effect of FIG. 12(G) is executed and the descendant fails to land) or a second effect result 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 (e.g., the above-mentioned descent start effect) is an effect that can suggest, prior to the third effect (e.g., 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 (e.g., an effect that can execute an effect that displays land with a land ratio of "25%" and a land color of "green" (see FIG. 16(A))); The first performance (e.g., the above-mentioned landing area search performance) is a performance that can be executed prior to the second performance (e.g., see Figs. 12(A) to (C)), and is a performance that can suggest that the possibility suggested by the second performance has changed from the first degree to a second degree higher than the first degree (e.g., a performance that can execute a landing area search performance (see Figs. 14(E) to (F)) including a land increase performance 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 includes: There are 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 presentation is executed suggesting that the possibility is the first degree (for example, a presentation displaying land with a land ratio of "25%" and a land color of "green" (see Figure 16(A))), and, in the first case, the second presentation is executed suggesting that the possibility is the second degree (for example, a presentation displaying land with a land ratio of "50%" and a land color of "red" (see Figure 19)).

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

[0370] In addition, the gaming machine 1 capable of executing the landing challenge performance 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) for determining whether or not to execute a special game (for example, a jackpot game) that is advantageous to a player; When the determination is made, a pattern display control means (for example, a main CPU 81 that executes the process of step S311 and the process of step S315 in FIG. 45 described later) that causes a predetermined pattern display means (for example, a first special pattern display 41) to variably display a pattern (for example, a first special pattern) and then stops and displays a pattern 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 is executed is stopped and displayed on the symbol display means (for example, a main CPU 81 for setting a big win game flag to "ON" in the special symbol stop processing in step S317 of FIG. 45, and then executing a big win opening opening control processing exemplified in FIG. 49 to FIG. 51); A performance control means (e.g., a sub-CPU 91: see FIG. 5) for controlling the performance; The performance control means includes: It is possible to execute a first performance (e.g., a descent area search performance: see FIG. 12(A)), a second performance (e.g., a descent start performance: see FIG. 12(C)), a third performance (e.g., a descent performance: see FIG. 12(D)), and a winning notification performance (see FIG. 12(F)) that notifies the player that the special game has been executed and that the determination means has determined that the special game has been executed; The third effect (e.g., 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 (e.g., when the landing failure effect of FIG. 12(G) is executed and the descendant fails to land) or the second effect result (e.g., 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 ratio of "25%" and a land color of "green" (see FIG. 16(A))), The first effect (e.g., the above-mentioned landing area search effect) is an effect capable of suggesting that the possibility suggested by the second effect is changing (e.g., an effect capable of executing a landing area search effect (see FIG. 14(E) to (F)) including a land increase effect in which a land area with a land ratio of "25%" and a land color of "green" is changed to a land area with a land ratio of "50%" and a land color of "red"); The performance control means includes: A gaming machine characterized in that, when a first change (e.g., a pre-target change: see FIG. 13) is performed before a second change (e.g., a pre-read target change: see FIG. 13) is performed as the change display of the pattern, the first performance (e.g., the above-mentioned descent area search performance) is executed in the first change, and then the second performance (e.g., the above-mentioned descent start performance) suggesting the possibility after the change by the first performance, and the third performance (e.g., the above-mentioned descent performance) ...

Claims

[Claim 1] A determination means for determining whether or not to perform a special game that is advantageous to the player, If the determination means determines that the special game is to be executed, the special game execution means executes the special game, It comprises a performance control means for controlling the performance, The aforementioned performance control means is A gaming machine characterized in that, based on the result of the above determination, it is possible to perform a notification performance that notifies that the special game will be performed, a first suggestion performance that suggests that the possibility of the notification performance being performed is of a first degree, and a second suggestion performance that suggests that the possibility is of a second degree, which is higher than the first degree.