Game machine

The gaming machine addresses the lack of interestingness in conventional gaming machines by using three light-emitting decorative members that move and emit light in specific patterns, creating a high-interestingness effect that enhances player engagement.

JP2025093206APending Publication Date: 2025-06-23SANSEI R&D KK
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Patent Information

Application Number
JP2023208805
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-11
Publication Date
2025-06-23

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient interestingness in their effects, providing room for improvement in enhancing player engagement.

Method used

A gaming machine featuring three decorative members with light-emitting capabilities, capable of moving between separated and proximity positions, and executing specific light emission controls to create high-interestingness effects.

Benefits of technology

The gaming machine achieves a high-interestingness effect through a synergistic light emission effect between the three decorative members, enhancing player engagement and presentation.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of executing a highly amusing performance.SOLUTION: A game machine includes: a first decorative member configured while having a first light emitting member; a second decorative member that is configured while having a second light emitting member and can relatively travel with respect to the first decorative member; and a third decorative member that is configured while having a third light emitting member and can relatively travel with respect to the first decorative member. Performance control means can move the second decorative member and the third decorative member to separated positions in which the second decorative member and the third decorative member are mutually separated and proximity positions in which the second decorative member and the third decorative member are close mutually. Further, specific light emitting control can be executed, where the first light emitting member is allowed to emit light in a first light emitting color, the second light emitting member is allowed to emit light in a second light emitting color common to the first light emitting color, and the third light emitting member is allowed to emit light in a third light emitting color different from the first light emitting color when the second decorative member and the third decorative member are disposed at proximity positions.SELECTED DRAWING: Figure 89
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Description

Technical Field

[0001] The present invention relates to a gaming machine including game control means for controlling effects.

Background Art

[0002] For example, in a gaming machine such as a pachinko machine, when a game ball wins a prize at a start port, it is determined whether to execute a special game advantageous to the player. After the symbols are variably displayed, the symbol indicating the result of the above determination is stopped and displayed. Then, when the symbol indicating that it has been determined to execute the special game is stopped and displayed, a special game in which the player can acquire a game medium is executed. Among this type of gaming machine, there is one that includes a movable decorative member configured to be movable up and down, and when a warning effect with a relatively high jackpot reliability is executed using an image display device and a speaker, the movable decorative member is caused to emit light in a predetermined light emission pattern and an effect of dropping the movable decorative member from the initial position to the operating position is performed (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, the effects performed by conventional gaming machines do not necessarily have sufficient interestingness, and there is room for improvement in terms of improving the interestingness.

[0005] Therefore, an object of the present invention is to provide a gaming machine capable of executing an effect with high interestingness.

Means for Solving the Problems

[0006] A gaming machine for solving the above-described problems is A first decorative member configured to include a first light-emitting member, A second decorative member configured to include a second light-emitting member and being relatively movable with respect to the first decorative member, A third decorative member configured to include a third light-emitting member and being relatively movable with respect to the first decorative member, Determination means for determining whether to execute a special game advantageous to a player, Special game execution means for executing the special game when it is determined by the determination means that the special game is to be executed, Effect control means for controlling an effect, and comprising: The effect control means, is capable of moving the second decorative member and the third decorative member between a separated position where the second decorative member and the third decorative member are separated from each other and a proximity position where the second decorative member and the third decorative member are close to each other, and is further capable of executing specific light emission control in which when the second decorative member and the third decorative member are disposed at the proximity position, the first light-emitting member emits light in a first light emission color, the second light-emitting member emits light in a second light emission color common to the first light emission color, and the third light-emitting member emits light in a third light emission color different from the first light emission color.

[0007] According to this gaming machine, when the second decorative member and the third decorative member are disposed at the proximity position, the first light-emitting member included in the first decorative member and the second light-emitting member included in the second decorative member emit light in the same light emission color as each other. For this reason, a high effect can be obtained by a synergistic effect between an effect of causing the first light-emitting member to emit light in the first light emission color and an effect of causing the second light-emitting member to emit light in the second light emission color. Further, when the second decorative member and the third decorative member are disposed at the proximity position, the third light-emitting member included in the third decorative member emits light in a third light emission color different from the first light-emitting member included in the first decorative member and the second light-emitting member included in the second decorative member. For this reason, an effect of causing the first light-emitting member and the second light-emitting member to emit light in the same color can be made prominent, and it is possible to effectively improve the effect of an effect using these three light-emitting members.

Advantages of the Invention

[0008] According to the present invention, it is possible to execute an interesting presentation.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] [First Embodiment] Hereinafter, a gaming machine (pachinko gaming machine) 1 according to a first embodiment of the gaming machine of the present invention will be described with reference to the drawings as appropriate.

[0011] [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 game board 2. As shown in FIGS. 1 and 2, the gaming machine 1 includes a gaming machine frame 30 and a game board 2 attached inside the gaming machine frame 30. The gaming machine frame 30 is configured to have a front frame 31 having a decorative surface, a main body frame for attaching the game board 2 and the like, and an outer frame for fixing the gaming machine 1 to the island equipment in the hall. The front frame 31 supports a glass plate arranged in parallel with the game board 2 at a predetermined interval, and a game area 3 through which game balls can flow down is formed by this glass plate and the game board 2.

[0012] Also, as shown in FIG. 1, the front frame 31 is provided with a firing handle 32 for firing game balls, an upper dish 33 for storing game balls supplied to a firing device (not shown), and a lower dish 34 for storing game balls that cannot be stored in the upper dish 33. When the player holds the firing handle 32 and rotates it clockwise, the game balls stored in the upper dish 33 are guided to the firing device and fired with a firing intensity corresponding to the rotation angle of the firing handle 32. The fired game balls move along the rail member 4 located on the left side of the game area 3 and are then guided to the upper position of the game area 3, and flow down along the game board 2 in the game area 3 while changing their moving direction by contacting game pins, windmills, etc. provided in the game area 3.

[0013] Note that a ball return prevention piece 6 is provided at the end of the rail member 4, and this ball return prevention piece 6 prevents the game ball that has once entered the game area 3 from returning to the launcher side. Also, a stop button is provided at a position close to the launch handle 32, and the player can temporarily stop the launch of the game ball by operating this stop button without returning the launch handle 32 to its initial position.

[0014] When the player performs a "left shot" by rotating the launch handle 32 by a small rotation angle, the game ball is launched with a relatively weak launch intensity, and this game ball flows down the left game area 3L. On the other hand, when the player performs a "right shot" by rotating the launch handle 32 by a large rotation angle, the game ball is launched with a relatively strong launch intensity, and this game ball moves along the rail member 4 located in the upper right of the center ornament 10 and then flows down the right game area 3R.

[0015] In the passage path of the game ball in the left game area 3L, as devices related to winning and determination, a first start port 21, a second start port 22, an opening and closing member 23, and three general winning ports 24 are provided (see Fig. 2). Also, in the passage path of the game ball in the right game area 3R, as devices related to winning and determination, the above-mentioned second start port 22, the above-mentioned opening and closing member 23, one general winning port 24, a gate 25, a first major winning port 26, an opening and closing member 27, a second major winning port 28, and an opening and closing member 29 are provided (see Fig. 2).

[0016] The game balls launched from the launching device flow down the game area 3 along the game board 2, and may win in any of the first starting port 21, the second starting port 22, the general winning port 24, the first big winning port 26, and the second big winning port 28. In this case, a predetermined number of prize balls corresponding to the winning position are paid out to the upper tray 33 or the lower tray 34. For example, every time one game ball wins in the first starting port 21, four prize balls are paid out; every time one game ball wins in the second starting port 22, one prize ball is paid out; and every time one game ball wins in the general winning port 24, five prize balls are paid out. Also, every time one game ball wins in the first big winning port 26, ten prize balls are paid out, and every time one game ball wins in the second big winning port 28, ten prize balls are paid out. Note that the game balls that do not win in any of them are discharged from the game area 3 through the discharge port formed at the lower end of the game board 2.

[0017] In addition, a center decoration body 10 is provided in the opening formed at the center of the game board 2. This center decoration body 10 is composed of a stage portion 11 having a game ball rolling surface on which the game ball can roll, and a warp portion 12 having a warp entrance and a warp exit at both ends. The game balls flowing down the left game area 3L may enter the warp portion 12 from the warp entrance, and these game balls are discharged from the warp exit and guided to the stage portion 11. At the position of the left and right center of this stage portion 11, a guide groove is formed for dropping the game balls rolling on the stage portion 11 toward the first starting port 21. Therefore, the game balls guided to the stage portion 11 through the warp portion 12 are more likely to win in the first starting port 21 than the game balls flowing down the left game area 3L without passing through the warp portion 12.

[0018] The first start port 21 is a start area that is always open. The second start port 22 is a start area that is blocked when the opening and closing member 23 as a normal electric accessory is not operating and is opened when the opening and closing member 23 operates. In the gaming machine 1, when a game ball wins a prize at the first start port 21 (or the second start port 22), it is determined whether to execute a special game (big win game) advantageous to the player. Then, on the first special symbol display 41 (or the second special symbol display 42) described later, the symbols are variably displayed, and a symbol (big win symbol or losing symbol) indicating the result of the above determination is stopped and displayed. Here, when the big win symbol is stopped and displayed, a big win game that opens the first big winning port 26 and the second big winning port 28 is executed.

[0019] In the following description, the determination executed in response to the winning of a game ball at the first start port 21 is referred to as "first special symbol determination", the determination executed in response to the winning of a game ball at the second start port 22 is referred to as "second special symbol determination", and these are collectively referred to as "special symbol determination".

[0020] The first major winning opening 26 is a special winning area that is opened according to the result of the special symbol determination. An opening and closing member 27, which is a plate for opening and closing the first major winning opening 26, is provided at the opening of the first major winning opening 26. Normally, the first major winning opening 26 is blocked by the opening and closing member 27 because the opening and closing member 27 maintains a closed posture forming the same plane as the game board 2. On the other hand, when the first special symbol (or the second special symbol) as a jackpot symbol stops and is displayed on the first special symbol display 41 (or the second special symbol display 42), a jackpot game is executed in which the opening and closing member 27 is actuated to open the first major winning opening 26. During this jackpot game, a long-opening round game is performed in which the opening and closing member 27 maintains an open posture (see FIG. 2) of opening the first major winning opening 26 and then returns to a closed posture of closing the first major winning opening 26. Note that the long-opening round game of opening the first major winning opening 26 continues until a predetermined number (for example, 10) of game balls win in the first major winning opening 26, or until a predetermined time (for example, 25 seconds) elapses after the first major winning opening 26 is opened (without a predetermined number of game balls winning in the first major winning opening 26). In this way, a long-opening round game of keeping the first major winning opening 26 open for a long time is performed during the jackpot game. For this reason, the player can obtain more prize balls by performing a right hit during the long-opening round game of keeping the first major winning opening 26 open for a long time compared to when the jackpot game is not being played.

[0021] The second major winning opening 28 is a special winning area that is opened according to the result of the special symbol determination. An opening and closing member 29, which is a blade member for opening and closing the second major winning opening 28, is provided at the opening of the second major winning opening 28. Normally, the second major winning opening 28 is blocked by this opening and closing member 29 (see FIG. 4(A)). On the other hand, when the first special symbol (or the second special symbol) as a jackpot symbol stops and is displayed on the first special symbol display 41 (or the second special symbol display 42), a jackpot game is executed in which the opening and closing member 29 is actuated to open the second major winning opening 28. During this jackpot game, a round game is performed in which the opening and closing member 29 maintains an open posture (see FIGS. 2, 4(B) and (C)) of opening the second major winning opening 28 and then returns to a closed posture of closing the second major winning opening 28.

[0022] As will be described in detail later, for the round game that opens and closes the second large winning opening 28, there are a long-opening round game in which the second large winning opening 28 is opened for a long time so that a predetermined number (for example, 10) of game balls can easily win the second large winning opening 28, and a short-opening round game in which the second large winning opening 28 is opened for a short time so that it is extremely difficult for the game ball to win the second large winning opening 28. In the long-opening round game in which the second large winning opening 28 is opened for a long time, when the player makes a right strike, 100 prize balls (= 10 balls × 10 counts) are paid out. Therefore, the player can obtain more prize balls by making a right strike during the long-opening round game in which the second large winning opening 28 is opened for a long time than when the jackpot game is not being played.

[0023] In the gaming machine 1 of the present embodiment, when it is determined by the main CPU 81 that the jackpot game is to be executed, the operations of the opening and closing members 27 and 29 are controlled, and a jackpot game in which the player can acquire a game ball as a game medium is executed.

[0024] On the other hand, in the present embodiment, regarding the short-opening round game in which the second large winning opening 28 is opened for a short time, the opening time, which is the time during which the opening and closing member 29 maintains the open posture of opening the second large winning opening 28, is set to an extremely short time of 0.1 second. Therefore, even if the player makes a right strike during the short-opening round game of the second large winning opening 28, basically, the game ball does not win the second large winning opening 28, and no prize balls are paid out.

[0025] For convenience of explanation, FIG. 2 shows a state in which the opening and closing members 27 and 29 are in the open posture of opening the large winning openings 26 and 28 when the effect symbols are variably displayed on the display screen 70 of the image display device 7. However, in reality, the opening and closing members 27 and 29 do not assume the open posture during the variable display of the effect symbols. Also, in each round game in the jackpot game, since either the first large winning opening 26 or the second large winning opening 28 is used, in reality, these large winning openings are not opened simultaneously as shown in FIG. 2.

[0026] An opening / closing member 23 (see FIG. 2) is disposed in the vicinity of the second starting port 22. This opening / closing member 23 is capable of changing its posture between a closed posture in which the opening / closing member 23 closes the second starting port 22 and an open posture in which the second starting port 22 is opened (see FIG. 2).

[0027] Normally, the second starting port 22 is closed by the opening / closing member 23. On the other hand, when a game ball hit by the player to the right passes through the gate 25, although no prize ball is paid out, a determination is made as to whether or not to open the second starting port 22. Here, when it is determined to open the second starting port 22, an operation in which the opening / closing member 23 returns to the closed posture after maintaining the open posture for a predetermined time is performed a specified number of times. In this way, the second starting port 22 is in a state where it is difficult for a game ball to pass through when the opening / closing member 23 is not operating, whereas it becomes a state where it is easy for a game ball to pass through when the opening / closing member 23 operates.

[0028] In the following description, a determination executed on the condition that a game ball passes through the gate 25 is referred to as a "normal symbol determination".

[0029] The general winning port 24 is always open in the same manner as the first starting port 21, and is a winning port through which a predetermined number (for example, five) of prize balls are paid out when a game ball wins. However, unlike the first starting port 21 and the like, no determination is made even if a game ball wins in the general winning port 24.

[0030] [Configuration example of the main display 40] 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 hold display 44, a second special symbol hold display 45, a normal symbol hold display 46, a round display 47, a game state display 48, a firing direction display 49, and the like.

[0031] The first special symbol display 41 is composed of eight LEDs indicated by "i~p". When the first special symbol determination is made, the symbol is variably displayed and then the symbol indicating the determination result of the first special symbol determination is stopped and displayed to notify the determination result of the first special symbol determination. Specifically, for example, the above eight LEDs are sequentially lit to perform variable display of the symbol, and each LED is lit for a predetermined fixed time (for example, 0.5 seconds) in a combination corresponding to the determination result of the first special symbol determination to stop and display the symbol.

[0032] The second special symbol display 42 is composed of eight LEDs indicated by "a~h". When the second special symbol determination is made, the symbol is variably displayed and then the symbol indicating the determination result of the second special symbol determination is stopped and displayed to notify the determination result of the second special symbol determination. Specifically, for example, the above eight LEDs are sequentially lit to perform variable display of the symbol, and each LED is lit for a predetermined fixed time (for example, 0.5 seconds) in a combination corresponding to the determination result of the second special symbol determination to stop and display the symbol.

[0033] On the first special symbol display 41 (or the second special symbol display 42), as the symbol indicating the determination result of the first special symbol determination (or the second special symbol determination), a "jackpot symbol" notifying a jackpot or a "losing symbol" notifying a loss is stopped and displayed. In the gaming machine 1, a plurality of different jackpot symbols are prepared according to the types of jackpots. When the jackpot symbol is stopped and displayed, a jackpot game is performed in which the first big winning port 26 and the second big winning port 28 are opened in an opening pattern corresponding to the type of the jackpot symbol.

[0034] The normal symbol display 43 is configured to have two LEDs indicated by "s~t". When normal symbol determination is performed, after the symbols are variably displayed, the symbols indicating the determination result of the normal symbol determination are stopped and displayed to notify the determination result of the normal symbol determination. Specifically, for example, the symbols are variably displayed by alternately lighting the two LEDs, and the symbols are stopped and displayed by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting pattern corresponding to the determination result of the normal symbol determination. Here, when the winning symbol is stopped and displayed, an auxiliary game is performed to open the second start port 22 by operating the opening / closing member 23 in an opening pattern corresponding to the current gaming state.

[0035] In the following description, the symbols displayed on the first special symbol display 41 and the second special symbol display 42 are referred to as "special symbols", and the symbols displayed on the normal symbol display 43 are referred to as "normal symbols". Also, the special symbol displayed on the first special symbol display 41 may be referred to as the "first special symbol", and the special symbol displayed on the second special symbol display 42 may be referred to as the "second special symbol" to distinguish between the two.

[0036] The first special symbol hold display 44 is configured to have two LEDs indicated by "u~v", and the number of holds of the first special symbol determination is displayed by the lighting pattern of these LEDs. The second special symbol hold display 45 is configured to have two LEDs indicated by "w~x", and the number of holds of the second special symbol determination is displayed by the lighting pattern of these LEDs. In this embodiment, the upper limit of these hold numbers is set to "4" in both cases. The normal symbol hold display 46 is configured to have two LEDs indicated by "q~r", and the number of holds of the normal symbol determination is displayed by the lighting pattern of these LEDs.

[0037] The round display 47 displays the number of rounds to be executed in a jackpot game that is executed according to the jackpot corresponding to the jackpot symbol when the jackpot symbol stops being displayed on the first special symbol display 41 or the second special symbol display 42. In the gaming machine 1 of the present embodiment, there are cases where a jackpot game including three rounds of game play is executed and cases where a jackpot game including ten rounds of game play is executed. For this reason, in the present embodiment, the round display 47 is configured to include LEDs for 3R and LEDs for 10R, and the number of rounds is notified by lighting any of these LEDs.

[0038] The game state display 48 is configured to include three LEDs indicated by "a1 to a3", and displays the game state of the gaming machine 1 according to the lighting pattern of these LEDs. The launch direction display 49 is configured to include two LEDs indicated by "y to z", and displays the launch direction of the game ball according to the lighting pattern of these LEDs. That is, it indicates whether it is in a state where a left shot should be made or a state where a right shot should be made.

[0039] [Configuration example of the effect means provided in the gaming machine 1] As illustrated in FIGS. 1 and 2, on the game board 2 and the front frame 31, there are provided a decorative member 13, a movable decorative member 14, a frame lamp 37, a speaker 38, an effect display 125, an effect first special symbol hold display 126, an effect second special symbol hold display 127, etc. as means for performing various effects. Further, an image display device 7 is provided behind the game board 2.

[0040] The decorative member 13 incorporates a panel lamp 5 (see FIG. 5) configured to include a plurality of LEDs, and performs various effects by light by changing the lighting and blinking patterns of the respective LEDs or by changing the emission color of the respective LEDs.

[0041] The movable decorative member 14 is disposed in front of the image display device 7 and behind the decorative member 13. A plurality of LEDs are incorporated in the movable decorative member 14, and the movable decorative member 14 performs a predetermined effect by both or either of the movement of the movable decorative member 14 itself and light. In the present embodiment, a predetermined space in which the movable decorative member 14 can operate 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. Normally, the movable decorative member 14 is disposed at an initial position (see FIG. 2) where most of it is hidden behind the decorative member 13 and only the lower end portion of the movable decorative member 14 is visible. On the other hand, when a prediction effect with a relatively high jackpot reliability is executed using the image display device 7 or the speaker 38, the movable decorative member 14 emits light in a predetermined light emission pattern and drops to an operating position covering most of the display screen 70.

[0042] The frame lamp 37 is configured to have a plurality of LEDs built in various locations of the front frame 31, and performs various effects by light by changing the lighting and blinking patterns of each LED or changing the emission color of each LED.

[0043] 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 central portion of the game board 2. On this display screen 70, an effect image including various display objects such as an effect symbol for notifying the determination result of the special symbol determination, characters and items, a hold image (hold icon) displayed in the same number as the number of holds of the first special symbol determination (or the second special symbol determination), and a variation suggestion image (the icon) suggesting that the special symbol is in the process of being variably displayed is displayed. Note that the image display device 7 is not limited to a liquid crystal display device as long as it can display an effect image, and may be another image display device such as an EL display device.

[0044] The speaker 38 outputs effect sounds such as music, voices, and sound effects synchronously or asynchronously with the display effect performed on the display screen 70 to perform an effect by sound.

[0045] The performance display 125 is configured to have two LEDs, variably display symbols in accordance with the variable display of special symbols and performance symbols, and stop displaying a symbol that notifies the determination result of the special symbol determination in accordance with the stop display of the special symbols and performance symbols. This performance display 125 notifies the determination result of the special symbol determination based on the combination of lighting and extinguishing of each LED and the lighting color.

[0046] The first special figure hold display 126 is configured to have two LEDs, and displays the same number of holds of the first special symbol determination as that displayed on the first special figure hold display 44 according to the combination of lighting and extinguishing of each LED. The second special figure hold display 127 is configured to have two LEDs, and displays the same number of holds of the second special symbol determination as that displayed on the second special figure hold display 45 according to the combination of lighting and extinguishing of each LED.

[0047] [Configuration example of input means provided in the gaming machine 1] As illustrated in FIG. 1, on the front frame 31, a first performance button 35 and a second performance button 36 are provided as input means that can be input by a player. The first performance button 35 is a push button for inputting operation information when pressed by the player. The second performance button 36 is a push button for inputting operation information when the player grips the grip portion of the second performance button 36 and presses it in. In the gaming machine 1, a performance corresponding to the operation of the first performance button 35 or the second performance button 36 may be performed.

[0048] Note that the configuration of the input means is not limited to that exemplified in this embodiment, and other configurations may be used. That is, for example, in this embodiment, the case where the gaming machine 1 includes two input means is described, but the number of input means may be one or three or more. Further, the input means is not limited to a push button, and may be other input means such as a touch panel capable of detecting a player's touch operation, for example, an optical sensor capable of detecting the player's hand held in front of the display screen 70, a joystick for specifying a position and direction by moving it forward, backward, left, or right, and an operation means that can be gripped by the player to change the posture.

[0049] [Internal Configuration Example of the Second Large Winning Opening 28] FIG. 4 is an explanatory diagram for explaining the opening / closing control of the second large winning opening 28 and the V winning opening 287. An opening / closing member 29 for opening and closing the second large winning opening 28 is provided at the opening of the second large winning opening 28 (see FIGS. 1 and 4(A)). Further, as illustrated in FIGS. 4(A) to 4(C), inside the second large winning opening 28, a second large winning opening sensor 281, a V winning opening sensor 283, a discharge port sensor 284, a slide member 285, etc. are provided.

[0050] The second large winning opening sensor 281 detects the game balls that have entered the second large winning opening 28. In the present embodiment, every time a game ball passes through the second large winning opening sensor 281, 10 prize balls are paid out. The V winning opening sensor 283 detects the passage of game balls through the V winning opening 287 partitioned by the V winning opening sensor 283. The discharge port sensor 284 detects the passage of game balls through the discharge port partitioned by the discharge port sensor 284. The slide member 285 guides the game balls that have passed through the second large winning opening sensor 281 to the V winning opening 287 or the discharge port, and is configured to be slidable in the left-right direction (the width direction of the gaming machine 1) in FIG. 4. FIGS. 4(A) and 4(B) illustrate a state where the slide member 285 is disposed at the right position closing the V winning opening 287, and FIGS. 4(C) and 4(D) illustrate a state where the slide member 285 is disposed at the left position opening the V winning opening 287.

[0051] When a jackpot game is not being played or during the execution of a long-opening round game in which the first large winning opening 26 is long-opened, the second large winning opening 28 is blocked by the opening / closing member 29 and the V winning opening 287 is blocked by the slide member 285 (see FIG. 4(A)). On the other hand, in a round game for opening and closing the second large winning opening 28, the second large winning opening 28 and the V winning opening 287 can be in the following states.

[0052] Specifically, in the round game that opens and closes the second large winning opening 28, as illustrated in FIGS. 4(A) and (B), there may be a case where the opening / closing member 29 rotates while the slide member 285 is in the right position, and the second large winning opening 28 is in an open state. In this case, although the second large winning opening 28 is open, the V winning opening 287 is still blocked by the slide member 285. Therefore, even if a game ball enters the second large winning opening 28, the game ball does not pass through the V winning opening 287 and passes through the discharge port sensor 284.

[0053] Also, in the round game that opens and closes the second large winning opening 28, as illustrated in FIGS. 4(B) and (C), there may be a case where the second large winning opening 28 is in an open state, and the slide member 285 moves from the right position to the left position, and the V winning opening 287 is in an open state. In this case, since both the second large winning opening 28 and the V winning opening 287 are open, the game ball that enters the second large winning opening 28 will pass through the V winning opening 287 (i.e., be detected by the V winning opening sensor 283).

[0054] The V winning opening sensor 283 functions as a so-called probability change switch. As described above, when a game ball wins a V prize (the game ball is detected by the V winning opening sensor 283) when both the second large winning opening 28 and the V winning opening 287 are in an open state, after the jackpot game with this V prize ends, the game will be controlled in the "probability change game state" described later. On the other hand, when a game ball does not win a V prize when both the second large winning opening 28 and the V winning opening 287 are in an open state, after the jackpot game ends, the game will be controlled in the "time shortening game state" described later.

[0055] In addition, in the round game for opening and closing the second largest winning opening 28, as illustrated in FIG. 4(D), since the opening / closing member 29 is not operating, the second largest winning opening 28 is in a closed state where it is blocked, and there may be a case where the slide member 285 moves from the right position to the left position and the V winning opening 287 is in an open state. In this case, although the V winning opening 287 is open, since the second largest winning opening 28 is in a state where it is difficult to enter, no game balls enter the second largest winning opening 28.

[0056] Note that in the transparent member provided at a position corresponding to the region including the second largest winning opening sensor 281, the V winning opening sensor 283, the discharge port sensor 284, the slide member 285, etc., the character "V" is marked at a position corresponding to the V winning opening sensor 283 (see FIG. 2). For this reason, the player can easily identify the position of the V winning opening sensor 283 (the position of the V winning opening 287) by looking at this character "V".

[0057] [Configuration of the control device provided in the gaming machine 1] FIG. 5 is a block diagram showing a configuration example of the control device provided in the gaming machine 1. On the back side of the game board 2, a control device for controlling the operation of the gaming machine 1 is provided. As illustrated in FIG. 5, the control device of the gaming machine 1 includes a main control board 80 for controlling the progress of the game using game balls, a sub-control board 90 for comprehensively controlling the effects based on the information from the main control board 80, an image and sound control board 100 for controlling the effects by images and sounds, a lamp control board 120 for controlling the effects by various lamps and movable members, and the like. In the present 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 effect control units for controlling the effects. 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 configured on one board.

[0058] <Configuration example of the main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. Based on programs and the like stored in the main ROM 82, the main CPU 81 performs various arithmetic processes related to determination and the number of paid-out prize balls. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the above programs and a work area for data processing and the like.

[0059] Connected to the main control board 80 are a first start port sensor 211, a second start port sensor 221, a gate sensor 251, a first large winning port sensor 261, a second large winning port sensor 281, a V winning port sensor 283, a discharge port sensor 284, a general winning port sensor 241, a second start port solenoid 222, a first large winning port solenoid 262, a second large winning port solenoid 282, and a V winning port solenoid 286. Note that although the gaming machine 1 of the present embodiment includes four general winning port sensors 241 corresponding to the four general winning ports 24, in FIG. 5, for convenience of explanation, only one general winning port sensor 241 is shown.

[0060] The first start port sensor 211 detects that a game ball has won in the first start port 21 and outputs the detection signal to the main control board 80. The second start port sensor 221 detects that a game ball has won in the second start port 22 and outputs the 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 the detection signal to the main control board 80. The first large winning port sensor 261 detects that a game ball has won in the first large winning port 26 and outputs the detection signal to the main control board 80. The second large winning port sensor 281 detects that a game ball has won in the second large winning port 28 and outputs the detection signal to the main control board 80. The V winning port sensor 283 detects the passage of a game ball through the V winning port 287 and outputs the detection signal to the main control board 80. The discharge port sensor 284 detects the passage of a game ball through the discharge port and outputs the detection signal to the main control board 80. The general winning port sensor 241 detects that a game ball has won in the general winning port 24 and outputs the detection signal to the main control board 80.

[0061] The second start port solenoid 222 is an electric solenoid connected so as to be able to transmit a driving force to the opening / closing member 23, 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 port 22. The first big winning port solenoid 262 is an electric solenoid connected so as to be able to transmit a driving force to the opening / closing member 27, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first big winning port 26. The second big winning port solenoid 282 is an electric solenoid connected so as to be able to transmit a driving force to the opening / closing member 29, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second big winning port 28. The V winning port solenoid 286 is an electric solenoid connected so as to be able to transmit a driving force to the slide member 285, and operates the slide member 285 based on a control signal from the main control board 80 to open and close the V winning port 287.

[0062] Although not shown in the figure, the gaming machine 1 includes a payout control board that controls a drive motor for sending out game balls from a ball tank provided on the back side of the game board 2 to supply game balls to the upper tray 33 or the lower tray 34. When a detection signal from the first start port sensor 211, the second start port sensor 221, the first big winning port sensor 261, the second big winning port sensor 281, or the general winning port sensor 241 is input, the main CPU 81 instructs the payout control board to pay out a predetermined number of prize balls according to the location where the game ball has won, and manages the number of prize balls to be paid out based on the information from the payout control board.

[0063] Also, the main CPU 81 acquires various random numbers as acquisition information at the timing when a detection signal from the first start port sensor 211 is input, and executes a first special symbol determination using the acquired random numbers. Also, the main CPU 81 acquires various random numbers as acquisition information at the timing when a detection signal from the second start port sensor 221 is input, and executes a second special symbol determination using the acquired random numbers. Here, the various random numbers are specifically a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number.

[0064] The jackpot random number is a random number for determining a jackpot or a miss. The symbol random number is a random number for determining the type of jackpot (such as the number of rounds of the jackpot game or the game state after the jackpot game ends) when it is determined that a jackpot has occurred. The reach random number is a random number for determining whether to perform a reach-with effect or a reach-without effect when it is determined that a miss has occurred. The variation pattern random number is a random number for determining the variation pattern of the special symbol when the special symbol is variably displayed.

[0065] The main CPU 81 acquires these random numbers at the timing when a game ball wins in the first start port 21 (or the second start port 22), and first determines whether to execute a jackpot game based on whether the acquired jackpot random number matches a predetermined random number value (winning value) stored in the main ROM 82. Here, when it is determined to execute a jackpot game based on the fact that the jackpot random number matches the winning value, the type of jackpot is determined based on which of the predetermined random number values stored in the main ROM 82 (compared with the symbol random number) the symbol random number acquired together with the jackpot random number matches.

[0066] On the other hand, when the main CPU 81 determines not to execute a jackpot game based on the fact that the obtained jackpot random number does not match the winning value, it determines whether to perform a reach-with effect or a reach-without effect based on whether the reach random number obtained together with the jackpot random number matches a predetermined random number value stored in the main ROM 82 (to be compared with the reach random number). Also, 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 obtained together with the jackpot random number in both cases: when it determines to execute a jackpot game based on the obtained jackpot random number and when it determines 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. When a game ball wins in the first start port 21 (or the second start port 22), and the main CPU 81 obtains the variation pattern random number together with the jackpot random number, the main CPU 81 reads out the variation pattern associated with the same random number value as the obtained variation pattern random number from the above variation pattern selection table to select the variation pattern of the special symbol. In this way, when one variation pattern of the special symbol is selected, the variation time of the special symbol is determined.

[0067] The variable pattern selection table includes a jackpot variable pattern selection table, a reach loss variable pattern selection table, and a non-reach loss variable pattern selection table. When the main CPU 81 determines to execute a jackpot game, it refers to the jackpot variable pattern selection table and reads out a variable pattern associated with the same random number value as the acquired variable pattern random number from this jackpot variable pattern selection table, thereby selecting a variable pattern for one of the special symbols. Also, when the main CPU 81 determines not to execute a jackpot game and decides to perform a reach effect, it refers to the reach loss variable pattern selection table and reads out a variable pattern associated with the same random number value as the acquired variable pattern random number from this reach loss variable pattern selection table, thereby selecting a variable pattern for one of the special symbols. Further, when the main CPU 81 determines not to execute a jackpot game and decides to perform a non-reach effect, it refers to the non-reach loss variable pattern selection table and reads out a variable pattern associated with the same random number value as the acquired variable pattern random number from this non-reach loss variable pattern selection table, thereby selecting a variable pattern for one of the special symbols.

[0068] Although detailed explanations regarding each variable pattern selection table are omitted, when it is determined to execute a jackpot game, there is a tendency that a variable pattern with a long variable time is more likely to be selected and a variable pattern with a short variable time is less likely to be selected. Also, when it is determined not to execute a jackpot game and it is decided to perform a reach effect, compared with the case where it is determined to execute a jackpot game, there is a tendency that a variable pattern with a long variable time is less likely to be selected and a variable pattern with a short variable time is more likely to be selected. Note that when it is determined not to execute a jackpot game and it is decided to perform a non-reach effect, since no reach effect is executed, a variable pattern with an even shorter variable time will be selected.

[0069] From these facts, it can be said that the longer the variation time of the special symbol, the easier it is to execute a winning notification effect (an effect for notifying a big win), and the shorter the variation time of the special symbol, the easier it is to execute a losing notification effect (an effect for notifying a loss). Although various reach effects and the like will be described in detail later, for example, when a reach effect that takes a relatively long time, such as developing from a normal reach to an SP reach and then to an SPSP reach, is performed, a winning notification effect is likely to be executed, and when the time required for a reach effect where only a normal reach is performed is relatively short, it can be said that a losing notification effect is likely to be executed. That is, it can be said that the reliability of a big win is higher when the win or loss is not notified by a normal reach effect, but when the win or loss is notified by developing from a normal reach to an SP reach or an SPSP reach, or when developing from a normal reach to an SPSP reach via an SP reach (or directly without passing through an SP reach).

[0070] As described above, when the main CPU 81 determines that a big win game is to be executed, it determines the type of big win based on the symbol random number acquired together with the big win random number and the like. Then, in the first special symbol display 41 (or the second special symbol display 42), after variably displaying the first special symbol (or the second special symbol) in the variation pattern selected based on the variation pattern random number, the big win symbol corresponding to the determined type of big win is stopped and displayed. Thereafter, according to the determined type of big win, the opening and closing (operation of the opening and closing member 27) of the first big winning port 26 is controlled via the first big winning port solenoid 262, the opening and closing (operation of the opening and closing member 29) of the second big winning port 28 is controlled via the second big winning port solenoid 282, and the opening and closing (operation of the slide member 285) of the V winning port 287 is controlled via the V winning port solenoid 286, thereby executing a big win game corresponding to the type of big win.

[0071] In addition, when a detection signal from the gate sensor 251 is input, the main CPU 81 acquires a random number (normal symbol random number), and performs a normal symbol determination using the acquired normal symbol random number. When it is determined as a result of this normal symbol determination that the second start port 22 is to be opened, an auxiliary game for opening the second start port 22 is executed by controlling the opening and closing (operation of the opening and closing member 23) of the second start port 22 via the second start port solenoid 222.

[0072] In addition, a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol hold display 44, a second special symbol hold display 45, a normal symbol hold display 46, a round display 47, a game state display 48, and a firing direction display 49 are connected to the main control board 80. The main CPU 81 controls these displays 41 to 49 that constitute the main display 40, and causes the above-described display process to be executed based on FIG. 3.

[0073] <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 arithmetic processing when controlling the effects based on the program stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area for temporarily storing various data used when the sub-CPU 91 executes the above program and a work area for data processing and the like. The RTC 94 measures the current date and time (date and time).

[0074] A first effect button detection sensor 96 and a second effect button detection sensor 97 are connected to the sub-control board 90. When the first effect button 35 (see FIG. 1) is operated, the first effect button detection sensor 96 outputs operation information (operation signal) indicating that fact to the sub-control board 90. When the second effect button 36 (see FIG. 1) is operated, the second effect button detection sensor 97 outputs operation information (operation signal) indicating that fact to the sub-control board 90.

[0075] The sub-CPU 91 sets the production content based on game information related to special symbol determination, normal symbol determination, big win games, etc., transmitted from the main control board 80. At this time, it may also accept the input of operation information from the first production button 35 and the second production button 36, and set the production content according to the operation information. The sub-CPU 91 transmits a command instructing the execution of the production of the set production content to the image and sound control board 100 and the lamp control board 120.

[0076] <Configuration example of the image and sound control board 100> The image and sound control board 100 controls the image display by the image display device 7 and the output of production sounds by the speaker 38. In this embodiment, this image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.

[0077] The control ROM 102 is composed of a mask ROM and stores various tables such as the control program of the image and sound control CPU 101, a display list generation program for generating a display list, and a display list creation table used for the process of creating a display list. Here, the display list is composed of a group of commands for instructing the execution of drawing in frame units, and includes various parameters such as the type of image to be drawn, the position (coordinates) where the image is drawn, the display priority, the display magnification, the rotation angle, and the transmittance. The control RAM 103 is used as a storage area for temporarily storing various data used when the image and sound control CPU 101 executes the above control program and a work area for data processing and the like.

[0078] The image and audio control CPU 101 gives an instruction to the VDP 104 to display the image data stored in the CGROM 105 on the image display device 7 based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly carried out by outputting a display list. Also, the image and audio control CPU 101 gives an instruction to the audio DSP 107 to output the audio data stored in the audio ROM 108 from the speaker 38.

[0079] The CGROM 105 stores the effect data necessary to execute effect displays associated with the variable display of special symbols and effects associated with jackpot games. This CGROM 105 is composed of a flash memory, EEPROM, EPROM, 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 (for example, 32×32 pixels), movie data consisting of a collection of a plurality of image data, etc. Note that the pixel information is composed of color number information that designates a color number for each pixel and an α value indicating the transparency of the image. Also, the CGROM 105 stores palette data, etc., in which the color number information that designates a color number and the display color information for actually displaying the color are associated without compression.

[0080] Note that only a part of the image data stored in the CGROM 105 may be compressed. Also, as a compression method for movie data, various known compression methods such as MPEG4 can be used.

[0081] The VRAM 106 is composed of SRAM that can write and read image data at high speed, and although not shown in the figure, it is configured to have a display list storage area, a decompression storage area, a frame buffer, etc.

[0082] The display list storage area temporarily stores the display list output from the video and audio control CPU 101. The decompression storage area stores the decompressed image data after being read from the CGROM 105. The frame buffer is a frame buffer that is also used for drawing and displaying the image data to be displayed on the display screen 70.

[0083] The VDP 104 decompresses the image data stored in the CGROM 105 in a compressed state and stores the decompressed image data in the decompression storage area. Also, the VDP 104 performs a drawing process on the frame buffer using the image data stored in the decompression storage area based on the display list stored in the display list storage area. Further, the VDP 104 generates an RGB signal as a video signal indicating the color of the image from the image data stored in the frame buffer and outputs the generated RGB signal to the image display device 7.

[0084] An audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voices, 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 the audio data corresponding to the instruction from the image and audio control CPU 101 from the audio ROM 108 to the SDRAM 109, executes data processing, and outputs the audio data after data processing to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume according to the instruction regarding 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.

[0085] 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. However, in other embodiments, a configuration in which the VDP is responsible for both drawing management and sound management may be adopted. In this case, it is not necessary to separately provide an audio DSP.

[0086] <Configuration example of the lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to a frame lamp 37, a panel lamp 5, a movable decorative member 14, an effect display 125, an effect first special figure hold display 126, and an effect second special figure hold display 127. The lamp ROM 122 stores programs, light emission pattern data, operation pattern data, etc. to be executed by the lamp CPU 121. Here, the light emission pattern data is data indicating the respective light emission patterns of LEDs etc. built in the frame lamp 37, the panel lamp 5, and the movable decorative member 14. The operation pattern data is data indicating the operation patterns of the movable decorative member 14 etc.

[0087] Based on the program stored in the lamp ROM 122, the lamp CPU 121 performs arithmetic processing when controlling the operations of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the effect display 125, the effect first special figure hold display 126, the effect second special figure hold display 127, etc.

[0088] The lamp CPU 121 reads out from the light emission pattern data stored in the lamp ROM 122 the light emission pattern data corresponding to the command received from the sub-control board 90, and stores it in the lamp RAM 123, and controls the light emission of the LEDs built in the frame lamp 37, the panel lamp 5, and the movable decorative member 14. Also, the lamp CPU 121 reads out from the operation pattern data stored in the lamp ROM 122 the operation pattern data corresponding to the command received from the sub-control board 90, and stores it in the lamp RAM 123, and controls the driving of the motor that operates the movable decorative member 14.

[0089] Also, the lamp CPU 121 controls the variable display and stop display of the symbols on the effect display 125 based on the command from the sub-control board 90. Also, the lamp CPU 121 controls the display of the number of holds related to the first special symbol determination by the effect first special figure hold display 126 and the display of the number of holds related to the second special symbol determination by the effect second special figure hold display 127 based on the command from the sub-control board 90.

[0090] [Regarding the gaming state] Next, the gaming state of the gaming machine 1 will be described. In the gaming machine 1 of the present embodiment, the game is controlled in any one of three gaming states: the "normal gaming state", the "probability-variable gaming state", and the "time-reduced gaming state".

[0091] The "normal gaming state" is a gaming state in which special symbol determination is performed in a low-probability state where the probability of determining to execute a big win game is relatively low, and a support function (a function called "electric support" or the like) that supports the winning of game balls into the second start port 22 is not provided. In the normal gaming state, the probability of determining to execute a big win game by special symbol determination is set to a relatively low probability (for example, 1 / 210) (see Fig. 6(A)). Also, the probability of determining to open the second start port 22 by normal symbol determination is set to a relatively low probability (for example, 1 / 11), the variation time of the normal symbol is set to a relatively long time (for example, 20 seconds), and the opening time of the second start port 22 when it is determined to open the second start port 22 is set to a relatively short time (for example, 0.1 second × 1 time).

[0092] The "probability-variable gaming state" is a gaming state in which special symbol determination is performed in a high-probability state where the probability of determining to execute a big win game is relatively high, and the above support function is provided. That is, in the probability-variable gaming state, the probability of determining to execute a big win game by special symbol determination is set to a relatively high probability (for example, 1 / 60) (see Fig. 6(A)). Also, the probability of determining to open the second start port 22 by normal symbol determination is set to a relatively high probability (for example, 11 / 11), the variation 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 port 22 when it is determined to open the second start port 22 is set to a relatively long time (for example, 1.5 seconds × 3 times).

[0093] The "time-saving game state" is a game state in which special symbol determination is performed in the above-described low-probability state and the electric-chute support function is provided. That is, in the time-saving game state, the probability of being determined to execute a big win game by special symbol determination is set to a relatively low probability (for example, 1 / 210). Also, the probability of being determined to open the second start port 12 by normal symbol determination is set to a relatively high probability (for example, 11 / 11), the variation time of the normal symbol is set to a relatively short time (for example, 1.5 seconds), and when it is determined to open the second start port 12, the opening time of the second start port 12 is set to a relatively long time (for example, 1.5 seconds × 3 times).

[0094] When comparing these game states with respect to the variation time of the special symbol, the variation time of the special symbol in the "normal game state" is relatively short compared to that in the "probability-variable game state" and the "time-saving game state". It should be noted that the probability of being determined to execute a special game (big win probability), the probability of being determined to open the second start port 22 (winning probability of normal symbol determination), the variation time of the normal symbol, and the opening time of the second start port 22 shown in the description of each game state are merely examples, and it goes without saying that other probabilities and times may be used.

[0095] In the following description, a state in which it is easy for a game ball to win in the second start port 22 due to the provision of the above support function is called a "high base state", and a state in which it is difficult for a game ball to win in the second start port 22 due to the non-provision of the support function is called a "low base state". In this embodiment, the "normal game state" corresponds to the low base state, and the "probability-variable game state" and the "time-saving game state" correspond to the high base state.

[0096] [Game flow] The game balls hit by the player to the right do not win the first start port 21, but may win the second start port 22. However, when in the low base state, it is difficult for the second start port 22 to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in the low base state (in this embodiment, the "normal game state" corresponds to this), the player will play the game by hitting the ball to the left aiming at the first start port 21.

[0097] When a game ball hit to the left in the normal game state wins the first start port 21, the first special symbol determination is executed, and after the first special symbol is variably displayed, a big win symbol or a losing symbol is stopped and displayed as the first special symbol indicating the determination result of the first special symbol determination.

[0098] Here, when the losing symbol is stopped and displayed, no big win game is carried out and the game state does not change. On the other hand, when the big win symbol is stopped and displayed as the first special symbol, a big win game is executed in which a round game is carried out a predetermined number of times according to the big win symbol. After the big win game ends, the game will be controlled in the "probability variable game state" or the "time-saving game state".

[0099] Note that when the game state shifts to the "probability variable game state" or the "time-saving game state" when the big win game ends, that is, when shifting from the low base state to the high base state, by the above support function that facilitates the winning of the game ball into the second start port 22, the second start port 22 is more likely to be won by the game ball than the first start port 21. For this reason, when the game is controlled in the high base state, the player will play the game by hitting the ball to the right aiming at the second start port 22. Also, when both the right to the first special symbol determination and the right to the second special symbol determination are reserved, the second special symbol determination is executed with priority over the first special symbol determination. For this reason, when the game is controlled in the probability variable game state or the time-saving game state, basically, the second special symbol determination is carried out.

[0100] When the jackpot symbol stops and is displayed as the second special symbol in the probability-variable game state or the time-limit game state, after the jackpot game ends, the game is basically controlled in the probability-variable game state, but it may also be controlled in the time-limit game state. On the other hand, if a jackpot cannot be won in the probability-variable game state or the time-limit game state, the game state will return from the probability-variable game state (or the time-limit game state) to the normal game state.

[0101] [Regarding the special symbol determination using random numbers] Next, with reference to FIG. 6, the determination process using the jackpot random number and the symbol random number will be described. Here, FIG. 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. In the explanatory diagrams of each random number illustrated after FIG. 6, for ease of explanation, the range within which the random number can take values is set to be smaller than the actual range. In the gaming machine 1, when a game ball passes through the first start port 21 (or the second start port 22), acquisition information such as a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number is acquired.

[0102] [Processing based on the jackpot random number] The jackpot random number illustrated in FIG. 6(A) is a random number used for the jackpot determination process (step S308 in FIG. 45) to determine whether to execute the jackpot game. For each of the low-probability state where the probability of determining to execute the jackpot game is relatively low and the high-probability state where the probability of determining to execute the jackpot game is relatively high, they are set individually.

[0103] In this embodiment, four winning values are stored in the main ROM 82 for the low-probability state. When the game is being controlled in the low-probability state (in this embodiment, the "normal game state" and the "time-limited game state" correspond to this), if the acquired jackpot random number matches any of these four winning values, it is determined to execute a jackpot game. Also, for the high-probability state (in this embodiment, the "probability-variable game state" corresponds to this), 14 winning values are stored in the main ROM 82. When the game is being controlled in the high-probability state, if the acquired jackpot random number matches any of these 14 winning values, it is determined to execute a jackpot game.

[0104] Note that 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).

[0105] <Processing Based on Symbol Random Numbers> When the main CPU 81 determines to execute a jackpot game, based on which of the random number values preset for each type of jackpot the symbol random number acquired together with the jackpot random number used for that determination matches, the type of jackpot is determined. In other words, 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 is selected.

[0106] (Types of Jackpots Related to First Special Symbol Determination) As illustrated in Fig. 6(B), in this embodiment, when a game ball wins in the first start port 21 during the normal game state, two types of jackpots that can be won are prepared: "3R Probability-Variable A" and "3R Normal".

[0107] Here, "3R Certain Variable A" (see Fig. 6(B)) is a jackpot game composed of a total of three long-opening round games, including one long-opening round game (the round game in the first round) that long-opens the second major winning opening 28 in response to the major winning symbol X1 being stopped and displayed on the first special symbol display 41, and two long-opening round games (the round games in the second to third rounds) that long-open the first major winning opening 26. When the jackpot corresponding to "3R Certain Variable A" is won, in the round game of the first round, both the second major winning opening 28 and the V winning opening 287 are long-opened. Therefore, the player can simply hit the ball to the right to pass the game ball through the V winning opening 287. If even one game ball is detected by the V winning opening sensor 283 during the round game of the first round, the game will be controlled in the "certain variable game state" after the jackpot game ends. In this embodiment, after the jackpot game related to "3R Certain Variable A" ends, the number of times (the ST number of times in Fig. 6(B)) that 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 "certain variable game state" is set to 100 times. If no jackpot is determined during the process, the certain variable game state will continue until 100 special symbol determinations are executed. If all 100 special symbol determinations are losses, then 100 short-time games will be awarded thereafter. Here, the "short-time game" means a game including the second special symbol determination (or the first special symbol determination) executed in the "short-time game state" and the variable display of the second special symbol (or the first special symbol) executed in response to the special symbol determination.

[0108] When winning the "3R Certain Variable A", in the round game of the first round, both the second major winning opening 28 and the V winning opening 287 are long-opened. Therefore, the player can simply hit the ball to the right to pass the game ball through the V winning opening 287. If even one game ball is detected by the V winning opening sensor 283 during the round game of the first round, the game will be controlled in the "certain variable game state" after the jackpot game ends.

[0109] In this embodiment, after the jackpot game related to "3R Certain Variable A" ends, the number of times (the ST number of times in Fig. 6(B)) that 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 "certain variable game state" is set to 100 times. If no jackpot is determined during the process, the certain variable game state will continue until 100 special symbol determinations are executed. If all 100 special symbol determinations are losses, then 100 short-time games will be awarded thereafter. Here, the "short-time game" means a game including the second special symbol determination (or the first special symbol determination) executed in the "short-time game state" and the variable display of the second special symbol (or the first special symbol) executed in response to the special symbol determination.

[0110] On the one hand, "3R Normal" (see Fig. 6(B)) is a jackpot game composed of a total of three rounds of game play, including one short-opening round game (the round game in the first round) that short-opens the second major winning opening 28 in response to the stop display of the jackpot symbol X2 on the first special symbol display 41, and two long-opening round games (the round games in the second to third rounds) that long-open the first major winning opening 26. When winning this "3R Normal", in the round game of the first round, basically no game balls win the second major winning opening 28, so no prize balls are paid out. Therefore, when winning "3R Normal", since the number of long-opening round games executed during the jackpot game is two, it can be said that "3R Normal" is a jackpot with a virtual two-round play.

[0111] When winning this "3R Normal", as the round game of the first round, a short-opening round game that short-opens the second major winning opening 28 is executed. Therefore, no game balls win the V prize during the jackpot game related to 3R Normal, and after the end of the jackpot game related to "3R Normal", 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 "3R Normal" is set to 100. When the jackpot game is executed in response to the stop display of the jackpot symbol X2 (notifying winning of "3R Normal") on the first special symbol display 41, if it is not determined as a jackpot midway, the game is controlled in the time-saving game state until 100 second special symbol determinations (or first special symbol determinations) are executed after the end of the jackpot game.

[0112] Thus, "3R Certain Variable A" is a jackpot with an ST count of "100" and a time-saving count (the number of time-saving games) of "100", while "3R Normal" is a jackpot with an ST count of "0" and a time-saving count of "100" (see Fig. 6(B)).

[0113] Incidentally, although the winning of "3R Probability Variation A" allows the player to obtain the right to have the game controlled in the "probability variation game state" after the jackpot game ends, for example, due to a ball jam in the game area 3 or the like, it is conceivable that a situation may occur where no game ball is detected by the V winning port sensor 283 during the round game of the first round. Therefore, in the gaming machine 1 of the present embodiment, even when such a situation occurs, in order to enable the player to easily aim for a jackpot after the jackpot game ends, if no game ball wins at the V winning port during the round game of the first round related to "3R Probability Variation A", 100 short-time games are given after the jackpot game ends. That is, the same game control as after the end of the jackpot game related to "3R Normal" is performed.

[0114] In the present embodiment, when the determination result of the first special symbol determination in the normal game state is a jackpot, the random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as illustrated in FIG. 6(B), 50 random number values are stored for "3R Probability Variation A", and 50 random number values are stored for "3R Normal".

[0115] In the present embodiment, the range of possible symbol random numbers is set to 100 from "0" to "99". When it is determined to be a jackpot based on the jackpot random number obtained in response to a game ball winning at the first start port 21, as the type of the jackpot related to the first special symbol determination, "3R Probability Variation A" is selected at a rate of 50% (=50 / 100×100), and "3R Normal" is also selected at the same rate of 50% (=50 / 100×100) (see FIG. 6(B)).

[0116] Therefore, when the determination result of the first special symbol determination is a jackpot, the probability that the jackpot symbol X1 indicating "3R Probability Variation A" stops and is displayed on the first special symbol display 41, and the probability that the jackpot symbol X2 indicating "3R Normal" stops and is displayed on the first special symbol display 41 are both 50%.

[0117] Thus, when the result of the first special symbol determination in the normal game state is "3R sure change A" or "3R normal", in both cases, since it becomes the high base state after the jackpot game ends, the player will play a game by hitting the right aiming at gate 25 and the second start port 22.

[0118] (Type of jackpot related to the second special symbol determination) As illustrated in FIG. 6(C), as the types of jackpots related to the second special symbol determination executed in response to a game ball winning in the second start port 22, four types, namely "10R sure change A", "10R sure change B", "3R sure change B", and "3R sure change C", are prepared.

[0119] Here, "10R sure change A" (see FIG. 6(C)) is a jackpot game composed of a total of 10 long-opening round games, including one long-opening round game (the first-round round game) in which the second big winning port 28 (and the V winning port 287) is opened wide for a long time in response to the big winning symbol Y1 stopping and being displayed on the second special symbol display 42, and nine long-opening round games (the second-round to tenth-round round games) in which the first big winning port 26 is opened wide for a long time.

[0120] "10R sure change B" (see FIG. 6(C)) is a jackpot game composed of a total of 10 long-opening round games, including one long-opening round game (the first-round round game) in which the second big winning port 28 (and the V winning port 287) is opened wide for a long time in response to the big winning symbol Y2 stopping and being displayed on the second special symbol display 42, similar to the case of winning "10R sure change A", and nine long-opening round games (the second-round to tenth-round round games) in which the first big winning port 26 is opened wide for a long time.

[0121] On the one hand, when winning the "3R Sure Change B", the big win symbol Y3 is stopped and displayed on the second special symbol display 42. When winning the "3R Sure Change C", the big win symbol Y4 is stopped and displayed on the second special symbol display 42 (see Fig. 6(C)). In addition, when winning the "3R Sure Change B" or "3R Sure Change C", similar to the case of winning the "3R Sure Change A" (see Fig. 6(B)), one long opening round game (the first round game) that long opens the second big winning opening 28 (and the V winning opening 287), and two long opening round games (the second to third round games) that long open the first big winning opening 26 are executed, for a total of three long opening round games.

[0122] In this way, when winning the "10R Sure Change A", the "10R Sure Change B", the "3R Sure Change B", or the "3R Sure Change C", in any case, both the second big winning opening 28 and the V winning opening 287 are long opened during the first round game. Therefore, if the player makes a right bet during the first round game related to these big wins, they can easily obtain the right to play the game in the "Sure Change Game State" after the end of the big win game.

[0123] Regarding these four types of big wins related to the second special symbol determination, the above-mentioned ST times and short time times are set as follows. That is, for the "10R Sure Change A" and the "3R Sure Change B", both the ST times and the short time times are set to "100". Also, for the "10R Sure Change B" and the "3R Sure Change C", the ST times are set to "100" and the short time times are set to "0". Therefore, when winning the "10R Sure Change B" or the "3R Sure Change C", if all 100 special symbol determinations after the end of the big win game are losses, the game state returns to the "Normal Game State", while when winning the "10R Sure Change A" or the "3R Sure Change B", if all 100 special symbol determinations after the end of the big win game are losses, the game state will shift from the "Sure Change Game State" to the "Short Time Game State".

[0124] Therefore, it can be said that the probability of a player winning a jackpot in the high-base state is higher when winning the "10R Probability Variation A" or "3R Probability Variation B" than when winning the "10R Probability Variation B" or "3R Probability Variation C".

[0125] In this embodiment, the random number values for determining the type of jackpot when the determination result of the second special symbol determination is a jackpot are stored in the main ROM 82. Specifically, as illustrated in FIG. 6(C), 30 random number values are stored for "10 Probability Variation A", 45 random number values are stored for "10R Probability Variation B", 10 random number values are stored for "3 Probability Variation B", and 15 random number values are stored for "3 Probability Variation C".

[0126] In this embodiment, as described above, the range of possible values of the symbol random number is set to 100 values from "0" to "99". When it is determined to be a jackpot based on the jackpot random number obtained in response to a game ball winning the second start port 21, as the type of jackpot related to the second special symbol determination, "10R Probability Variation A" is selected at a rate of 30% (=30 / 100×100), "10R Probability Variation B" is selected at a rate of 45% (=45 / 100×100), "3R Probability Variation B" is selected at a rate of 10% (=10 / 100×100), and "3R Probability Variation C" is selected at a rate of 15% (=15 / 100×100) (see FIG. 6(C)).

[0127] Therefore, when the determination result of the second special symbol determination is a jackpot, the probability that the jackpot symbol Y1 indicating "10R Probability Variation A" stops and is displayed on the second special symbol display 42 is 30%, the probability that the jackpot symbol Y2 indicating "10R Probability Variation B" stops and is displayed on the second special symbol display 42 is 45%, the probability that the jackpot symbol Y3 indicating "3R Probability Variation B" stops and is displayed on the second special symbol display 42 is 10%, and the probability that the jackpot symbol Y4 indicating "3R Probability Variation C" stops and is displayed on the second special symbol display 42 is 15%.

[0128] <Processing Based on Reach Random Number> When the main CPU 81 determines not to execute a big win game, based on whether the reach random number obtained together with the big win random number used for that determination matches either the random number value corresponding to the reach-with-effect presentation or the random number value corresponding to the reach-without-effect presentation, it decides whether to perform a reach-with-effect presentation or a reach-without-effect presentation.

[0129] Although not shown in the figure, in this embodiment, in the main ROM 82, 10 random number values are stored for the reach-with-effect presentation, and when the obtained reach random number matches any of these 10 random number values, the main CPU 81 decides to perform a reach-with-effect presentation. Also, 90 random number values are stored for the reach-without-effect presentation, and when the obtained reach random number matches any of these 90 random number values, the main CPU 81 decides to perform a reach-without-effect presentation. In this embodiment, the range of possible reach random numbers is set from "0" to "99", and when it is determined not to execute a big win game, the ratio at which a reach presentation is performed is 10% (=10 / 100×100), and the ratio at which a reach presentation is not performed (the ratio at which a reach-without-effect presentation is performed) is 90% (=90 / 100×100).

[0130] When the main CPU 81 decides to perform a reach-with-effect presentation, as the variation pattern of the special symbol, it selects a variation pattern that will cause the sub-control board 90 to select the variation presentation pattern of the presentation symbol accompanied by the reach presentation. Conversely, when it decides to perform a reach-without-effect presentation, as the variation pattern of the special symbol, it selects a variation pattern that will cause the sub-control board 90 to select the variation presentation pattern of the presentation symbol not accompanied by the reach presentation.

[0131] [Regarding the game flow] Next, while referring to FIG. 7, the flow of the game will be described. Here, FIG. 7 is an explanatory diagram for explaining the flow of the game in the gaming machine 1. Due to the layout of the game board 2, a game ball launched into the left gaming area 3L can win at the first start port 21, while a game ball launched into the right gaming area 3R cannot win at the first start port 21. Also, during the normal game state, it is difficult for the second start port 22 to be in an open state, and even if it is in an open state, the opening time of the second start port 22 is extremely short, and the possibility of a game ball winning at the second start port 22 is extremely low. Therefore, there is no merit in the player hitting the ball to the right during the normal game state. As is clear from these facts, the normal game state is a left-advantageous state where it is easier to win a jackpot (it is easier to execute the special symbol determination) by launching the game ball into the left gaming area 3L than into the right gaming area 3R. For this reason, the player hits the ball to the left during the normal game state.

[0132] When a game ball hit to the left during the normal game state wins at the first start port 21, the first special symbol determination is executed, and on the first special symbol display 41, after the first special symbol is variably displayed, the first special symbol indicating the determination result of the first special symbol determination is stopped and displayed. Here, when the determination result of the first special symbol determination is "loss", a loss symbol is stopped and displayed as the first special symbol. On the other hand, when the determination result of the first special symbol determination is "jackpot", as the jackpot symbol, any one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed, and a jackpot game corresponding to the stopped jackpot symbol is executed. These jackpot games are as described above based on FIG. 6(B).

[0133] When the determination result of the first special symbol determination in the normal game state is "jackpot", there are a case where a jackpot symbol (jackpot symbol X1: see FIG. 6(B)) for notifying a certain-variable jackpot is stopped and displayed (see FIG. 7(A)), and a case where a jackpot symbol (jackpot symbol X2: see FIG. 6(B)) for notifying a normal jackpot is stopped and displayed (see FIG. 7(D)).

[0134] Here, when the jackpot symbol X1 that notifies a probability-variable jackpot stops and is displayed, the jackpot game described above is executed based on FIG. 6(B). When this jackpot game is executed, on the condition that a game ball wins at the V winning opening 287 during the long-opening round game (during the first-round game) in which the second large winning opening 28 and the V winning opening 287 are opened for a long time, after the jackpot game ends, the game is controlled in a probability-variable game state (see FIG. 7(B)). As described above, this probability-variable game state continues until 100 special symbol determinations (and variable displays of special symbols) are made, provided that it is not determined to be a jackpot midway. On the other hand, even though the jackpot game including the above long-opening round game is executed, for example, if the game ball does not win at the V winning opening due to a ball jam in the game area 3, etc., after the jackpot game ends, the game is controlled in a time-shortening game state that can continue until 100 second special symbol determinations (or first special symbol determinations) are executed (see FIG. 7(C)).

[0135] Here, in the probability-variable game state, the winning probability of the normal symbol determination, which is performed on the condition that the game ball has passed through the gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of the second start opening 22 when winning the normal symbol determination is set to a relatively long time (1.5 seconds × 3 times in this embodiment). For this reason, the probability-variable game state is a right-side advantageous state where it is easier to win a jackpot (easier to execute the special symbol determination) by hitting the game ball into the right game area 3R than into the left game area 3L. Therefore, when the game is controlled in the probability-variable game state, the player makes a right-handed shot. This is the same when the game is controlled in the time-shortening game state, which is a high-base state similar to the probability-variable game state.

[0136] When a game ball hit to the right wins a prize at the second start port 22 while the game is being controlled in the variable probability game state, a second special symbol determination is executed. On the second special symbol display 42, after the second special symbol is variably displayed, the second special symbol indicating the determination result of the second special symbol determination is stopped and displayed. Here, when the determination result of the second special symbol determination is "loss", a loss symbol is stopped and displayed as the second special symbol. On the other hand, when the determination result of the second special symbol determination is "big win", one of the big win symbols Y1 to Y4 (see FIG. 6(C)) is stopped and displayed as the big win symbol of the variable probability big win (see FIG. 7(F)), and a big win game corresponding to the stopped big win symbol is executed. Here, when a game ball wins a prize at V during the big win game, the game is controlled again in the variable probability game state after the big win game ends (see FIG. 7(B)). When a game ball does not win a prize at V during the big win game, the game is controlled in the time-saving game state after the big win game ends (see FIG. 7(C)).

[0137] Also, when a game ball hit to the right wins a prize at the second start port 22 while the game is being controlled in the time-saving game state, a second special symbol determination is executed. On the second special symbol display 42, after the second special symbol is variably displayed, the second special symbol indicating the determination result of the second special symbol determination is stopped and displayed. Here, when the determination result of the second special symbol determination is "loss", a loss symbol is stopped and displayed as the second special symbol. On the other hand, when the determination result of the second special symbol determination is "big win", one of the big win symbols Y1 to Y4 (see FIG. 6(C)) is stopped and displayed as the big win symbol of the variable probability big win (see FIG. 7(I)), and a big win game corresponding to the stopped big win symbol is executed. Here, when a game ball wins a prize at V during the big win game, the game is controlled in the variable probability game state after the big win game ends (see FIG. 7(J)). When a game ball does not win a prize at V during the big win game, the game is controlled again in the time-saving game state after the big win game ends (see FIG. 7(K)).

[0138] In addition, when no jackpot is determined even once during the short-time game state that continues until 100 special symbol determinations (and variable displays of special symbols) are made, the game state will return from the short-time game state to the normal game state (see Fig. 7(L)).

[0139] Also, as described above based on Fig. 6(C), for the jackpots related to the second special symbol determination, there are provided "10R probability variation A" and "3R probability variation B" in which 100 short-time games are also given after 100 probability variation games, and "10R probability variation B" and "3R probability variation C" in which no short-time game is given after 100 probability variation games. Therefore, when shifting to the probability variation game state with the end of the jackpot game related to "10R probability variation A" or "3R probability variation B", if no jackpot is determined even once until 100 special symbol determinations (and variable displays of special symbols) are made, it will shift to the short-time game state that continues until 100 short-time games are played (see Fig. 7(H)). On the other hand, when shifting to the probability variation game state with the end of the jackpot game related to "10R probability variation B" or "3R probability variation C", if no jackpot is determined even once until 100 special symbol determinations (and variable displays of special symbols) are made, the game state will return from the probability variation game state to the normal game state (see Fig. 7(G)).

[0140] [Regarding Variable Effects] In the gaming machine 1 of the present embodiment, various effects are performed on the display screen 70 as the first special symbol (or the second special symbol) is variably displayed and then stopped and displayed. Here, the variable effects performed on the display screen 70 accompanying the variable display of the first special symbol will be described.

[0141] In the gaming machine 1, when a game ball wins the first start port 21 and the first special symbol determination is executed, on the first special symbol display 41, after the first special symbol is variably displayed, the first special symbol indicating the determination result of the first special symbol determination is stopped and displayed. On the display screen 70, there is provided an effect symbol display area 73 (see FIG. 2) for displaying an effect symbol for notifying the determination result of the first special symbol determination (or the second special symbol determination). On the display screen 70, along with the variable display of the first special symbol, a variable effect including the variable display of the effect symbol is performed (see FIG. 2). Then, when the first special symbol is variably displayed for a variable time corresponding to the variable pattern selected when the first special symbol determination is executed, as the first special symbol is stopped and displayed, the effect symbol is stopped and displayed in a manner indicating the determination result of the first special symbol determination.

[0142] During the variable display of such an effect symbol, a so-called reach effect may be performed. Specifically, in the effect symbol display area 73 of the display screen 70, for example, a part of a symbol row of an effect symbol in which numbers from 1 to 9 are continuously written vertically from bottom to top is displayed in three columns horizontally. When the variable display of the first special symbol is started, these symbol rows are variably displayed (scrolled) so as to scroll from top to bottom (see, for example, FIG. 9(B)). On the other hand, when the reach effect is performed, prior to the complete stop display of all the effect symbols, first, for example, the effect symbols in the left column (left symbol) and the effect symbols in the right column (right symbol) are pseudo-stopped in order or simultaneously so as not to completely stop. FIG. 2 illustrates a state in which three symbols are pseudo-stopped as the left symbol and three symbols are also pseudo-stopped as the right symbol, and the symbol row in the middle column continues the scroll display. Note that pseudo-stop is an effect in which the effect symbol is swayed in place with almost no movement. In the following description, when distinguishing from a full stop (sometimes simply referred to as "stop display") in which the effect symbol is completely stationary, it may be referred to as pseudo-stop.

[0143] When the same effect symbol appears as the left symbol handle and the right symbol handle and pseudo-stops on the active line, a reach is established, and a reach effect is performed to make the player expect three of the same effect symbols to appear. As this reach effect, with the reach symbols (left symbol handle and right symbol handle) in a pseudo-stopped state, the effect symbols (center symbols) that make up the symbol column in the middle row are scrolled slowly enough for the player to identify, and finally, a center symbol that is common to the reach symbols or a center symbol different from the reach symbols is stopped on the active line to announce a win or loss. This is an example of such an effect.

[0144] Although detailed explanations are omitted, in addition to the effect symbols, other display objects such as characters and items are used in such reach effects. Also, in the following explanations, in the variable effect in which the reach effect is performed, the effect performed until the reach is established may be referred to as the "pre-reach effect".

[0145] Regarding the types of reach effects, which will be described in detail later, when the determination result of the first special symbol determination is "loss", three effect symbols indicating a loss in the reach (for example, "323") pseudo-stop to announce the loss, and as the first special symbol, the losing symbol stops and is displayed, and then these three effect symbols come to a complete stop. On the other hand, when the reach effect is not performed, three effect symbols indicating a scatter (for example, "629") pseudo-stop to announce the loss, and as the first special symbol, the losing symbol stops and is displayed, and then these three effect symbols come to a complete stop. Thus, when it is determined that a big win game is not executed, that is, when the determination result of the special symbol determination is "loss", a loss notification effect is executed in which three effect symbols indicating a loss in the reach or scatter are pseudo-stopped and then come to a complete stop to announce the loss (that a big win game is not executed).

[0146] When this loss notification effect is executed and a big win game is not executed, if the right to the first special symbol determination is reserved, after the first special symbol and the effect symbols are stopped and displayed for a predetermined fixed time (for example, 0.5 seconds), the reserved first special symbol determination is made, and the next variable display of the first special symbol corresponding to this determination is started.

[0147] On the one hand, when the determination result of the first special symbol determination is "big win", a reach effect is generally executed during the variable display of the first special symbol. As the three effect symbols showing a match (for example, "333") pseudo-stop to notify a big win, and as the big win symbol stops and is displayed as the first special symbol, these three effect symbols come to a complete stop. Thus, when it is determined that a big win game is to be executed, that is, when the determination result of the special symbol determination is "big win", a hit notification effect is executed to pseudo-stop the three effect symbols in a manner indicating a big win and then bring them to a complete stop to notify a big win (the execution of a big win game). When this hit notification effect is executed, a big win game is executed.

[0148] [Screen Configuration of Display Screen 70] FIG. 2 illustrates 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 hold icon display area 71, the icon display area 72, and an effect symbol display area 73 are formed on the display screen 70. As described above, the effect symbol display area 73 is a display area where the left symbol constituting the left symbol column, the middle symbol constituting the middle symbol column, and the right symbol constituting the right symbol column are displayed.

[0149] <Hold Icon Display Area 71> The hold icon display area 71 is a display area where a hold icon indicating that the first special symbol determination is on hold is displayed. In the gaming machine 1, when a game ball wins a prize in the first start port 21 in a situation where the special symbol determination and the variable display of the special symbol cannot be immediately started, 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 put on hold with a predetermined number (four in this embodiment) as the upper limit.

[0150] In this way, when the right to conduct the first special symbol determination is reserved, the same number of reservation icons as the number of reservations for the first special symbol determination indicated by the first special symbol reservation display 44 are displayed in the reservation icon display area 71. In FIG. 2, in order to suggest that the number of reservations for the first special symbol determination is "2", a state in which two reservation icons are displayed in the reservation icon display area 71 is illustrated.

[0151] In addition, when a reservation icon is displayed in the reservation icon display area 71 when a high-reliability reach effect such as an SPSP reach described later is being performed, not only is the display area used for the reach effect restricted, but the display of the reservation icon may reduce the interest of the reach effect. For this reason, in the gaming machine 1 of the present embodiment, while displaying the display object (in this embodiment, the pedestal of the reservation icon) and the reservation icon that constitute the reservation icon display area 71 during a normal reach or an SP reach, as the reach effect develops from a normal reach or an SP reach to an SPSP reach, the display object and the reservation icon that constitute the reservation icon display area 71 are erased from the display screen 70, and after the SPSP reach ends, a configuration is adopted in which the display object and the reservation icon that constitute the reservation icon display area 71 are displayed again.

[0152] Also, when the game is being controlled in the normal game state, basically no game balls win in the second start port 22. For this reason, in the normal game state, basically, the right to conduct the second special symbol determination is not reserved, and a reservation icon related to the second special symbol determination is not displayed on the display screen 70, nor is a display area for displaying this reservation icon formed.

[0153] <the said icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggestion image suggesting that the first special symbol is being variably displayed. The icon is displayed in the icon display area 72 along 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 stops being displayed. However, the erasure timing of 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 when the SPSP reach develops or during the middle of the SPSP reach, which will be described later.

[0154] Incidentally, when a game ball wins a prize in the first start port 21 in a state where the variable display of the special symbol is not being performed and the right to determine the special symbol is not reserved, the icon is displayed in the icon display area 72 along with the start of the variable display of the first special symbol. On the other hand, when the variable display of the symbol corresponding to the icon displayed in the icon display area 72 ends while the reserved icon is being displayed in the reserved icon display area 71, the first reserved icon (the reserved icon displayed at the position closest to the icon display area 72) displayed in the reserved icon display area 71 is determined. The first special symbol determination corresponding to is executed. Then, along with the start of the variable display of the first special symbol in response to the execution of this first special symbol determination, the first reserved icon shifts from the reserved icon display area 71 to the icon display area 72 and is displayed as a 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 attention to the icon displayed in the icon display area 72 rather than the reserved icon displayed in the reserved icon display area 71.

[0155] In addition, when other hold icons different from the above-described first hold icon are displayed in the hold icon display area 71, as the first hold icon shifts to the icon display area 72, in the hold icon display area 71, the other hold icons shift in the direction approaching the icon display area 72. As is clear from the description so far, in the gaming machine 1, since the icon corresponding to the hold icon displayed in the hold icon display area 71 may be displayed in the icon display area 72, in the following description, when the hold icon and the icon are not distinguished, these may be collectively referred to simply as "icons".

[0156] (Regarding icon change effects) Incidentally, the hold icon is usually displayed as a white hold icon (default hold icon). On the other hand, when a hold icon is displayed in the hold icon display area 71, an icon change effect may be performed in which the color of the hold icon changes. When this icon change effect is performed, the white hold icon changes to a hold icon in a color suggesting the jackpot reliability, such as blue, green, or red. The colors suggesting the jackpot reliability exemplified here are arranged in ascending order of the jackpot reliability from low to high. Red is likely to be selected when the determination result of the first special symbol determination corresponding to the red hold icon is "jackpot", or when the variation time of the special symbol is set to a relatively long time although it is a "loss". Green is likely to be selected when the special symbol becomes "jackpot" or "loss" and the variation time of the special symbol is set to a medium time. Blue is likely to be selected when it is a "loss" or when it is a "loss" and the variation time of the special symbol is set to a relatively short time. In the present embodiment, the jackpot reliability of the white hold icon is set to approximately 1%, the jackpot reliability of the blue hold icon is set to approximately 3%, the jackpot reliability of the green hold icon is set to approximately 15%, and the jackpot reliability of the red hold icon is set to approximately 45%.

[0157] Here, an example was described in which an icon change effect is performed where the display color of the hold icon changes only once when the hold icon is displayed in the hold icon display area 71. However, in the gaming machine 1 of the present embodiment, other icon change effects may also be performed. That is, for example, a white hold icon may change to a blue hold icon and then further change to a green hold icon while being displayed in the hold icon display area 71, and an icon change effect may be performed in which the display color of a single hold icon changes multiple times. Also, an icon change effect may be performed where the display color changes when a white hold icon that has shifted from the hold icon display area 71 to the icon display area 72 is displayed as that icon.

[0158] In addition, an icon change effect may be performed where the display color of the hold icon displayed in the hold icon display area 71 changes, and then, when that hold icon shifts to the icon display area 72 and is displayed as that icon, the display color changes. Also, an icon change effect may be performed where the hold icon is initially displayed in a display color other than white (for example, blue), or an icon change effect may be performed where the display color of a hold icon whose initial color is other than white is changed.

[0159] As described above, the gaming machine 1 of the present embodiment can display hold information indicating that the right to determine a special symbol is held on the display screen 70 and can change the display mode of that hold information. In the following description, a hold icon or the icon whose display color is other than white may be referred to as a "special icon" to distinguish it from a normal hold icon or the icon whose display color is white.

[0160] [Modification Example Regarding Display Control of Hold Information] Note that the display control of the pending information is not limited to that exemplified in this embodiment, and may be as follows. That is, in this embodiment, for the sake of convenience of explanation, the case where the display colors of the icons (the pending icon and the said icon) are four colors of white, blue, green, and red will be described as an example. However, in other embodiments, other colors such as gold, which suggests a higher hit reliability than red, or a rainbow color that is only selected when a "big hit" occurs may be prepared.

[0161] Also, in this embodiment, the case where an icon change effect for changing the display color of the icon (the pending icon or the said icon) is performed will be described as an example. However, the icon change effect is not limited to the effect exemplified in this embodiment as long as it is an effect for changing the display mode of the icon, and may be an icon change effect for changing the shape or size of the icon, an icon change effect for changing the display color in addition to the shape and size of the icon, etc.

[0162] Also, in this embodiment, in addition to the icon change effect for the pending icon displayed in the pending icon display area 71, the case where an icon change effect for the said icon displayed in the icon display area 72 can be executed will be described. However, in other embodiments, a configuration may be adopted in which only the former icon change effect can be executed without providing the icon display area 72 (without displaying the said icon).

[0163] Also, in this embodiment, the case where the pending icon as the pending information is displayed on the display screen 70 and the display color of the pending icon is changed will be described as an example. In contrast, in other embodiments, for example, four color LEDs whose emission color can be changed are provided, the same number of LEDs as the number of pending items for the first special symbol determination are lit, and the display mode of the pending information may be changed by changing the emission color of any one of the LEDs.

[0164] [Flow of effects accompanying the variable display of the first special symbol] FIG. 8 is an explanatory diagram illustrating the flow of main various effects such as a reach effect. When the first special symbol determination is executed in the normal game state, after the first special symbol is variably displayed, the first special symbol is stopped and displayed in a manner indicating the determination result of the first special symbol determination. On the other hand, on the display screen 70, along with the start of the variable display of the first special symbol, the scroll display of the three symbol columns in the effect symbol display area 73 is started (see FIG. 8(A)).

[0165] Here, when the determination result of the first special symbol determination is "loss", for example, different effect symbols as the left symbol and the right symbol pseudo-stop on the valid line, and a non-reach effect (see FIG. 8(B)) in which only the symbol column in the middle column is scrolled and displayed in this non-reach mode may be performed. When this non-reach effect is performed, three effect symbols indicating a scattered state are pseudo-stopped at the end stage of the variable display of the first special symbol, and a loss notification effect (see FIG. 8(C)) in which these three effect symbols are actually stopped along with the stop and display of the loss symbol as the first special symbol is performed.

[0166] On the other hand, when the determination result of the first special symbol determination is "big win", or when it is determined that a reach-with-effect is to be performed even though it is a "loss", when a variable pattern of the first special symbol in which a drop start effect (see FIG. 8(J)) described later is executed is selected, a pre-reach effect (see FIG. 8(D)) in which the three symbol columns are scrolled and displayed so as not to form a reach is performed. Here, when the determination result of the first special symbol determination is "big win", or when it is determined that a reach-with-effect is to be performed even though it is a "loss", the same left symbol and right symbol pseudo-stop on the valid line and a reach is established (see FIG. 8(E)). Then, when a reach is established in this way, a predetermined reach effect is performed to make the player expect that the middle symbol, which is the same effect symbol as the reach symbols (left symbol and right symbol), stops on the valid line and the symbols are aligned.

[0167] In this embodiment, as reach effects that can be executed in accordance with the variable display of the first special symbol, three types of reach effects, namely normal reach, SP reach, and SPSP reach, are prepared (see Fig. 8).

[0168] Normal reach (see Fig. 8(F)) is a reach effect with a relatively low jackpot reliability (for example, jackpot reliability: about 2%). When a reach is established, first, normal reach is performed. During normal reach, the scroll speed of the symbol column in the middle column, which is scrolled at high speed between the two reach symbols (the left symbol and the right symbol), gradually decreases.

[0169] Here, when the determination result of the first special symbol determination is "loss", for example, when a variation pattern with a variation time of 20 seconds is selected at the start of the variable display of the first special symbol, three effect symbols indicating a reach loss eye (for example, "434") are pseudo-stopped by pseudo-stopping a middle symbol different from the reach symbol on the effective line, and a loss notification effect (see Fig. 8(G)) that pseudo-stops these effect symbols and then truly stops them is performed.

[0170] On the other hand, when the determination result of the first special symbol determination is "jackpot", for example, when a variation pattern with a variation time of 30 seconds is selected at the start of the variable display of the first special symbol, three effect symbols indicating a triple (for example, "444") are pseudo-stopped by pseudo-stopping the same middle symbol as the reach symbol on the effective line, and a win notification effect (see Fig. 8(G)) that pseudo-stops these effect symbols and then truly stops them is performed.

[0171] Thus, when normal reach is executed, there are cases where a win notification effect is executed and a loss notification effect is executed afterwards. However, since normal reach is a reach effect with a relatively low jackpot reliability, usually a loss notification effect is executed, and it is rare for a win notification effect to be executed in normal reach.

[0172] On the other hand, when a variation pattern with a relatively long variation time of the first special symbol is selected, in normal reach, no winning notification effect or losing notification effect is performed, and the middle symbol, which is the same effect symbol as the reach symbol, passes through the effective line, and then the scroll speed of the symbol column in the middle row increases, and it may develop into an SP reach (see Fig. 8(H)) or an SPSP reach (see Fig. 8(I)).

[0173] In addition, when it develops into a high-reliability reach effect such as an SP reach or an SPSP reach, the left symbol that was pseudo-stopped moves to the upper left position on the display screen 70 while shrinking, and the right symbol that was pseudo-stopped moves to the upper right position on the display screen 70 while shrinking. These left and right symbols pseudo-stop at the moved positions, and the symbol column in the middle row becomes non-displayed until the end of the high-reliability reach effect (see, for example, Fig. 10). In addition, the display object and the hold icon that form the hold icon display area 71 also become non-displayed. As a result, it becomes possible to perform a high-reliability reach effect in a display area wider than the effect symbol display area 73, and it is possible to improve the interestingness of the high-reliability reach effect.

[0174] Both the SP reach and the SPSP reach executed by the gaming machine 1 in the present embodiment are configured as battle effects in which the player character fights against the enemy character. The SP reach is positioned in the first half of the battle, and the SPSP reach is positioned in the second half of the battle. The enemy characters fighting in the first half and the second half of the battle are common. That is, for example, when a battle effect of fighting against an enemy character is performed in the SP reach in the first half of the battle and then it develops into an SPSP reach in the second half of the battle, a battle effect of fighting against the enemy character (the same as during the SP reach) is also performed in the SPSP reach.

[0175] When comparing these SP reach and SPSP reach, the SPSP reach (big win reliability: about 41%) has a higher big win reliability than the SP reach (big win reliability: about 24%). Compared with the case where it only develops to the SP reach, when it develops to the SPSP reach, there is a feature that the winning notification effect is more likely to be executed.

[0176] In the gaming machine 1 of the present embodiment, it develops from a normal reach (see FIG. 8(F)) to an SP reach in the first half of the battle (see FIG. 8(H)), and a winning notification effect (or a losing notification effect) as shown in FIG. 8(G) may be performed at the end of this SP reach. Also, there are cases where it develops from a normal reach via an SP reach to an SPSP reach (see FIG. 8(I)), and cases where it directly develops from a normal reach to an SPSP reach without going through an SP reach. In these cases, a winning notification effect (or a losing notification effect) as shown in FIG. 8(G) is finally performed at the end of the developed SPSP reach.

[0177] So far, the three types of reach effects executed in the gaming machine 1 of the present embodiment have been described. In the gaming machine 1, after a pre-reach effect (see FIG. 8(D)) in which three symbol columns are scrolled and displayed so as not to form a reach, a descent start effect (see FIG. 8(J)) may be performed. In the present embodiment, this descent start effect is configured as an effect representing a state where a descender hanging from a balloon starts descending from above (for example, see FIG. 15(B)).

[0178] When the descent start effect is performed, a descent effect (see FIG. 8(K)) may be performed thereafter. This descent effect is an effect that can be performed following the descent start effect. In the present embodiment, it is configured as an effect representing a state where a descender hanging from a balloon gradually descends from above (for example, see FIGS. 15(C) to (E)). Note that the descent effect is a special reach effect different from a normal reach, an SP reach, or an SPSP reach, as is clear from the notations in FIGS. 15(C) to (E). There may also be a case where it develops from the establishment of a reach to a descent effect without going through the descent start effect (see FIGS. 8(E) and (K)).

[0179] When this descending effect is performed, subsequently, there are cases when a winning notification effect (see Fig. 8(G)), a losing notification effect (see Fig. 8(G)), and when it develops into an SPSP reach (see Fig. 8(I)). Note that the descending effect is not necessarily executed when the descending start effect is performed. Even if the descending start effect is performed, the losing notification effect may be performed without proceeding to the descending effect (see Figs. 8(J) and (C)). These descending start effect and descending effect will be described in detail later based on Figs. 12 to 20.

[0180] On the other hand, after the start of the scrolling display of the three symbol columns along with the start of the variable display of the first special symbol, it may develop into the first mission effect (see Figs. 8(A) and (L)). This first mission effect (see Fig. 8(L)) is configured as an effect that performs a mission in which the main character's character (main character) moves from the starting point to a predetermined point A and searches for an ally character. When this first mission effect is performed, subsequently, a winning / losing notification effect (see Fig. 8(M)) is executed. If the ally character is successfully found in the first mission effect, a winning notification effect is executed as the winning / losing notification effect. If the ally character is not found in the first mission effect, a losing notification effect may be executed as the winning / losing notification effect.

[0181] Also, depending on the variation pattern of the first special symbol selected by the main CPU 81, the performance may develop from the first mission performance (see Fig. 8(L)) to the second mission performance (see Fig. 8(N)). This second mission performance is a performance whose content is related to the first mission performance. In the second mission performance in this embodiment, the protagonist character who could not find an ally character at a predetermined point A joins a friend character (ally character), and then moves to point B together with the ally character to continue the search for the ally character (see Figs. 36(E) to (F)). When the discovery of the ally character is successful in this second mission performance, a winning notification performance (see Fig. 8(M)) is executed thereafter, and when the discovery of the ally character fails, a losing notification performance (see Fig. 8(M)) is executed thereafter.

[0182] As illustrated in Fig. 8, the performance may also develop from the first mission performance (see Fig. 8(L)) to a one-shot chance performance (see Fig. 8(O)). This one-shot chance performance is a performance that notifies a win or loss in response to an operation of the second performance button 36. After the one-shot chance performance, a winning notification performance or a losing notification performance is executed (see Figs. 8(O) and (M)). These first mission performance, second mission performance, and one-shot chance performance will be described in detail later with reference to Figs. 35 to 40.

[0183] So far, with reference to Fig. 8, the flow of the main performances executed by the gaming machine 1 has been described. However, which of these performances illustrated in Fig. 8 are executed and in what flow the performances are executed are set by the sub CPU 91 in the variation performance pattern setting process in step S163 of Fig. 56. Note that the types of reach performances and the like illustrated in Fig. 8, the ways in which the reach performances and the like develop, and the flow of a series of performances are merely examples, and the types, development methods, and performance flows of the reach performances and the like may be other ones.

[0184] [Regarding the pre-determination process] In the gaming machine 1 of the present embodiment, when the right to perform the first special symbol determination is reserved in the normal gaming state, before the first special symbol determination is made for that right, a pre-determination process may be performed to determine whether to execute a jackpot game. Specifically, the main CPU 81 acquires acquisition information such as a jackpot random number in response to a game ball winning the first start port 21, and based on the acquired jackpot random number, performs a similar jackpot determination process prior to the jackpot determination process (refer to 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 pre-determines whether it will be determined as a "jackpot" when the first special symbol determination is executed. Also, based on the variation pattern random number acquired together with the jackpot random number, a process similar to the above-described variation pattern selection process (refer to step S309 in FIG. 45) is performed, and it is pre-determined which variation pattern will be selected when the first special symbol determination is executed.

[0185] In this way, when the main CPU 81 performs a pre-determination process in response to the reservation of the right to perform the first special symbol determination, it transmits a reservation command including pre-determination information indicating the pre-determination result to the sub-control board 90. In response to this, the sub-CPU 91 determines whether to execute the above-described icon change effect based on the pre-determination information included in the reservation command. Then, when it is determined to execute the icon change effect, it determines how to change the display mode (in this embodiment, the color of the icon) of the icon (reserved icon and the said icon) with what change pattern, and causes the image and sound control board 100 to execute the icon change effect based on the determination result.

[0186] [Specific examples of effects executed in the normal gaming state] Next, with reference to FIGS. 9 and 10, a specific example of the effect in the normal gaming state will be described. FIGS. 9 and 10 are screen diagrams illustrating the effect in the normal gaming state. Here, as the variation pattern of the first special symbol in the normal gaming state, an effect that will be 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 will be described. Also, here, prior to the execution of a winning notification effect (or a losing notification effect) during the variable display of the first special symbol in the normal gaming state, a first notification effect, a second notification effect, a third notification effect, and a fourth notification effect, which are four types of notification effects (different from the reach effect) that announce the possibility of executing a big win game (that is, the possibility of executing a winning notification effect), will be described as an example of the case where these four types of notification effects are executed.

[0187] In FIG. 9(A), in the display screen 70, in a state where one hold icon (for example, a red hold icon) is displayed in the hold icon display area 71, in order to notify that the determination result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is "losing", as the first special symbol, a losing symbol stops being displayed, and a state where an effect symbol indicating "526" scattered stops being displayed is illustrated. Thus, when a predetermined confirmation time (0.5 seconds in this embodiment) elapses after the losing symbol stops being displayed as the first special symbol, the first special symbol determination corresponding to the earliest hold icon (here, the red hold icon) displayed in the hold icon display area 71 is executed. And when the determination result of this first special symbol 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 to be executed is selected as the variation pattern of the first special symbol, the following effects are performed.

[0188] That is, in response to the execution of the first special symbol determination corresponding to the first hold icon, as the variable display of the first special symbol is started, the first hold icon displayed in the hold icon display area 71 shifts to the icon display area 72, and accordingly, the scroll display of the three symbol columns is started (see FIGS. 9(A) and (B)). When a predetermined time elapses after the start of the scroll display of the three symbol columns, the first preview effect may be executed (see FIG. 9(C)). For example, as the first preview effect, an effect image related to a step-up preview (first preview effect image) displayed in the central area of the display screen 70 is gradually changed in the display mode, and a step-up preview in which an effect sound related to the step-up preview is output from the speaker 38 is executed.

[0189] Subsequent to the above-described first preview effect, a pseudo continuous effect may be executed (see FIG. 9(D)). Here, the pseudo continuous effect is an effect that makes it appear as if the effect symbols displayed in the effect symbol display area 73 are variably displayed a plurality of times during the variable display of one special symbol (here, the first special symbol). Regarding this pseudo continuous effect, the following effect display is performed.

[0190] That is, the scroll speed of the symbol column in the left column decreases and the left symbol (for example, 6 symbols) pseudo stops. Subsequently, the scroll speed of the symbol column in the right column decreases and the right symbol (for example, 4 symbols, different from the left symbol that pseudo stopped earlier) pseudo stops. Then, the scroll speed of the symbol column in the middle column decreases, and the 7 symbols as the middle symbol for notifying the execution of the pseudo continuous effect pseudo stop (see FIG. 9(D)).

[0191] In this way, after different effect symbols as the left symbol and the right symbol pseudo stop, when the 7 symbols pseudo stop in the middle column, the variable effect of the second pseudo consecutive stage following the variable effect of the first pseudo consecutive stage is started. Specifically, after the character "×2" indicating the start of the variable effect of the second pseudo consecutive stage is largely displayed in the central area of the display screen 70, this character "×2" is small displayed in the upper left area of the display screen 70, and accordingly, the scroll display of the three symbol columns in the effect symbol display area 73 is restarted (see FIGS. 9(D) and (E)).

[0192] When this pseudo second consecutive variation effect is being performed, as a second preview effect, for example, a dialogue preview is executed. Specifically, as illustrated in FIG. 9(F), a production image (second preview production image) representing a predetermined character uttering a dialogue is displayed in the central region of the display screen 70, and at the same time, a production sound (for example, the voice of a character) related to the dialogue preview is output from the speaker 38.

[0193] As described above, when a dialogue preview is executed as the second preview effect during the pseudo second consecutive variation effect, the second pseudo consecutive production during the variation display of the first special symbol this time is executed (see FIG. 9(G)). Specifically, as illustrated in FIG. 9(G), the scroll speed of the symbol column in the left column decreases and the left symbol (for example, the 2 symbol) pseudo stops. Subsequently, the scroll speed of the symbol column in the right column decreases and the right symbol (for example, the 5 symbol) pseudo stops. Then, the scroll speed of the symbol column in the middle column decreases and the 7 symbol as the middle symbol pseudo stops.

[0194] When the second pseudo consecutive production during the variation display of the first special symbol is executed, a pseudo third consecutive variation effect following the pseudo second consecutive variation effect is started. Specifically, after the character "×3" indicating the start of the pseudo third consecutive variation effect is largely displayed in the central region of the display screen 70, this character "×3" is small displayed in the upper left region of the display screen 70. Along with this, the scroll display of the three symbol columns in the production symbol display area 73 is restarted (see FIGS. 9(G) and (H)).

[0195] Then, when a predetermined time has elapsed since the pseudo third consecutive variation effect is started in this way, the scroll speed of the symbol column in the left column decreases and the left symbol (for example, the 3 symbol) pseudo stops. Subsequently, the scroll speed of the symbol column in the right column decreases and the right symbol (the same as the left symbol, here the 3 symbol) pseudo stops and a reach is established (see FIG. 9(I)).

[0196] Here, the case where a "pre-reach pseudo link" that resumes the scrolling display of each symbol column before the reach is executed has been described as an example. However, there may also be a case where a "post-reach pseudo link" that resumes the scrolling display of each symbol column after the reach is executed.

[0197] As described above, when the same effect symbols as the left symbol and the right symbol pseudo-stop and the reach is established, a normal reach is executed (see Fig. 10(A)). Specifically, after the reach is established, the scrolling speed of the symbol column in the middle column gradually decreases, and an effect display is performed that shows the middle symbols (here, the middle three symbols) that are the same as the reach symbols (here, the left three symbols and the right three symbols) approaching the effective line defined by the reach symbols.

[0198] Here, when directly developing from a normal reach to an SPSP reach, the following effect display is performed. That is, when the scrolling display of the symbol column in the middle column is being performed, the middle symbols (here, three symbols) that are the same as the reach symbols pass over the effective line. Along with this, the scrolling speed of the symbol column in the middle column increases, making it difficult to identify the middle symbols, and a development effect indicating development to an SPSP reach is performed (see Fig. 10(B)). Specifically, as exemplified in Fig. 10(B), while the left three symbols are being reduced and moving to the upper left region of the display screen 70, they rotate clockwise once around the scroll direction as the axial direction and then move to the upper left region. At the same time, while the right three symbols are being reduced and moving to the upper right region of the display screen 70, they rotate clockwise once around the scroll direction as the axial direction and then move to the upper right region. After that, until the end of the current variation display of the first special symbol, the left three symbols are pseudo-stopped and displayed in the upper left region, and the right three symbols are pseudo-stopped and displayed in the upper right region (see Figs. 10(C) to (H)). In addition, Figs. 10(B) and (C) exemplify the state where the reservation pedestals that are the pedestals of each reservation icon displayed in the reservation icon display area 71 are erased prior to developing to an SPSP reach.

[0199] Next, when a development effect (see Fig. 10(B)) suggesting development to SPSP reach is performed as described above, a fade-out effect is performed to make the player expect the occurrence of the above-described third notice effect (see Fig. 10(D)) (see Fig. 10(C)). Specifically, until a predetermined time (for example, 3 seconds) elapses after the development effect is performed, as illustrated in Fig. 10(C), only the reach symbol (here, the left three symbols and the right three symbols) and the icon are superimposed on a black background image, and an effect display for making other effect images non-displayed is performed.

[0200] Following this fade-out effect, as a third notice effect, for example, a group notice may be performed (see Fig. 10(D)). Specifically, as illustrated in Fig. 10(D), an effect display representing a state where a number of characters move from right to left on the display screen 70 is performed, and along with this, a predetermined effect sound related to the group notice is output from the speaker 38.

[0201] Note that such a third notice effect is not necessarily executed if a fade-out effect is performed. There are cases where the SPSP reach is started after the third notice effect is executed following the fade-out effect, and cases where the SPSP reach is started without the third notice effect being executed following the fade-out effect. The former case has a higher jackpot reliability than the latter case.

[0202] In this way, when the SPSP reach is started, 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)). Thereby, for example, an effect display representing a state where the player's character and the enemy character engage in an offensive and defensive battle is performed. Then, when approaching the end stage of the SPSP reach, a first effect button operation promotion effect for prompting the player to operate the first effect button 35 is performed (see Fig. 10(F)). Specifically, a first effect button image imitating the first effect button 35 and an effective period gauge indicating the remaining time of the effective period during which the operation of the first effect button 35 is valid are displayed.

[0203] In this first performance button operation promotion performance, at the timing when the first performance button 35 is operated during its valid period, or at the timing when the valid period ends without the first performance button 35 being operated, as a fourth preview performance, for example, a cut-in is performed in which a predetermined cut-in image is superimposed on the performance image (other than the reach symbol) displayed on the display screen 70 (see Fig. 10(G)). This cut-in is a performance that suggests the degree of jackpot reliability, and there are cases where a green cut-in in which a green cut-in image is superimposed is performed, a red cut-in in which a red cut-in image is superimposed is performed, and a gold cut-in in which a gold cut-in image is superimposed is performed. When these cut-ins are arranged in ascending order of jackpot reliability, the order is green cut-in, red cut-in, and gold cut-in.

[0204] When such a cut-in occurs and it reaches the end game of SPSP reach, a second performance button operation promotion performance that prompts the player to operate the second performance button 36 is performed (see Fig. 10(H)). Specifically, as illustrated in Fig. 10(H), during the valid period of the second performance button operation promotion performance, a second performance button image imitating the second performance button 36, characters indicating the operation content of the second performance button 36 saying "Push!", and a valid period gauge indicating the remaining time of the valid period are displayed.

[0205] When the second performance button 36 is operated during the valid period of this second performance button operation promotion performance, as an operation corresponding performance corresponding to the operation, a winning notification performance is performed in which three performance symbols indicating a pair are pseudo-stopped and then actually stopped (see Fig. 10(I)).

[0206] Here, at the start of the variable display of the first special symbol this time, the variable pattern for jackpot is selected by referring to the jackpot variable pattern selection table. Therefore, a winning notification effect is performed as an operation-corresponding effect. On the other hand, for example, when a losing variable pattern is selected by referring to the losing variable pattern selection table as the variable pattern of the first special symbol this time, as an operation-corresponding effect, a losing notification effect is performed in which three effect symbols indicating a near miss (e.g., "343") are pseudo-stopped and then finally stopped.

[0207] Note that each of the first to fourth pre-announcement effects described with reference to FIGS. 9 and 10, and the execution timing of these pre-announcement effects are merely examples, and other pre-announcement effects may be executed as these pre-announcement effects, or each pre-announcement effect may be executed at a timing different from the timing described with reference to FIGS. 9 and 10.

[0208] [Effects during jackpot games] As described above, when the determination result of the first special symbol determination in the normal game state is "jackpot", any one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed on the first special symbol display 41. Along with this, on the display screen 70, for example, three effect symbols indicating a triple (such as "222") are finally stopped. Here, in the gaming machine 1 of the present embodiment, the triple "777" and the triple "333" are effect symbols that definitely notify that the game will be controlled in the probability-variable game state after the jackpot game ends. Regarding a part 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), as the three effect symbols that notify a probability-variable jackpot, three effect symbols indicating either one of these triples ("777" or "333") will finally stop on the display screen 70.

[0209] In this way, when the three effect symbols showing a triple combination of "777" or "333", which definitely notify a certain jackpot when the jackpot symbol X1 stops and is displayed, stop as shown in FIG. 6(B), a jackpot game including a long-opening round game that long-opens the second major winning opening 28 and the V winning opening 287 is executed as described above. For this reason, during the opening period of the jackpot game, an opening effect that definitely notifies winning the certain jackpot is executed (see FIG. 11(A)). FIG. 11(A) exemplifies a state where an opening effect of displaying the characters "RUSH BONUS" in the center of the display screen 70 is executed to notify winning the certain jackpot. In this way, when winning the certain jackpot, in the first round game following the opening period, as described above, a long-opening round game that long-opens the second major winning opening 28 is executed, and during this long-opening round game, an ejection promotion effect (see FIGS. 11(B) and (C)) that prompts the player to eject a game ball aiming at the V winning opening 287 is executed as an in-round effect. Then, when the game ball passes through the V winning opening 287 during this long-opening round game, the ejection promotion effect ends, and a V winning notification effect (see FIG. 11(D)) that notifies winning the V winning opening by the game ball is executed. FIG. 11(D) exemplifies a V winning notification effect showing two characters lifting up a star emblem composed of the character "V" together and being happy.

[0210] In this way, when a V winning notification effect that notifies that the game ball has won a V prize during the first-round round game is executed, a predetermined interval period occurs. During the subsequent second-round round game (the long-opening round game of the first big winning port 26), the above-mentioned star 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 round game, the same in-round effect as during the second-round round game is performed. Then, when it comes to the ending period of the jackpot game following the third-round round game, in order to notify that an effect in an effect mode named "Fierce Battle RUSH" that definitely notifies that it is in the "probability-variable game state" is started, the characters "Fierce Battle RUSH Invasion!" are largely displayed in the central area of the display screen 70, and the voice of "Fierce Battle RUSH Invasion!" is output from the speaker 38.

[0211] On the other hand, as types of jackpots related to the first special symbol determination, when a part of the case where 3R probability-variable A is selected and the case where 3R normal (see Fig. 6(B)) is selected, any one of the seven types of same-symbol combinations of "111", "222", "444", "555", "666", "888", and "999", excluding the same-symbol combinations of "777" and "333", will come to a full stop on the display screen 70. Here, when the three effect symbols indicating the same-symbol combination of "777" or "333" come to a full stop, a probability-variable confirmation notification effect that definitely notifies that it is a probability-variable jackpot during the opening period of the jackpot game is performed. This has been described above based on Fig. 11(A). On the other hand, when the three effect symbols indicating any one of the above seven types of same-symbol combinations come to a full stop, during the opening period of the jackpot game, for example, an operation promotion effect that prompts the player to operate the first effect button 35 is performed, and according to the operation of the first effect button 35, a success effect (an effect that notifies that it is a probability-variable jackpot) or a failure effect (an effect that notifies that it is a normal jackpot) is performed. Specifically, when the type of jackpot is 3R probability-variable A, a success effect is executed according to the operation of the first effect button 35, and when the type of jackpot is 3R normal, a failure effect is executed according to the operation of the first effect button 35.

[0212] As described above, when the above-mentioned probability variation determination notification effect or the success effect (corresponding to the operation of the first effect button 35) is executed during the opening period of the big win game (when winning the 3R probability variation A), a three-round long opening round game including a long opening round game in which the second big winning opening 28 and the V winning opening 287 are opened for a long time is executed. This three-round long opening round game is 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 big win game (when winning the 3R normal), as described above based on FIG. 6(B), a first-round round game in which the second big winning opening 28 is opened for a short time and two long opening round games in which the first big winning opening 26 is opened for a long time are executed.

[0213] [Regarding the landing challenge effect] Next, with reference to FIGS. 12 to 20, the landing challenge effect executed by the gaming machine 1 of the present embodiment will be described. Here, FIG. 12 is an explanatory diagram for explaining the flow of the landing challenge effect executed by the gaming machine 1. FIG. 13 is a time chart exemplifying the flow of the landing challenge effect. FIGS. 14 and 15 are screen diagrams showing specific examples of the landing challenge effect in which the landing success effect is finally performed. FIG. 16 is a screen diagram showing a specific example of the landing challenge effect that develops from the landing failure effect via the development effect to the SPSP reach. FIG. 17 is a screen diagram showing a specific example of the landing challenge effect in which the descent effect is not performed. FIG. 18 is an explanatory diagram for explaining the descent person selection table. FIG. 19 is an explanatory diagram for explaining the descent start effect time / land mode selection table. FIG. 20 is an explanatory diagram for explaining the descent area search effect pattern selection table.

[0214] The landing challenge effect (see Fig. 12) executed in the gaming machine 1 of this embodiment is a predictive effect executed based on the result (pre-determination result) of the pre-determination process performed for the reservation when the right to the first special symbol determination is reserved while the game is being controlled in the normal game state. This landing challenge effect is executed in the "predictive target variation" without using the "pre-target variation" (see Figs. 13(B) and (D)), and there is also a case where it is executed across the "pre-target variation" and the "predictive target variation" (see Figs. 13(A), (C), and (E)).

[0215] Here, the "predictive target variation" means the variable display of the first special symbol that is performed in response to the execution of the first special symbol determination corresponding to the right to the first special symbol determination for which the above pre-determination process has been performed. The "pre-target variation" means the variable display of the first special symbol that is performed before the predictive target variation. The flow of the landing challenge effect is generally as follows.

[0216] The main effects that make up the landing challenge effect include the descending area search effect (see Fig. 12(A)), the descending start effect (see Fig. 12(C)), and the descending effect (see Fig. 12(D)). Although various effect patterns are prepared for the landing challenge effect, in the landing challenge effect, these effects may be executed in the order of the descending area search effect (see Fig. 12(A)), the descending start effect (see Fig. 12(C)), and the descending effect (see Fig. 12(D)).

[0217] <Regarding the descending effect> The descending performance (an example of the "third performance": refer to Fig. 12(D)) is a performance executed in the pre-read target variation, and is a performance that makes the player expect that the above-mentioned hit notification performance will be executed. In this embodiment, this descending 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 (refer to Figs. 15(C) to (E), Figs. 16(B) to (C)). At the end of this descending performance, as a result performance of the descending performance, either a successful landing performance (an example of the "second performance result": refer to Fig. 12(E)) representing the state where the descender successfully lands or a failed landing performance (an example of the "first performance result": refer to Fig. 12(G)) representing the state where the descender fails to land is executed. Fig. 15(F) illustrates the state where the successful landing performance is executed at the end of the descending performance, and Fig. 16(D) illustrates the state where the failed landing performance is executed at the end of the descending performance.

[0218] As described above, the descending performance in this embodiment branches into a successful landing performance or a failed landing performance at the end thereof, and the descending performance has an effect that when the performance result is the first performance result (in this embodiment, a failed landing) and when the performance result is a second performance result different from the first performance result (in this embodiment, a successful landing). In this embodiment, the case where the performance result of the descending performance is two, namely the first performance result and the second performance result, will be described as an example, but the performance result of the descending performance is not limited to two, and may be three or more.

[0219] Returning to the description of Fig. 12, when the successful landing performance (refer to Fig. 12(E)) is executed, the hit notification performance (refer to Fig. 12(F)) is necessarily executed thereafter. On the other hand, when the failed landing performance (refer to Fig. 12(G)) is executed, thereafter, there are cases where a losing notification performance (refer to Fig. 12(H)) is executed and a development performance (refer to Fig. 12(I)) is executed. Here, when the development performance is executed, it develops into the above-mentioned SPSP reach (refer to Fig. 12(J)) based on Figs. 10(E) to (I), etc., and a winning / losing notification performance (a hit notification performance or a losing notification performance) is executed at the end of the SPSP reach (refer to Fig. 12(K)).

[0220] Thus, in the landing challenge presentation of this embodiment, even if a landing failure presentation (see Fig. 12(G)) is executed, although there is a possibility that a winning notification presentation (see Fig. 12(K)) will be executed thereafter, when a landing failure presentation is executed, a losing notification presentation (see Fig. 12(H)) will be executed with a higher probability than a development presentation (see Fig. 12(I)). For this reason, after the descent presentation starts, the player can enjoy the game while expecting a landing success presentation rather than a landing failure presentation. Although the possibility is low, even when a landing failure presentation is executed, if the presentation progresses to a development presentation, there is a possibility that a winning notification presentation will be executed thereafter. For this reason, even if a landing failure presentation instead of a landing success presentation is executed, the player can enjoy the game while expecting the presentation to progress to a development presentation.

[0221] <Regarding the descent start presentation> The descent start presentation (an example of the "second presentation": see Fig. 12(C)) is a presentation that can be executed prior to the descent presentation in the prediction target variation, and is a presentation that suggests the possibility that the presentation result of the descent presentation will be the second presentation result, that is, the possibility that a landing success presentation will be executed at the end of the descent presentation. Fig. 15(B) illustrates a descent start presentation representing a state where 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 presentation representing a state where 25% of the entire area spreading below the descender is land and the land is represented in green. Thus, in the descent start presentation, the ratio of the land where the descender descending in the descent presentation can land and the display color of the land are variable. For this reason, the player can easily recognize to what extent there is a possibility that a landing success presentation will be executed based on the ratio of the land displayed by the descent start presentation and the display color.

[0222] In addition, in the descent performance, there are cases where a beginner descender descends (see FIGS. 15(C) to (E)), and cases where a veteran descender descends (see FIGS. 16(B) to (C)). Compared with the former cases, the latter cases are characterized by a higher possibility of executing a landing success performance (and a hit notification performance). When a descent start performance is executed prior to the descent performance, in this descent start performance, it is notified whether a veteran or a beginner descender starts to descend. FIG. 15(B) illustrates the state where a veteran descender starts to descend, and FIG. 16(A) illustrates the state where a beginner descender starts to descend.

[0223] As is clear from the explanations so far, in the descent start performance, the ratio of the land where the descender can land and whether a veteran or a beginner descender descends are notified. For this reason, the player can easily recognize to what extent the possibility of executing a landing success performance (and a hit notification performance) is based on the land ratio and the type of descender notified by the descent start performance. In addition, if the land ratio changes, the display color of the land also changes. Therefore, the player can intuitively recognize to what extent the possibility of executing a landing success performance (and a hit notification performance) is based on the display color of the land.

[0224] Note that the descent performance (see FIG. 15(D)) is not necessarily executed if the descent start performance (see FIG. 15(C)) is executed. Even if the descent start performance (see FIG. 15(C)) is executed, the descent performance (see FIG. 15(D)) may not be executed, and instead, the losing notification performance (see FIG. 15(L)) may be executed as it is. As described above, since the descent start performance where the descent performance is not executed later does not have the function that the descent start performance originally has, which is to notify that the descent performance is started, it can be said that it is a fake performance of the descent start performance. The fake performance of this descent start performance will be described in detail later based on FIGS. 17(C) and the like.

[0225] <Regarding the descent area search performance> The descending area search effect (an example of the "first effect": refer to Fig. 12(A)) is an effect that can be executed prior to the descending start effect, and is an effect in which the descender searches for the area where the descent is to start while being blown by the wind (for example, refer to Figs. 14(E) to (I), Fig. 15(A)). This descending area search effect is an effect that can suggest that the possibility (the possibility that the landing success effect is executed) suggested by the descending start effect is changing. That is, in the descending area search effect, a land increase effect (refer to Fig. 12(B)) that represents the state of the land ratio increasing may be performed. In the gaming machine 1 of the present embodiment, as illustrated in Fig. 16(A), a descending start effect that notifies that the land ratio is 25% (that is, the water surface ratio is as high as 75% and the possibility of executing the landing success effect is low) may be executed. On the other hand, in the descending area search effect, for example, a plurality of land increase effects may be executed so that the land ratio that was 25% changes step by step to 50%, 75% (refer to Figs. 14(E) to (I), Fig. 15(A)).

[0226] Thus, since the descending area search effect is an effect in which the land increase effect can be executed in the descending area search effect, it is an effect that can suggest that the possibility (the possibility that the landing success effect is executed) suggested by the descending start effect changes from the first level (landing success expectation level: low) to the second level higher than the first level (landing success expectation level: high). Therefore, the player can enjoy the game while expecting that the descending area search effect (including the land increase effect) is executed prior to the descending start effect.

[0227] Note that the number of executions of the descending area search effect is variable between 0 and 2 times. The descending area search effect may be executed during "pre-target variation" but not during "look-ahead target variation" (see Fig. 13(A)). In this case, the number of executions of the descending area search effect is 1 time. Also, the descending area search effect may not be executed during "pre-target variation" but may be executed during "look-ahead target variation" (see Fig. 13(B)). In this case as well, the number of executions of the descending area search effect is 1 time. Further, the descending area search effect may be executed in both "pre-target variation" and "look-ahead target variation" (see Figs. 13(C) and (E)). In this case, the number of executions of the descending area search effect is 2 times. Also, the descending area search effect may not be executed in either "pre-target variation" or "look-ahead target variation" (see Fig. 13(D)). In this case, the number of executions of the descending area search effect is 0 times. In each of such descending area search effects, there are cases where the land increase effect is executed and cases where the land increase effect is not executed. Therefore, the number of executions of the land increase effect is also variable between 0 and 2 times.

[0228] (Flow of the landing challenge effect) So far, the characteristics of the main effects that make up the landing challenge effect such as the descending effect, the descending start effect, and the descending area search effect have been described. However, the descending challenge effect is generally carried out in the following flow. That is, when the descending area search effect in Fig. 12(A) is started, at the end of that descending area search effect, a land increase effect (see Fig. 12(B)) that notifies that the land has increased may be executed (for example, see Figs. 14(E) to (F)). On the other hand, although the descending area search effect has been started, the land increase effect may not be executed at the end of the descending area search effect. In this case, a descending area search effect that indicates that the ratio of the land has not changed is executed.

[0229] Note that, as described above, the falling area search effect in this embodiment is variable within the range of 0 to 2 execution times. There are cases where the falling area search effect is not executed, where the falling area search effect is executed only once, and where the falling area search effect is executed twice (see FIGS. 12(A) to (C)). Therefore, the execution times of the land increase effect are also variable. There are cases where the land increase effect is not executed, where the land increase effect is executed only once, and where the land increase effect is executed twice.

[0230] When the falling start effect (see FIG. 12(C)) is executed, there are cases where the falling start effect is executed without the falling area search effect being executed, where the falling start effect is executed after the falling area search effect is executed only once, and where the falling start effect is executed after the falling area search effect is executed twice.

[0231] In this way, when the falling start effect (see FIG. 12(C)) is executed without the falling area search effect being executed, or after one or two falling area search effects are executed, there are cases where the falling effect (see FIG. 12(D)) is executed later and cases where the losing notification effect (see FIG. 12(L)) is executed.

[0232] By the way, if the falling area search effect including the land increase effect is executed and, for example, the land ratio increases to 50% and the land represented in red (see, for example, FIG. 14(F)) is displayed, but the losing notification effect (see FIG. 12(L)) is executed after the falling start effect (see FIG. 12(C)), it may give discomfort to the player who thought that the falling effect would start, and may rather reduce the effect of the effect.

[0233] Therefore, in this embodiment, when the land increase effect is not executed at all and the descent start effect is executed while the land ratio remains at 25%, it is possible to execute a losing notification effect (see Fig. 12(L)) thereafter. On the other hand, when the land increase effect is executed once or twice and the descent start effect is executed after the land ratio reaches 50% or more, a configuration is adopted in which it will surely develop into a descent effect (see Fig. 12(D)) thereafter. By adopting such a configuration, it is possible to easily suppress the occurrence of the above problems.

[0234] Returning to the description of Fig. 12, regarding a part of the case where the determination result of the first special symbol determination related to the pre-read target variation is "big win", a landing success effect (see Fig. 12(E)) is executed at the end of the descent effect, and then a win notification effect (see Fig. 12(F)) is executed. Also, regarding a part of the case where the determination result of the first special symbol determination related to the pre-read target variation is "loss", a landing failure effect (see Fig. 12(G)) is executed at the end of the descent effect, and then a loss notification effect (see Fig. 12(H)) is executed. Further, regarding a part of the case where the determination result of the first special symbol determination related to the pre-read target variation is "big win" and a part of the case where it is "loss", a landing failure effect (see Fig. 12(G)) is executed at the end of the descent effect, and then, after a development effect (see Fig. 12(I)) and an SPSP reach (see Fig. 12(J)) are executed, a win notification effect or a loss notification effect is executed (see Fig. 12(K)).

[0235] <Regarding a plurality of effect patterns of the landing challenge effect> As is clear from the description so far based on Fig. 12, a plurality of effect patterns are prepared for the landing challenge effect in this embodiment. The main ones among these plurality of effect patterns will be described based on Fig. 13.

[0236] (Pattern in which the descent area search effect is executed for the pre-target variation) In Fig. 13(A), a series of production flows are illustrated in which a descent area search production is executed during the pre-target variation, and from the middle of the pre-read target variation (for example, the timing when 7 seconds have elapsed since the start of the pre-read target variation), a descent start production, a descent production, a landing failure production, and a miss notification production are executed. These productions that make up the landing challenge production are as described above based on Fig. 12. As illustrated in Fig. 13(A), when the descent area search production is executed during the pre-target variation and not executed during the pre-read target variation, a predetermined mid-air standby production (denoted as "mid-air standby" in Fig. 13) is executed during the period from the end of the pre-target variation (and the descent area search production) until the descent start production is started during the pre-read target variation. This mid-air standby production is configured as a display production that represents a state in which a descender who has moved in the air while being carried by the wind during the descent area search production is waiting at a predetermined position in the air without starting the descent (see Fig. 14(G)).

[0237] If no production related to the landing challenge production is executed at all after the descent area search production is executed during the pre-target variation and until the descent start production is started in the middle of the pre-read target variation, there is a concern that the continuity between the descent area search production and the descent start production will be lost, resulting in an unnatural production. In contrast, in this embodiment, when the descent area search production is performed during the pre-target variation and not during the pre-read target variation (as in the case of Fig. 13(A)), a mid-air standby production that starts at the end timing of the pre-target variation (and the descent area search production) and ends at the start timing of the descent start production is executed. Therefore, even if the descent area search production and the descent start production are not continuous, by successfully connecting these productions through the mid-air standby production, a series of productions related to the landing challenge production can be advanced in a natural form, and as a result, it is possible to effectively suppress the occurrence of the above problems.

[0238] (Pattern where the descent area search production is executed during the pre-read target variation) In FIG. 13(B), in the pre-target variation, the descending area search effect is not executed. Immediately after the pre-read target variation starts (for example, after 1.5 seconds have elapsed since the pre-read target variation started), a series of effects including the descending area search effect, the descending start effect, the descending effect, the landing failure effect, and the miss notification effect are illustrated. In the example shown in FIG. 13(B), since the descending area search effect and the descending start effect are continuous with each other, the above-described hovering effect in the air is not performed.

[0239] Note that FIGS. 13(A) and (B) illustrate a case where the landing failure effect and the miss notification effect are performed after the descending effect. However, there may also be cases where the landing success effect and the hit notification effect are performed after the descending effect, or where a development effect, an SPSP reach, and a win / loss notification effect (hit notification effect or miss notification effect) are performed after the descending effect. This is as described above based on FIG. 12.

[0240] (Pattern in which the descending area search effect is executed in both the pre-target variation and the pre-read target variation) In FIG. 13(C), the first descending area search effect is executed in the pre-target variation. Immediately after the pre-read target variation starts, a series of effects including the second descending area search effect, the descending start effect, the descending effect, the landing success effect, and the hit notification effect are illustrated. Immediately after the pre-target variation ends, the first special symbol (here, the losing symbol) is stopped and displayed for a predetermined confirmation time (for example, 0.5 seconds). During this stop display period, the effect symbols displayed on the display screen 70 also remain in the stopped state.

[0241] In FIG. 13(C), similar to the case where the landing challenge effect is performed with the effect pattern of FIG. 13(B), the second descent area search effect is shown to start immediately after the pre-reading target variation is started (for example, 1.5 seconds after the pre-reading target variation is started). Here, since the first descent area search effect executed during the pre-target variation and the second descent area search effect executed during the pre-reading target variation are not continuous, in order to make these descent area search effects continuous, it is conceivable to adopt a configuration in which the second descent area search effect is started at the end timing of the first descent area search effect.

[0242] However, if such a configuration is easily adopted, during the stop display period of the first special symbol and the effect symbol, since the state of the descender moving in the sky is displayed on the display screen 70 by the second descent area search effect, there is a risk that the player may misrecognize that it is during the variation display period of the first special symbol and the effect symbol. Also, even if the first descent area search effect is continued until the end timing of the stop display period following the pre-target variation (that is, the start timing of the pre-reading target variation), the same problem will occur.

[0243] Therefore, in the present embodiment, as illustrated in FIG. 13(C), when performing the first descent area search effect during the pre-target variation and the second descent area search effect during the look-ahead target variation, during the period from the end timing of the first descent area search effect to the start timing of the second descent area search effect, the above-described mid-air waiting effect that represents the state where the descender waits at a predetermined position in the air without starting to descend is to be performed. By performing such a mid-air waiting effect, it is possible to successfully express the state where the descender who has performed the first descent area search takes a break and then performs the second descent area search (the state of resuming after interrupting the descent area search), improve the continuity of each effect constituting the landing challenge effect, and make it possible to progress a series of effects in a natural form. Further, in the mid-air waiting effect, since the descender waiting at the predetermined position in the air hardly moves from that predetermined position (although it makes slight movements as if floating in the air, it does not seem to be moving), the possibility that a player who views the mid-air waiting effect performed during the stop display period misidentifies it as being during the variation display period of the first special symbol and the effect symbol is also low, and it is possible to easily suppress the occurrence of the above problem by performing the descent area search effect during the stop display period.

[0244] (Pattern where the descent area search effect is not executed) FIG. 13(D) illustrates a series of effect flows in which neither the pre-target variation nor the look-ahead target variation executes the descent area search effect, and from the middle of the look-ahead target variation (for example, the timing when 7 seconds have elapsed since the look-ahead target variation started), the descent start effect, the descent effect, the landing success effect, and the winning notification effect are executed. Thus, in the gaming machine 1 of the present embodiment, the descent start effect may be started without executing the descent area search effect. This has been described above with reference to FIG. 12.

[0245] Note that FIGS. 13(C) and (D) illustrate cases where a landing success effect and a hit notification effect are performed following a descent effect. However, there are also cases where a landing failure effect and a miss notification effect are performed following the descent effect, or cases where a development effect, SPSP reach, and a win / loss notification effect (hit notification effect or miss notification effect) are performed following the descent effect. This is also as described above with reference to FIG. 12.

[0246] (Pattern that develops into SPSP reach after a landing failure effect) FIG. 13(E) illustrates a series of effect flows in which the first descent area search effect is executed during the pre-target variation, the mid-air standby effect is executed during the stop display period following the pre-target variation, and from immediately after the start of the pre-read target, the second descent area search effect, descent start effect, descent effect, landing failure effect, development effect, and SPSP reach are continuously executed. The landing challenge effect executed with the effect pattern illustrated in this FIG. 13(E) is performed in the same manner as the landing challenge effect executed with the effect pattern described above with reference to FIG. 13(C), except that the effect flow after the descent effect is different.

[0247] (Regarding the execution conditions of the landing challenge effect) So far, the main effect patterns of the landing challenge effect have been described with reference to FIG. 13. Regarding these landing challenge effects, if a configuration such as executing the descent area search effect during the pre-target variation in which the reach effect is performed is easily applied, there is a concern that the descent area search effect may interfere with the reach effect. Also, in the pre-read target variation, although SPSP reach may be executed, since the descent area search effect, descent start effect, descent effect, etc. are executed, if a configuration such as executing the landing challenge effect when normal reach effects such as normal reach and SP reach are performed during the pre-read target variation is easily applied, there is a concern that the landing challenge effect may interfere with the normal reach effect.

[0248] Therefore, in the gaming machine 1 of the present embodiment, in order to prevent these problems from occurring, it is specified based on the pre-determination result related to the pre-read target variation that the reach effect is not executed (the no-reach effect is executed) in the pre-target variation, and the variation pattern of the first special symbol corresponding to the landing challenge effect that the pre-read target variation does not correspond to the normal reach effect (the variation pattern for the landing challenge effect). On the condition that the above is satisfied, the landing challenge effect is executed.

[0249] In addition, based on FIG. 12, the fake effect of the drop start effect that performs the drop start effect but does not progress to the drop effect can be executed when a variation pattern of the first special symbol different from the variation pattern for the landing challenge effect is selected. In this way, since the fake effect of the drop start effect related to the drop effect may be executed when the variation pattern for the landing challenge effect is not selected, it is possible to give the player a reasonable expectation that the game may develop into a drop effect when the variation pattern for the landing challenge effect is rarely selected.

[0250] <Specific example of the landing challenge effect in which the landing success effect is finally performed> Next, with reference to FIGS. 14 and 15, a specific example of the landing challenge effect in which the landing success effect is finally performed will be described. Here, as described above based on FIG. 13(C), a specific example of the landing challenge effect in which the effects proceed in the order of the first drop area search effect, the mid-air standby effect, the second drop area search effect, the drop start effect, the drop effect, the landing success effect, and the winning notification effect will be described based on FIGS. 14 and 15. In FIGS. 14 and 15, the held icon (or the said icon) indicated by the arrow extending from the character "before target" is the held icon (or the said icon) corresponding to the "pre-target variation" described above based on FIG. 13 and the like, and the held icon (or the said icon) indicated by the arrow extending from the character "pre-read target" is the held icon (or the said icon) corresponding to the "pre-read target variation" described above based on FIG. 13 and the like.

[0251] FIG. 14(A) illustrates the state before the start of the "pre-target variation" described above based on FIG. 13 and the like. Specifically, in a state where a hold icon corresponding to the pre-target variation (the earliest hold icon in the hold icon display area 71) is displayed, during the variation display of the first special symbol (and the effect symbol) immediately before the pre-target variation, the six left symbols pseudo-stop, and a scroll display of the symbol columns in the middle and right columns is being performed. Under such circumstances, when a game ball newly wins a prize in the first start port 21 and the right to determine the first special symbol corresponding to the above-described "pre-read target variation" is reserved, accordingly, a hold icon corresponding to the "pre-read target variation" is displayed as the second hold icon in the hold icon display area 71 (see FIG. 14(A)). When it is determined to execute a landing challenge effect based on the pre-judgment result corresponding to this right, the following effects are performed.

[0252] FIG. 14(B) illustrates a state where the variation display of the first special symbol (and the effect symbol) immediately before the "pre-target variation" ends, and a losing symbol is stopped and displayed as the first special symbol, and three effect symbols showing the "624" scatter pattern have stopped. In this way, when the first special symbol is stopped and displayed and a predetermined confirmation time (for example, 0.5 seconds) elapses after the three effect symbols have stopped, a determination of the first special symbol corresponding to the earliest hold icon (here, the hold icon indicated by the arrow extending from the characters "pre-target" in FIG. 14(B)) is executed.

[0253] In this way, when the determination of the first special symbol corresponding to the "pre-target variation" is executed, the variation display of the first special symbol is started. Accordingly, the earliest hold icon displayed in the hold icon display area 71 (here, the hold icon corresponding to the "pre-target variation") shifts to the icon display area 72, and a scroll display of the three symbol columns is started (see FIGS. 14(B) and (C)). In addition, the hold icon corresponding to the "pre-read target variation" that was displayed as the second hold icon shifts to the left and is displayed as the earliest hold icon in the hold icon display area 71 (see FIGS. 14(B) and (C)).

[0254] When the "pre-target variation" is started in this way, before the first descending area search effect is executed, the following effects are performed. That is, a background change effect is executed to switch the background image displayed on the display screen 70 from a predetermined normal background to an overhead background (see Fig. 14(D)). Although not shown in the figure, when this background change effect is executed, a state where clouds are floating in the blue sky is displayed full-screen on the display screen 70, and the characters "~Overhead~" 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 descending area search effect is about to start.

[0255] Incidentally, as the above-mentioned background change effect is executed, the size and display area of the effect symbols are changed. Specifically, as shown in Figs. 14(C) to (D), the effect symbols that were largely displayed in the effect symbol display area 73 (see Fig. 2) are reduced and displayed as small symbols in the upper right display area (upper right area) on the display screen 70. The display of the small symbols of the effect symbols in this upper right area continues until a landing success effect, a landing failure effect, or a development effect is executed in the pre-read target variation (see Figs. 15(F) to (G), Figs. 16(D) to (E), (G) to (H)).

[0256] Also, as the above-mentioned background change effect is executed, the display objects (the four hold pedestals images that serve as the pedestals for the hold icons) and hold icons that make up the hold icon display area 71, and the display objects (the pedestal image that serves as the pedestal for the icon) and the icon that make up the icon display area 72 are temporarily hidden (see Figs. 14(C) to (D)). The hiding of these display objects and icons continues until a winning notification effect, a losing notification effect, or a continuous effect is executed, and the display objects and the icon that make up the icon display area 72 continue until immediately before a winning notification effect (or a losing notification effect) is executed or immediately before a development effect is executed (see Figs. 14(D) to (I), Figs. 15(A) to (G), Figs. 16(A) to (E), (G), (H)).

[0257] Next, when a predetermined time (e.g., 2 seconds) has elapsed since the target pre-variation and background change effects started, the first descent area search effect starts (see FIGS. 14(D)-(E)). In the first descent area search effect, first, a descender positioned in the air hanging from a balloon, land located below the descender, and wavy water surface are displayed (see FIG. 14(E)).

[0258] Note that FIG. 14(E) illustrates a state where an experienced descender who is accustomed to descending is displayed, but a beginner descender who is unaccustomed to descending (see, for example, FIG. 16(A)) may also be displayed. When comparing the case where an experienced descender is displayed with the case where a beginner descender is displayed, the former has a characteristic that the big hit reliability is higher than that of the latter. In other words, compared with the latter case, the former is more likely to execute the landing success effect (see FIG. 12(E)) and the hit notification effect (see FIG. 12(F)), and when the effect proceeds to the development effect (see FIG. 12(I)), there is a characteristic that the hit notification effect (see FIG. 12(K)) is likely to be executed at the end of the SPSP reach (see FIG. 12(J)).

[0259] Also, FIG. 14(E) illustrates a state where 25% of the entire area spreading below the descender is land and the remaining 75% is water surface at the start time of the first descent area search effect. In the landing challenge effect in the present embodiment, the display color of the land changes according to the ratio of the land in the entire area. Specifically, as illustrated in FIG. 19, when the ratio of the land is 25%, land represented using green is displayed, when the ratio of the land is 50%, land represented using red is displayed, when the ratio of the land is 75%, land represented using gold is displayed, and when the ratio of the land is 100%, land represented using gold is displayed. And the probability of a successful landing (that is, the probability that the landing success effect is executed following the descent effect) is represented by the ratio of the land (and the display color of the land).

[0260] In the example shown in FIG. 14(E), at the start of the first descent area search effect, the proportion of land is only 25% of the whole, and the land is represented in green. Therefore, based on the proportion of land and the display color of the land, the player can sensuously recognize that it is easy for the descender to land in water and the probability of executing a successful landing effect is low.

[0261] When such a first descent area search effect is started, an effect display showing the descender moving rightward while being blown by the wind is performed (see FIG. 14(E)). Then, in the middle and later stages of the descent area search effect, the land increase effect described above is performed based on FIG. 12(B) etc. (see FIG. 14(F)). As is clear from the notations in FIGS. 14(E) to (F), by executing the land increase effect in the first descent area search effect, the proportion of land increases from 25% to 50%, and the display color of the land changes from green to red. Therefore, based on the proportion of land and the display color of the land, the player can sensuously recognize that the probability of executing a successful landing effect has increased due to the increase in the proportion of land.

[0262] Note that FIGS. 14(E) to (F) illustrate the state where the land increase effect in which the proportion of land increases from 25% to 50% is executed. However, in the same scene, the proportion of land may increase from 25% to 75%, or the proportion of land may increase from 25% to 100%. Also, the proportion of land before the start of the land increase effect is not limited to 25%, and the land increase effect may start when the proportion of land is 50%, or the land increase effect may start when the proportion of land is 75%.

[0263] Returning to the description of FIG. 14, as the pre-target variation accompanied by the first descent area search effect ends, the process shifts to the stop display period described above with reference to FIG. 13. During this stop display period, in order to notify that the determination result of the first special symbol determination made at the start of the pre-target variation is "loss", the first special symbol (here, the loss symbol) is stopped and displayed for a predetermined confirmation time (for example, 0.5 seconds). Accordingly, on the display screen 70, the three effect symbols indicating the scatter state remain in the stopped state (see FIG. 14(G)). FIG. 14(G) illustrates an example in which the three effect symbols indicating the scatter state of "254" remain stopped in the state of being displayed as small symbols in order to notify that the determination result of the first special symbol determination made at the start of the pre-target variation is "loss".

[0264] In this way, using the stop display period in which the three effect symbols indicating the scatter state are stopped and displayed, the above-described sky standby effect based on FIGS. 13(C) and (E) is executed (see FIG. 14(G)). FIG. 14(G) illustrates an example in which a descender (here, a veteran descender) who has moved in the sky while being blown by the wind without starting to descend is waiting at a predetermined position in the sky by the first descent area search effect (including the land increase effect). In this permanent standby effect, as described above, although the descender makes slight movements, the display position thereof does not change significantly. Therefore, by executing the sky standby effect during the stop display period, it is possible to suppress the problem that a player who sees the descender mistakenly recognizes that the first special symbol (and the effect symbol) is in the variable display state.

[0265] When the landing challenge effect is executed with the effect pattern illustrated in FIGS. 14 and 15, when 1.5 seconds have elapsed since the start of the look-ahead target variation following the stop display period, the second descent area search effect (see FIG. 14(I)) is executed. Therefore, the sky standby effect (see FIG. 14(G)) started with the start of the stop display period continues until 1.5 seconds have elapsed since the start of the look-ahead target variation. This is as illustrated in FIGS. 13(C) and (E) described above.

[0266] During the stop display period, when the first special symbol is stopped and displayed for a predetermined fixed time (e.g., 0.5 seconds), and at the same time, three effect symbols showing the "254" scatter pattern are stopped and displayed, a first special symbol determination corresponding to a hold icon (see FIG. 14(C)) that suggests that the "pre-read target variation" displayed before the start of the landing challenge effect is being held is executed. In response to this, the variation display of the first special symbol on the first special symbol display 41 and the variation display of the effect symbols on the display screen 70 are started. FIG. 14(H) illustrates the state immediately after the pre-read target variation is started. Since the pre-read target variation is a variation that occurs after the pre-target variation, it can be said that the pre-read target variation is the "hold 2 variation" when the pre-target variation is the "hold 1 variation". FIGS. 14(G)-(H) illustrate the state in which three effect symbols showing the "254" scatter pattern start to vary while being displayed as small symbols, and three symbol columns are scrolled, along with the start of the pre-read target variation. Also, FIG. 14(H) illustrates the state in which the airborne standby effect in FIG. 14(G) continues because it is before the start of the second descent area search effect after the pre-read target variation is started.

[0267] Next, when 1.5 seconds have elapsed since the start of the pre-read target variation, the airborne standby effect ends and the second descent area search effect starts (see FIGS. 14(H)-(I)). FIG. 14(I) illustrates the state in which the descender who was waiting in the air moves to the right while being carried by the wind again. Immediately after the start of this second descent area search effect, the proportion of land is still 50% and the display color of the land remains red (see FIGS. 14(F)-(I)).

[0268] After the second descending area search effect starts, in the middle and later stages of this descending area search effect, a second land increase effect may be performed (see Fig. 15(A)). As is clear from the notations in Fig. 14(I) and Fig. 15(A), here, by performing the second land increase effect, the proportion of land increases from 50% to 75%, and the display color of the land changes from red to gold. Therefore, the player can sensually recognize, based on the proportion of land and the display color of the land, that the proportion of land has further increased and the possibility of the landing success effect being executed has further increased, and it is possible to effectively improve the player's sense of expectation for the execution of the landing success effect.

[0269] Here, the case where a land increase effect is performed in the second descending area search effect will be described as an example. However, there may also be a case where a second descending area search effect that does not include a land increase effect is performed. In the latter case, even after the second descending area search effect is executed, the proportion of land remains 50% and its display color remains red.

[0270] Fig. 15(B) exemplifies the state where the second descending area search effect including the land increase effect (see Fig. 15(A)) ends and the above-described descending start effect is executed based on Fig. 12(C) etc. In Fig. 15(B), a veteran descender is about to start descending from the sky. The proportion of land is 75% and its display color is gold. Furthermore, the characters "Descending start!" are displayed in the center of the display screen 70. In this descending start effect, since a veteran descender is displayed as the descender, the player can easily recognize that the landing success expectation level (the possibility of the landing success effect being executed) is higher compared to the case where a beginner descender starts descending. Also, since the land that was initially 25% in proportion and had a green display color (see Fig. 14(E)) has changed to land with a proportion of 75% and a gold display color (see Fig. 15(B)), the player can easily and sensually recognize that the landing success expectation level is quite high based on the display color of the land and the proportion of the land occupying the entire area.

[0271] 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.

[0272] 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.

[0273] 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.

[0274] Here, when the determination result of the first special symbol determination made at the start of the pre-read target variation where the descent start effect or the descent effect is performed is "big win", following the descent effect, the landing success effect described above may be executed based on FIG. 12(E) etc. (see FIGS. 15(E)-(F)). This landing success effect is an effect that notifies that the descender has successfully landed. In FIG. 15(F), as display objects related to the landing success effect, three lands with a display color of gold, a veteran descender who is happy about the landing success above the leftmost land, and the characters "Landing Success!" are illustrated as being displayed.

[0275] Since the descent effect is a special reach effect as described above, when the determination result of the first special symbol determination related to the pre-read target variation is "big win", three effect symbols showing a triple-bar are pseudo-stopped and displayed along with the start of the landing success effect (see FIGS. 15(E)-(F)). FIGS. 15(E)-(F) illustrate a state where the scroll display of the symbol column in the middle column has ended, the same middle five symbols as the left five symbols and the right five symbols are pseudo-stopped, and three effect symbols showing a triple-bar of "555" are pseudo-stopped while being displayed as small symbols.

[0276] When such a landing success effect ends and the remaining time of the pre-read target variation becomes several seconds, three effect symbols showing a triple-bar of "555" are largely pseudo-stopped and displayed in the effect symbol display area 73 (see FIG. 2) (see FIG. 15(G)). Along with the end of the pre-read target variation and the stop display of the losing symbol as the first special symbol, a hit notification effect for actually stopping these three effect symbols is executed (see FIGS. 15(G)-(H)).

[0277] Here, the case where a landing success effect is executed following a descent effect has been described by taking as an example the situation where the determination result of the first special symbol determination related to the pre-read target variation is "big win". However, when the determination result of the first special symbol determination related to the pre-read target variation is "loss", a landing failure effect and a loss notification effect are executed following the descent effect in FIGS. 15(C) to (E), or alternatively, following the descent effect in FIGS. 15(C) to (E), a landing failure effect, a development effect, SPSP reach, and a win / loss notification effect (here, a loss notification effect) are executed. This is as described above with reference to FIG. 12.

[0278] Also, if the determination result of the first special symbol determination related to the pre-read target variation is "big win", it is not necessarily the case that a landing success effect is always executed following the descent effect. Even if it is a "big win", the landing success effect may not be executed, and a landing failure effect, a development effect, SPSP reach, and a win / loss notification effect (here, a win notification effect) may be executed. This is also as described above with reference to FIG. 12.

[0279] <Specific Example of Landing Challenge Effect in Which Landing Failure Effect is Performed> Next, with reference to FIG. 16, a specific example of a landing challenge effect in which a landing failure effect is performed will be described. Here, FIG. 16 is a screen diagram showing a specific example of a landing challenge effect in which a landing failure effect is performed, and exemplifies a pattern in which a loss notification effect (see FIG. 12(H)) is executed after the landing failure effect (see FIG. 12(G)), and a pattern in which it develops into SPSP reach (see FIG. 12(J)) via a development effect (see FIG. 12(I)) after the landing failure effect.

[0280] Note that here, the case where a descent start effect is executed without executing a descent area search effect has been described as an example. However, even if a descent area search effect is executed prior to the descent start effect, when the ratio of land and the display color do not rank up from the state where the ratio of land is 25% and its display color is green, an effect similar to that exemplified in FIG. 16 may be performed.

[0281] FIG. 16(A) illustrates a state where the descent start effect described above based on FIG. 12(C) etc. is executed at the timing when 1.5 seconds have elapsed since the pre-read target variation was started. In FIG. 16(A), a beginner descender is about to start descending from above, the ratio of land is 25% and its display color is green, and further, the characters "Descent Start!" are displayed in the center of the display screen 70. In this descent start effect, since a beginner descender is displayed as the descender, it is possible for the player to easily recognize that the expected landing success rate (the possibility of executing the landing success effect) is lower than when an experienced descender starts descending (see FIG. 15(B)). Also, since the ratio of land is 25% and the display color remains green, it is possible for the player to easily and intuitively recognize that the expected landing success rate is low based on the display color of the land and the ratio of the land in the entire area.

[0282] As described above, when the state at the start of the descent is suggested by the descent start effect, the descent effect described above based on FIG. 12(D) etc. is executed (see FIGS. 16(B) to (C)). Since this descent effect is a special reach effect as described above, during the descent effect, a variation display of the effect symbols is performed in which two effect symbols common to the left symbol and the right symbol are in a pseudo-stopped state and the symbol column in the middle row is scrolled and displayed (see FIGS. 16(B) to (C)). FIGS. 16(B) to (C) illustrate a state where the left 4 symbols and the right 4 symbols are in a pseudo-stopped state and the symbol column in the middle row is scrolled and displayed.

[0283] Also, FIG. 16(B) illustrates a state where a beginner descender is being fanned by the wind and floating upward to the upper right. Also, FIG. 16(C) illustrates a state where a beginner descender has lost control and is descending rapidly to the lower right.

[0284] Note that in FIGS. 16(B) to (C), since the descender is a beginner, the movements are different from those of the veteran descenders in the descent effects described above based on FIGS. 15(C) to (E). Thus, in this embodiment, the movements of the descenders in the descent effects are varied according to the type of the descender, but regardless of the type of the descender, the same movements may be made for the descenders. Further, since the ratio of land at the start of the descent effect is variable, for example, the operation pattern (descent pattern) of the descender may be stored in the sub-ROM 92 for each ratio of land, and the operation pattern corresponding to the ratio of land at the start of the descent effect may be read from the sub-ROM 92 and the descender may be made to descend in that operation pattern.

[0285] Here, when the determination result of the first special symbol determination performed at the start of the pre-read target variation in which the descent start effect or the descent effect is performed is "loss", following the descent effect, the landing failure effect described above based on FIG. 12(G) etc. is executed (see FIG. 16(D)). This landing failure effect is an effect for notifying that the descender has failed to land. In FIG. 16(D), as display objects related to the landing failure effect, one piece of land with a display color of green, a beginner descender who could not land and splashed down, and the characters "Landing failure..." are shown as an example.

[0286] Note that since the descent effect is a special reach effect as described above, when the determination result of the first special symbol determination related to the pre-read target variation is "loss", three effect symbols indicating a reach loss are pseudo-stopped along with the start of the landing failure effect (see FIGS. 16(C) to (D)). In FIGS. 16(C) to (D), the scroll display of the symbol column in the middle row is finished, and the middle symbol (here, the middle 5 symbols) different from the left 4 symbols and the right 4 symbols is pseudo-stopped, and three effect symbols indicating a reach loss of "454" are pseudo-stopped in a state of being displayed as small symbols.

[0287] Also, when the determination result of the first special symbol determination regarding the pre-read target variation is "big win", it may develop into SPSP reach via the landing failure effect and the development effect. Therefore, even when it is a "big win", similar to what is illustrated in FIG. 16(D), a landing failure effect accompanied by a pseudo-stop display of three effect symbols indicating a reach miss may be performed.

[0288] Here, when the determination result of the first special symbol determination regarding the pre-read target variation is "miss", when the landing failure effect in FIG. 16(D) ends and the remaining time of the pre-read target variation becomes several seconds, three effect symbols indicating the "454" reach miss are largely pseudo-stopped and displayed in the effect symbol display area 73 (see FIG. 2) (see FIG. 16(E)). Along with the pre-read target variation ending and the miss symbol being stopped and displayed as the first special symbol, a miss notification effect for actually stopping these three effect symbols is executed (see FIGS. 16(E) to (F)).

[0289] Also, when the determination result of the first special symbol determination regarding the pre-read target variation is "big win" or "miss", after the landing failure effect in FIG. 16(D) is executed, it may develop into SPSP reach (see FIG. 16(I)) via the development effect (see FIGS. 16(G) and (H)). FIG. 16(G) illustrates, as the first half of the development effect, a rescue effect in which a friendly character who appears on land utters the line "I'm here to help!" and then rescues the beginner descender who has landed in the water. Here, since the descender who has landed in the water is a beginner, a rescue effect for rescuing the beginner descender is performed. However, when the descender who has landed in the water is a veteran, a rescue effect for rescuing that veteran descender will be performed.

[0290] Next, in the middle stage of the development presentation, the development presentation illustrated in FIG. 16(H) is performed. This development presentation is the same as the development presentation described above based on FIG. 10(B). Specifically, first, three presentation symbols indicating the losing combinations of "454" move to the center of the display screen 70 while being enlarged. Then, as the left 4 symbols move to the upper left area of the display screen 70 while being reduced, they rotate once clockwise with the scroll direction as the axial direction and then move to the upper left area. At the same time, as the right 4 symbols move to the upper right area of the display screen 70 while being reduced, they rotate once clockwise with the scroll direction as the axial direction and then move to the upper right area. The middle 5 symbols move downward, and the scroll display of the symbol column in the middle column starts. After that, until the end stage of the variable display of the first special symbol this time, the left 4 symbols are pseudo-stopped and displayed in the upper left area, the right 4 symbols are pseudo-stopped and displayed in the upper right area, and the symbol column in the middle column is not displayed until the end stage of the SPSP reach to secure a display area for performing the display presentation related to the SPSP reach. Also, when the development presentation in FIG. 16(H) is executed, the display object (the pedestal image serving as the pedestal of the icon) constituting the icon display area 72 and the icon that were not displayed are displayed.

[0291] Note that the SPSP reach (see FIG. 16(I)) performed via the development presentations in FIGS. 16(G) to (H) is performed in the same manner as the SPSP reach described above based on FIGS. 10(E) to (I). However, when the determination result of the first special symbol determination related to the prediction target variation is "big win", a winning notification presentation is executed at the end stage of the SPSP reach, and when it is "loss", a losing notification presentation is executed.

[0292] In addition, as the variation pattern of the first special symbol which is the pre-reading target variation where the descent start effect or the descent effect etc. are performed, there are a variation pattern for executing a landing success effect (and a winning notification effect) following the descent effect, a variation pattern for executing a landing failure effect (and a losing notification effect) following the descent effect, a variation pattern for executing a landing failure effect, a development effect, an SPSP reach, and a win / loss notification effect (a winning notification effect or a losing notification effect) following the descent effect. Depending on the variation pattern selected by the main CPU 81, the effect pattern (a series of effect flows) of the landing challenge effect will be different.

[0293] <Specific example of the landing challenge effect that does not progress to the descent effect> Next, while referring to FIG. 17, a specific example of the landing challenge effect that does not progress to the descent effect will be described. Here, FIG. 17 is a screen diagram showing a specific example of the landing challenge effect that does not progress to the descent effect, and exemplifies a state where a losing notification effect (see FIG. 12(L)) is executed instead of the descent effect (see FIG. 12(D)) after the descent area search effect and the descent start effect (see FIG. 12(C)).

[0294] In FIGS. 17(A) and (B), in the pre-reading target variation, a state where the first descent area search effect is being performed is exemplified. In this descent area search effect, with a ratio of 25% and a green land being displayed, after the veteran descender is blown to the right by the wind, an effect of being blown to the left by the headwind is performed. And regarding a part where the land increase effect (for example, see FIG. 14(H)) described above is not performed in this descent area search effect, a faking effect of the descent start effect is performed (see FIG. 17(C)).

[0295] In the normal descent start effect, as described above based on FIG. 15(B), the descender hanging from the balloon, the land and the water surface, and the characters "Descent start!" are displayed. On the other hand, in the fake effect of the descent start effect illustrated in FIG. 17(C), although the descender hanging from the balloon is displayed in the same way as in the normal descent start effect, the land and the water surface are not displayed, and the characters "Descent start?" instead of "Descent start!" are displayed. Thus, in the fake effect of the descent start effect, a part of the display objects (here, the land and the water surface) displayed in the normal descent start effect is not displayed, and characters different from those in the normal descent start effect are displayed. For this reason, a player who has seen the fake effect of the descent start effect can easily recognize that the descent effect is not started.

[0296] The landing challenge effect including the descent effect is executed when a part of the variation patterns of the first special symbol selected by the main CPU 81 is selected. For this reason, the landing challenge effect including the descent effect is an effect with a not-so-high appearance rate. On the other hand, in the gaming machine 1 of the present embodiment, when another variation pattern different from such a part of the variation patterns (a variation pattern in which the effects after the descent effect in FIG. 12 are not executed) is selected, the fake effect of the descent start effect can be executed. For this reason, even when it is difficult to select any of the above-mentioned part of the variation patterns, by executing the fake effect of the descent start effect when the above-mentioned other variation pattern is selected, the player can be appropriately made aware of the descent effect, and it is possible to effectively suppress the problem that the player's sense of expectation that the descent effect will be executed following the descent start effect gradually decreases.

[0297] Returning to the description of FIG. 12, following the fake effect of the descent start effect (see FIG. 17(C)), a whiteout effect is executed (see FIG. 17(D)). In this whiteout effect, as illustrated in FIG. 17(D), a background image of all white is displayed full screen on the display screen 70, and only three symbol columns that are scroll-displayed in a state where small symbols are displayed on this background image are superimposed and displayed.

[0298] When such a white effect is performed for a predetermined time (for example, 3 seconds), an end effect of the landing challenge effect is executed (see Fig. 17(E)). In this end effect of the landing challenge effect, as illustrated in Fig. 17(E), a descender who has fallen to the ground and the characters "Was it a dream... " are displayed. Also, in order to notify that the descent effect, which is a special reach effect, fails without the effect progressing, for example, three effect symbols indicating the "214" scatter are pseudo-stopped and displayed in the state of being small symbols. Therefore, the player can easily recognize that the effect did not progress in the descent effect by viewing the end effect.

[0299] When such an end effect of the landing challenge effect is performed, a losing notification effect is performed (see Fig. 17(E) to (G)). Fig. 17(F) illustrates a state in which three large effect symbols indicating the "214" scatter are pseudo-stopped and displayed in the effect symbol display area 73 at the end of the variable display of the first special symbol during execution. Fig. 17(G) illustrates a state in which three large effect symbols indicating the "214" scatter are actually stopped and displayed as the losing symbol is stopped and displayed as the first special symbol.

[0300] As is clear from the notations in Fig. 17(E) and (F), as the losing notification effect is started, the pedestal image that serves as the pedestal of the icon and the four hold pedestal images that serve as the pedestals of the hold icons, which have been temporarily hidden, are displayed again. Also, the icon is displayed in the hold icon display area 71, and one hold icon is displayed in the hold icon display area 71.

[0301] In this way, when the symbol variation in which the faking effect of the descent start effect is executed ends, since one right of the first special symbol determination is reserved, when the losing notification effect in Fig. 17(G) is continuously executed for a predetermined confirmation time (in this embodiment, 0.5 seconds), the first special symbol determination corresponding to this right is executed and the next symbol variation is started (see Fig. 17(G) and (H)).

[0302] <Processing to be executed at the start of the pre-read target variation> In the gaming machine 1 of the present embodiment, when a game ball wins the first start port 21 during the variable display of the first special symbol in the normal game state, acquisition information such as a jackpot random number is acquired, and the acquisition information is stored as information retaining the right to determine the first special symbol in any one of the special figure 1 · first retention storage areas 831 to special figure 1 · fourth retention storage areas 834 (see Fig. 41(A)). Here, when the acquisition information is stored in the special figure 1 · first retention storage area 831 (that is, when at least one right to determine the first special symbol is retained), the main CPU 81 ends the variable display of the first special symbol being executed, and when the losing symbol is stopped and displayed as the first special symbol for a predetermined determination time (0.5 seconds in the present embodiment), the acquisition information stored in the special figure 1 · first retention storage area 831 is shifted to the determination storage area 830 (see Fig. 41(A)).

[0303] Next, the main CPU 81 executes the jackpot determination process in step S308 and the variation pattern selection process in step S309 based on the acquisition information stored in this determination storage area 830. Then, the setting information of the special symbol (information indicating a jackpot symbol or a losing symbol) set in the process of step S308, information indicating whether this special symbol setting information pertains to the first special symbol determination or the second special symbol determination, the setting information of the variation pattern selected in the process of step S309, and a variation start command including information regarding the game state of the gaming machine 1 are transmitted to the sub-control board 90.

[0304] On the other hand, when the sub-CPU 91 of the sub-control board 90 receives a variation start command related to the first special symbol determination, it executes a variation effect pattern setting process (see FIG. 57) described later based on the information included in this variation start command. This variation effect pattern setting process includes determining whether to execute a dropping effect, which is a special reach effect (see FIG. 12(D)), and when executing the dropping effect, determining in what flow the effects after the dropping effect (see FIGS. 12(D) to (K)) proceed. And when executing the effects after the dropping effect, a variation effect start command including information instructing the execution of these effects is transmitted to the image and sound control board 100 (and the lamp control board 120), and the effects after the dropping effect are executed in the pre-read target variation described above.

[0305] <Processing executed at the time of reserved winning related to the pre-read target variation> By the way, as described above with reference to FIGS. 14 to 16, in the dropping effect, droppers and land appear, and these droppers and land also appear in the dropping area search effect and the dropping start effect that can be executed prior to the dropping effect. Also, regarding the land, when the dropping area search effect including the land increase effect is executed, its ratio and display color will change. As described above with reference to FIG. 13, since the dropping area search effect may be executed not only in the pre-read target variation but also in the pre-target variation before the pre-read target variation, the type of dropper, the ratio and display color of the land displayed in the dropping start effect in the pre-read target variation, whether to execute the dropping area search effect, the number of executions if the dropping area search effect is executed, and how to change the ratio and display color of the land with what change pattern if the dropping area search effect is executed need to be determined in advance.

[0306] Therefore, in the gaming machine 1 of the present embodiment, after the right to the first special symbol determination related to the "pre-target variation" is reserved, at the timing when the right to the first special symbol determination related to the "advance reading target variation" is reserved (for example, in FIG. 14(C), at substantially the same timing as when the second reserved icon indicated by the arrow extending from the character "advance reading target" is displayed), the following processing is executed.

[0307] In the normal gaming state, when a game ball wins the first start port 21 in a state where the acquisition information related to the "pre-target variation" is stored in the special figure 1 · first reserved storage area 831 (see FIG. 41(A)), the main CPU 81 acquires acquisition information such as a jackpot random number. Then, the acquired information is stored in the special figure 1 · second reserved storage area 832 (see FIG. 41(A)) as information for reserving the right to the first special symbol determination related to the "advance reading target variation". In this way, when the main CPU 81 acquires the acquisition information related to the "advance reading target variation" to be stored in the special figure 1 · second reserved storage area 832, based on the acquired information, it pre-determines whether to execute a jackpot game, and also executes a pre-determination process for pre-determining which variation pattern will be selected as the variation pattern of the first special symbol. That is, it pre-specifies whether the determination result of the first special symbol determination performed at the start of the "advance reading target variation" will be "jackpot", and also performs a process of pre-specifying which variation pattern will be selected as the variation pattern of the first special symbol related to the "advance reading target variation".

[0308] In this way, in the normal gaming state, in response to the reservation of the right to the first special symbol determination, the main CPU 81 performs a pre-determination process and transmits a reserved command including pre-determination information indicating the result of the pre-determination process to the sub-control board 90 (see FIG. 5).

[0309] Incidentally, in the sub-ROM 92 of the sub-control board 90, a variable effect pattern selection table is stored, which associates the variable pattern of the first special symbol with the variable effect pattern of a variable effect including an effect that varies the effect symbol. That is, for a part of the variable pattern of the first special symbol defined in the variable effect pattern selection table, the effect pattern of the effect after the above-described descending effect is associated based on FIGS. 12(D) to (K) and the like. For this reason, based on the preliminary determination information included in the suspended command received from the main control board 80, the sub-CPU 91 specifies the variable pattern of the first special symbol selected when the suspended first special symbol determination is executed, and reads the variable effect pattern corresponding to the specified variable pattern of the first special symbol from the variable effect pattern selection table, whereby in the pre-read target variation, it is possible to specify in advance whether the descending effect is executed, and if the descending effect is executed, what kind of effect is executed following the descending effect.

[0310] (Regarding the selection of the descender) As described above, when the sub-CPU 91 specifies that the descending effect is executed in the pre-read target variation based on the preliminary determination information included in the suspended command from the main control board 80, the sub-CPU 91 performs the following processing to select either "veteran" or "beginner" as the descender. That is, the sub-CPU 91 acquires a descender selection random number and stores it in the sub-RAM 93. That is, regarding the descender selection random number that is appropriately updated each time the random number update process in the sub-control board 90 is performed, the sub-CPU 91 acquires the value at the time of receiving the suspended command from the main control board 80 and stores it in the sub-RAM 93 as the descender selection random number. Then, the descender selection table is read from the sub-ROM 92 and set in a predetermined area of the sub-RAM 93.

[0311] In this winning / losing selection table, as illustrated in FIG. 18, a winning / losing type, a winning / losing suggestion presentation type, and a random number value are associated with each other. The winning / losing types include "big win" and "loss". The winning / losing suggestion presentation types include "landing success presentation", "SPSP reach win", "landing failure presentation", and "SPSP reach loss". Here, "landing success presentation" means that after the descent presentation (see FIG. 12(D)), the landing success presentation (see FIG. 12(E)) and the winning notification presentation (see FIG. 12(F)) are executed. "SPSP reach win" means that after the descent presentation, the landing failure presentation (see FIG. 12(G)), the development presentation (see FIG. 12(I)), the SPSP reach (see FIG. 12(J)), and the winning notification presentation (see FIG. 12(K)) are executed. "Landing failure presentation" means that after the descent presentation, the landing success presentation and the loss notification presentation (see FIG. 12(H)) are executed. "SPSP reach loss" means that after the descent presentation, the landing failure presentation, the development presentation, the SPSP reach, and the loss notification presentation (see FIG. 12(K)) are executed.

[0312] The random number value in FIG. 18 is a random number value to be compared with the winner selection random number. In the present embodiment, the range of possible values of this winner selection random number is set to 100 values from "0" to "99". When the sub-CPU 91 receives a hold command related to the right of the first special symbol determination, it stores the pre-determination information included in the hold command in a predetermined area of the sub-RAM 93. Then, based on the symbol setting information included in this pre-determination information, it is specified whether the determination result of the first special symbol determination performed at the start of the pre-read target variation is "big win" or "loss".

[0313] Next, as described above, based on the pre-determination information and the variable effect pattern selection table, the sub-CPU 91 determines whether a descent effect is to be executed in the pre-read target variation, and if a descent effect is to be executed, determines what kind of effect is to be executed following the descent effect. Then, based on this determination result, the sub-CPU 91 determines the type of the win / loss suggestion effect that is to be performed after the descent effect. For example, when a landing success effect (see Fig. 12(E)) and a hit notification effect (see Fig. 12(F)) are executed after the descent effect (see Fig. 12(D)), the win / loss suggestion effect type is "landing success effect". Also, when a landing failure effect (see Fig. 12(G)) and a miss notification effect (see Fig. 12(H)) are executed after the descent effect (see Fig. 12(D)), the win / loss suggestion effect type is "landing failure effect". Also, when a landing failure effect (see Fig. 12(G)), a development effect (see Fig. 12(I)), an SPSP reach (see Fig. 12(J)), and a hit notification effect (see Fig. 12(K)) are executed after the descent effect (see Fig. 12(D)), the win / loss suggestion effect type is "SPSP reach hit". Also, when a landing failure effect (see Fig. 12(G)), a development effect (see Fig. 12(I)), an SPSP reach (see Fig. 12(J)), and a miss notification effect (see Fig. 12(K)) are executed after the descent effect (see Fig. 12(D)), the win / loss suggestion effect type is "SPSP reach miss".

[0314] In this way, the sub-CPU 91 reads out from the descender selection table the descender type that matches the win / loss type and the win / loss suggestion effect type specified based on the pre-determination information and the acquired descender selection random number, thereby selecting either "veteran" or "beginner" as the descender.

[0315] As illustrated in FIG. 18, in the case where the winning / losing category is "big win" and the winning / losing suggestion performance category is "landing success performance", 62 random values are associated with veterans, and 38 random values are associated with beginners. Therefore, when the winning / losing category is "big win" and the winning / losing suggestion performance category is "landing success performance", veterans are selected at a rate of 62% (=62 / 100×100), and beginners are selected at a rate of 38% (=38 / 100×100).

[0316] Also, as illustrated in FIG. 18, in the case where the winning / losing category is "big win" and the winning / losing suggestion performance category is "SPSP reach win", 70 random values are associated with veterans, and 30 random values are associated with beginners. Therefore, when the winning / losing category is "big win" and the winning / losing suggestion performance category is "SPSP reach win", veterans are selected at a rate of 70% (=70 / 100×100), and beginners are selected at a rate of 30% (=30 / 100×100).

[0317] Also, as illustrated in FIG. 18, in the case where the winning / losing category is "loss" and the winning / losing suggestion performance category is "landing failure performance", 41 random values are associated with veterans, and 59 random values are associated with beginners. Therefore, when the winning / losing category is "loss" and the winning / losing suggestion performance category is "landing failure performance", veterans are selected at a rate of 41% (=41 / 100×100), and beginners are selected at a rate of 59% (=59 / 100×100).

[0318] Also, as illustrated in FIG. 18, in the case where the winning / losing category is "loss" and the winning / losing suggestion performance category is "SPSP reach loss", 23 random values are associated with veterans, and 77 random values are associated with beginners. Therefore, when the winning / losing category is "loss" and the winning / losing suggestion performance category is "SPSP reach loss", veterans are selected at a rate of 23% (=23 / 100×100), and beginners are selected at a rate of 77% (=77 / 100×100).

[0319] From these facts, the following can be said. That is, when the winning / losing category is "big win", veterans are more likely to be selected than beginners, and when the winning / losing category is "loss", beginners are more likely to be selected than veterans. For this reason, in the descending area search effect, the descending start effect, and the descending effect, when a veteran descender appears, the winning notification effect is more likely to be executed at the end of the prediction target variation compared to when a beginner descender appears (that is, the big win reliability is high).

[0320] Also, when comparing the case where the landing success effect is executed and the case where the landing success effect is executed, although the magnitude relationship between the selection ratio of veteran descenders and the selection ratio of beginner descenders is reversed, when the landing success effect is executed, beginners are selected at a relatively high ratio of 38%. For this reason, even if the descender is a beginner, it is possible to make the player expect that the landing success effect (and the winning notification effect) will be executed.

[0321] Also, when the landing failure effect (and the loss notification effect) is executed, the selection ratio of veterans is as high as 41%, and it can be said that there is a certain possibility that the landing failure effect will be executed even if the descender is a veteran. In contrast, in the case of SPSP reach win, veterans are selected as descenders at an extremely high ratio of 70%, while in the case of SPSP reach loss, the selection ratio of veterans is an extremely low value of 23%. For this reason, when the descender is a veteran and develops from the landing failure effect through the development effect to SPSP reach, the possibility that the winning notification effect at the end of SPSP reach will be executed is extremely high, and it is possible to effectively improve the player's expectation for a big win when developing from the landing failure effect through the development effect to SPSP reach.

[0322] (Regarding the selection of the land effect mode displayed in the descending start effect) Next, with reference to FIG. 19, a process of selecting the rendering mode (ratio and display color) of the land displayed in the start-of-descent rendering (see FIG. 12(C)) will be described. Here, FIG. 19 is an explanatory diagram for explaining the start-of-descent rendering / land mode selection table.

[0323] After selecting the type of the descender, the sub-CPU 91 executes the following process to select the rendering mode (ratio and display color) of the land displayed in the start-of-descent rendering (see FIG. 12(C)). That is, the sub-CPU 91 acquires a land mode selection random number and stores it in the sub-RAM 93. That is, for the land mode selection random number that is appropriately updated each time the random number update process is performed on the sub-control board 90, the sub-CPU 91 acquires the value at the time when a held command is received from the main control board 80 and stores it in the sub-RAM 93 as the land mode selection random number. Then, the start-of-descent rendering / land mode selection table is read from the sub-ROM 92 and set in a predetermined area of the sub-RAM 93.

[0324] In this start-of-descent rendering / land mode selection table, as illustrated in FIG. 19, the falling type, the descender type, the land ratio, the land color (the display color of the land), and the random number value to be compared with the land mode selection random number are associated with each other. The falling type and the descender type are as described above based on FIG. 18. The land ratio represents the ratio occupied by the land displayed in the start-of-descent rendering when the total area of the land and the water surface is set to 100%. As illustrated in FIG. 19, in this embodiment, it can be any of 25% (25% land and 75% remaining water surface), 50% (50% land and 50% remaining water surface), 75% (75% land and 25% remaining water surface), and 100% (100% land and no water surface).

[0325] The land color is the display color of the land, and each land color is associated with a certain land ratio. Specifically, as illustrated in FIG. 19, the "green" of the land color is associated with the land ratio of "25%", the "red" of the land color is associated with the land ratio of "50%", the "gold" of the land color is associated with the land ratio of "75%", and the "rainbow color" of the land color is associated with the land ratio of "100%".

[0326] The random number value represented by the number in FIG. 19 is a random number value to be compared with the land mode selection random number. In this embodiment, the range of possible values of this land mode selection random number is set to 100 numbers from "0" to "99". The sub-CPU 91 refers to the determination result (winning or losing type) of the first special symbol determination performed at the start of the pre-read target variation specified based on the preliminary determination information included in the command held received from the main control board 80, the type of the dropper selected by referring to the dropper selection table (see FIG. 18) (dropper type), and the acquired land mode selection random number, and reads out the corresponding "land ratio" and "land color" from the land start production time - land mode selection table set in the sub-RAM 93, thereby selecting the production mode (land ratio and land color) of the land displayed in the land start production.

[0327] As illustrated in FIG. 19, for the case where the winning / losing type is "big win" and the descending player type is "beginner", 19 random values are associated with the land ratio "25%" and the land color "green", 37 random values are associated with the land ratio "50%" and the land color "red", 41 random values are associated with the land ratio "75%" and the land color "gold", and 3 random values are associated with the land ratio "100%" and the land color "rainbow". Therefore, when the winning / losing type is "big win" and the descending player type is "beginner", the land ratio "25%" and the land color "green" are selected at a ratio of 19% (=19 / 100×100), the land ratio "50%" and the land color "red" are selected at a ratio of 37% (=37 / 100×100), the land ratio "75%" and the land color "gold" are selected at a ratio of 41% (=41 / 100×100), and the land ratio "100%" and the land color "rainbow" are selected at a ratio of 3% (=3 / 100×100).

[0328] Also, as illustrated in FIG. 19, for the case where the winning / losing type is "big win" and the descending player type is "veteran", 10 random values are associated with the land ratio "25%" and the land color "green", 33 random values are associated with the land ratio "50%" and the land color "red", 50 random values are associated with the land ratio "75%" and the land color "gold", and 7 random values are associated with the land ratio "100%" and the land color "rainbow". Therefore, when the winning / losing type is "big win" and the descending player type is "veteran", the land ratio "25%" and the land color "green" are selected at a ratio of 10% (=10 / 100×100), the land ratio "50%" and the land color "red" are selected at a ratio of 33% (=33 / 100×100), the land ratio "75%" and the land color "gold" are selected at a ratio of 50% (=50 / 100×100), and the land ratio "100%" and the land color "rainbow" are selected at a ratio of 7% (=7 / 100×100).

[0329] On the other hand, as illustrated in Fig. 19, for the case where the winning / losing category is "Lose" and the descender category is "Beginner", 49 random values are associated with the land ratio of "25%" and the land color of "Green", 36 random values are associated with the land ratio of "50%" and the land color of "Red", 15 random values are associated with the land ratio of "75%" and the land color of "Gold", and no random values are associated with the land ratio of "100%" and the land color of "Rainbow". Therefore, when the winning / losing category is "Lose" and the descender category is "Beginner", the land ratio of "25%" and the land color of "Green" are selected at a rate of 49% (=49 / 100×100), the land ratio of "50%" and the land color of "Red" are selected at a rate of 36% (=36 / 100×100), the land ratio of "75%" and the land color of "Gold" are selected at a rate of 15% (=15 / 100×100), and the land ratio of "100%" and the land color of "Rainbow" are never selected.

[0330] Also, as illustrated in Fig. 19, for the case where the winning / losing category is "Lose" and the descender category is "Veteran", 41 random values are associated with the land ratio of "25%" and the land color of "Green", 33 random values are associated with the land ratio of "50%" and the land color of "Red", 26 random values are associated with the land ratio of "75%" and the land color of "Gold", and no random values are associated with the land ratio of "100%" and the land color of "Rainbow". Therefore, when the winning / losing category is "Lose" and the descender category is "Veteran", the land ratio of "25%" and the land color of "Green" are selected at a rate of 41% (=41 / 100×100), the land ratio of "50%" and the land color of "Red" are selected at a rate of 33% (=33 / 100×100), the land ratio of "75%" and the land color of "Gold" are selected at a rate of 26% (=26 / 100×100), and the land ratio of "100%" and the land color of "Rainbow" are never selected.

[0331] From these facts, the following can be said. That is, when the winning / losing category is "big win", although the probability is low, for both the case where the descender category is "beginner" and the case where the descender category is "veteran", the land ratio "100%" and the land color "rainbow color" may be selected (3% for "beginner" and 7% for "veteran"). On the other hand, when the winning / losing category is "loss", regardless of whether the descender category is "beginner" or "veteran", since random values are not associated with the land ratio "100%" and the land color "rainbow color", the land ratio "100%" and the land color "rainbow color" are never selected. From this, in the descending area search effect, the descending start effect, and the descending effect, it can be said that the effect of displaying land with a ratio of 100% and a display color of rainbow color is a definite notification effect that definitely notifies that a winning notification effect will be executed.

[0332] Also, as illustrated in FIG. 19, when the winning / losing category is "big win", excluding the land ratio "100%" and the land color "rainbow color", regardless of whether the descender category is "beginner" or "veteran", the land ratio "75%" and the land color "golden color" are most likely to be selected, followed by the land ratio "50%" and the land color "red color", and the selection ratio of the land ratio "25%" and the land color "green color" is the lowest. Also, when the winning / losing category is "loss", regardless of whether the descender category is "beginner" or "veteran", the land ratio "25%" and the land color "green color" are most likely to be selected, followed by the land ratio "50%" and the land color "red color", and the selection ratio of the land ratio "75%" and the land color "golden color" is the lowest. Therefore, when arranging these land ratios and land colors in ascending order of low to high big win reliability, it is in the order of land ratio "25%" and land color "green color", land ratio "50%" and land color "red color", land ratio "75%" and land color "golden color", land ratio "100%" and land color "rainbow color".

[0333] Also, as illustrated in FIG. 19, when the winning / losing type is "big win" and the descending player type is "veteran", the land ratio "100%" and the land color "rainbow color" are selected at a ratio of 7%, and the land ratio "75%" and the land color "gold color" are selected at a ratio of 50%. On the other hand, when the winning / losing type is "big win" and the descending player type is "beginner", the land ratio "100%" and the land color "rainbow color" are selected at a ratio of 3%, and the land ratio "75%" and the land color "gold color" are selected at a ratio of 41%. Thus, even when the winning / losing type is the same "big win", the land ratio "100%" and the land color "rainbow color", and the land ratio "75%" and the land color "gold color" are more likely to be selected, suggesting that when the descending player type is "veteran", the possibility of executing a successful landing performance following the descending performance is relatively higher compared to when the descending player type is "beginner". Therefore, by displaying a veteran descending player in the descending area search performance, it is possible to effectively improve the player's sense of expectation regarding the display of land with a 75% ratio and gold color or land with a 100% ratio and rainbow color in the descending start performance.

[0334] In the landing challenge performance of the present embodiment, a descending start performance (see FIG. 12(C)) is executed prior to the descending performance (see FIG. 12(D)). However, as is clear from the description up to this point based on FIG. 19, a descending start performance that displays land with a 25% ratio and green color is executed, suggesting that the possibility of executing a successful landing performance following the descending performance is relatively low. Also, a descending start performance that displays land with a 50% ratio and red color may be executed, suggesting that the possibility of executing a successful landing performance following the descending performance is moderate. Further, a descending start performance that displays land with a 75% ratio and gold color may be executed, suggesting that the possibility of executing a successful landing performance following the descending performance is relatively high. Additionally, a descending start performance that displays land with a 100% ratio and rainbow color may be executed, suggesting that the possibility of executing a successful landing performance following the descending performance is extremely high (in the present embodiment, 100%).

[0335] In addition, in the landing challenge presentation of this embodiment, a descent area search presentation (see Fig. 12(A)) may be executed prior to the descent start presentation. By executing the descent area search presentation including the land increase presentation described above based on Fig. 14(F) and Fig. 15(A), it can be suggested that the possibility suggested by the descent start presentation (the possibility of executing the landing success presentation) has increased before the start of the descent start presentation.

[0336] <Regarding the selection of the presentation pattern of the descent area search presentation> Next, with reference to Fig. 20, the process of selecting the presentation pattern of the descent area search presentation (see Fig. 12(A)) will be described. Here, Fig. 20 is an explanatory diagram for explaining the descent area search presentation pattern selection table.

[0337] As described above, the sub-CPU 91 selects the type of the descender by referring to the descender selection table (see Fig. 18), and selects the aspect of the land (land ratio and display color) displayed in the descent start presentation by referring to the descent start presentation / land aspect selection table (see Fig. 19). Then, in order to select the presentation pattern of the descent area search presentation (and the land increase presentation), the following process is executed.

[0338] That is, the sub-CPU 91 acquires the descent area search presentation pattern selection random number and stores it in the sub-RAM 93. That is, the sub-CPU 91 acquires the value at the time of receiving the hold command from the main control board 80 regarding the descent area search presentation pattern selection random number that is appropriately updated each time the random number update process in the sub-control board 90 is performed, and stores it in the sub-RAM 93 as the descent area search presentation pattern selection random number. Then, the descent area search presentation pattern selection table (see Fig. 20) is read from the sub-ROM 92 and set in a predetermined area of the sub-RAM 93.

[0339] In this descending area search effect pattern selection table, as illustrated in FIG. 20, the number of increases, the descending area search effect pattern, the land ratio and the display color of the land in the descending start effect, and the random number value compared with the descending area search effect pattern selection random number are associated. Here, the number of increases is the number of executions of the land increase effect. The number of increases "0" means that the land increase effect is not executed for either the pre-target variation or the look-ahead target variation. Also, the number of increases "1" means that the land increase effect is executed for either the pre-target variation or the look-ahead target variation. Further, the number of increases "2" means that the land increase effect is executed for both the pre-target variation and the look-ahead target variation.

[0340] The descending area search effect pattern (see FIG. 20) shows how the land ratio changes due to the descending area search effect. Here, the descending area search effect pattern "-" means that the descending area search effect (and the land increase effect) is not executed, or a descending area search effect that does not include the land increase effect is executed. Also, the descending area search effect pattern "25%→50%" means that a descending area search effect including a land increase effect that increases the land ratio from 25% to 50% is executed. Also, the descending area search effect pattern "25%→75%" means that a descending area search effect including a land increase effect that increases the land ratio to 75% without passing through 50% from 25% is executed. Also, the descending area search effect pattern "25%→100%" means that a descending area search effect including a land increase effect that increases the land ratio to 100% without passing through 50% or 75% from 25% is executed.

[0341] Also, in FIG. 20, the descending area search effect pattern “50% → 50%” means executing a descending area search effect (descending area search effect not including land increase effect) in which the land ratio does not change from 50%. Also, the descending area search effect pattern “50% → 75%” means executing a descending area search effect including a land increase effect that increases the land ratio from 50% to 75%. Also, the descending area search effect pattern “50% → 100%” means executing a descending area search effect including a land increase effect that increases the land ratio from 50% to 100% without passing through 75%.

[0342] Also, in FIG. 20, the descending area search effect pattern “75% → 75%” means executing a descending area search effect (descending area search effect not including land increase effect) in which the land ratio does not change from 75%. Also, the descending area search effect pattern “75% → 100%” means executing a descending area search effect including a land increase effect that increases the land ratio from 75% to 100%. Also, the descending area search effect pattern “100% → 100%” means executing a descending area search effect (descending area search effect not including land increase effect) in which the land ratio does not change from 100%.

[0343] Also, in FIG. 20, the land ratio and the display color of the land in the descending start effect are as described above based on FIG. 19. The random number value represented by the number in FIG. 20 is a random number value compared with the descending area search effect pattern selection random number. In this embodiment, the range of possible values of this descending area search effect pattern selection random number is set to 100 from “0” to “99”.

[0344] When the sub-CPU 91 receives a pending command from the main control board 80, it acquires a descending area search effect pattern selection random number, selects the type of the descender by referring to the descender selection table (see Fig. 18), and then, by referring to the land state selection table at the start of descent effect (see Fig. 19), when selecting the ratio of land and the display color to be displayed in the start of descent effect, it selects the effect pattern of the descending area search effect. Specifically, it reads out the descending area search effect pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93. Then, by reading out the descending area search effect pattern corresponding to the land ratio and land color in the start of descent effect selected by referring to the land state selection table at the start of descent effect and the acquired descending area search effect pattern selection random number from the descending area search effect pattern selection table, it selects one descending area search effect pattern.

[0345] (When the land ratio is 25% and the land color is green in the start of descent effect) Incidentally, the land ratio "25%" is the basic value (minimum value) of the land ratio, and the land color "green" is the basic color of the land color. There is no prepared land ratio lower than the land ratio "25%", and there is also no prepared land color lower than the land color "green". Therefore, when displaying land with a land ratio of "25%" and a land color of "green" in the start-of-descent effect, even if the descent area search effect is executed prior to the start-of-descent effect, it is necessary not to perform the land increase effect (that is, to execute the descent area search effect in which the land ratio and land color do not change from the land ratio "25%" and the land color "green"). For this reason, in the descent area search effect pattern selection table illustrated in FIG. 20, regarding the land ratio "25%" and the land color "green" in the start-of-descent effect, the number of increases is only "0", and a random number value is associated only with the descent area search effect pattern in which both the pre-target variation and the look-ahead target variation are "-". Therefore, when the land ratio and land color in the pre-selected start-of-descent effect are the land ratio "25%" and the land color "green", the descent area search effect pattern in which both the pre-target variation and the look-ahead target variation are "-" is selected at a rate of 100% (= 100 / 100 × 100).

[0346] As described above, when the descent area search effect pattern in which both the pre-target variation and the look-ahead target variation are "-" is selected, in the pre-target variation, the descent area search effect is not executed, or a descent area search effect that does not include the land increase effect (a descent area search effect in which the land ratio and land color do not change from the land ratio "25%" and the land color "green") is executed. Similarly, in the look-ahead target variation, the descent area search effect is not executed, or a descent area search effect that does not include the land increase effect (a descent area search effect in which the land ratio and land color do not change from the land ratio "25%" and the land color "green") is executed. Note that whether to refrain from executing the descent area search effect or to execute a descent area search effect that does not include the land increase effect can be determined, for example, by lottery using a random number to select one of the two.

[0347] (When the land ratio is 50% and the land color is red in the start-of-descent performance) Next, when displaying land where the land ratio is "50%" and the land color is "red" in the start-of-descent performance, the number of increase times is "0" or "1" (see Fig. 20). This is because there are two cases: when the land increase effect that changes the land with a land ratio of "25%" and a land color of "green" to the land with a land ratio of "50%" and a land color of "red" is executed only once, and when the descent area search effect is executed, the descent area search effect where the land ratio and land color do not change from the land ratio "50%" and land color "red" (i.e., the descent area search effect that does not include the land increase effect) is executed.

[0348] In the descent area search effect pattern selection table illustrated in Fig. 20, for the land ratio "50%" and land color "red" in the start-of-descent performance, 20 random values are associated with the descent area search effect pattern where the number of increase times is "0" or "1", and both the pre-target change and the look-ahead target change are "-", 40 random values are associated with the descent area search effect pattern where the pre-target change is "25% → 50%" and the look-ahead target change is "50% → 50%", and 40 random values are associated with the descent area search effect pattern where the pre-target change is "-" and the look-ahead target change is "25% → 50%".

[0349] Therefore, when the land ratio and land color in the pre-selected start-of-descent performance are the land ratio "50%" and land color "red", the descent area search effect pattern where both the pre-target change and the look-ahead target change are "-" is selected at a rate of 20% (=20 / 100×100), the descent area search effect pattern where the pre-target change is "25% → 50%" and the look-ahead target change is "50% → 50%" is selected at a rate of 40% (=40 / 100×100), and the descent area search effect pattern where the pre-target change is "-" and the look-ahead target change is "25% → 50%" is selected at a rate of 40% (=40 / 100×100).

[0350] Here, when the descending area search effect pattern in which both the pre-target change and the look-ahead target change are both "-" is selected, in the pre-target change, the descending area search effect is not executed, or a descending area search effect that does not include the land increase effect (a descending area search effect in which the land ratio and land color do not change from the land ratio of "50%" and the land color of "red") is executed. Also, similarly in the look-ahead target change, the descending area search effect is not executed, or a descending area search effect that does not include the land increase effect (a descending area search effect in which the land ratio and land color do not change from the land ratio of "50%" and the land color of "red") is executed. On the other hand, when the descending area search effect pattern in which the pre-target change is "25% → 50%" and the look-ahead target change is "50% → 50%" is selected, a descending area search effect including the land increase effect of increasing the land ratio from 25% to 50% (along with this, changing the land color from green to red) is executed in the pre-target change, and in the look-ahead target change, a descending area search effect that does not include the land increase effect (a descending area search effect in which the land ratio does not change from 50% and the land color also does not change from red) is executed. Also, when the descending area search effect pattern in which the pre-target change is "-" and the look-ahead target change is "25% → 50%" is selected, in the pre-target change, the descending area search effect is not executed, or even if the descending area search effect is executed, a descending area search effect that does not include the land increase effect (a descending area search effect in which the land ratio and land color do not change from the land ratio of "25%" and the land color of "green") is executed, and in the look-ahead target change, a descending area search effect including the land increase effect of increasing the land ratio from 25% to 50% (along with this, changing the land color from green to red) is executed.

[0351] (When the land ratio is 75% and the land color is gold in the descending start effect) Next, when displaying land with a land ratio of "75%" and a land color of "gold" in the descent start effect, the number of increases is "0", "1", or "2" (see Fig. 20). This is because when a total of two land increase effects are executed, that is, when the first land increase effect that increases the land ratio from 25% to 50% is executed and then the second land increase effect that increases the land ratio from 50% to 75% is executed, when only one land increase effect that increases the land ratio from 25% (or 50%) to 75% is executed, and even when the descent area search effect is executed, there are cases where the land ratio and land color do not change from the land ratio of "75%" and the land color of "gold" (i.e., the descent area search effect that does not include the land increase effect) is executed.

[0352] In the descent area search effect pattern selection table illustrated in Fig. 20, for the land ratio of "75%" and the land color of "gold" in the descent start effect, the number of increases is "0", "1", or "2", and 10 random values are associated with the descent area search effect pattern where both the pre-target variation and the look-ahead target variation are "-", 10 random values are associated with the descent area search effect pattern where the pre-target variation is "25% → 75%" and the look-ahead target variation is "75% → 75%", 10 random values are associated with the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "25% → 75%", 15 random values are associated with the descent area search effect pattern where the pre-target variation is "50% → 75%" and the look-ahead target variation is "75% → 75%", 15 random values are associated with the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "50% → 75%", and 40 random values are associated with the descent area search effect pattern where the pre-target variation is "25% → 50%" and the look-ahead target variation is "50% → 75%".

[0353] Therefore, when the land ratio and land color in the pre-selected descent start effect are 75% for the land ratio and "gold" for the land color, the descent area search effect pattern where both the pre-target variation and the look-ahead target variation are "-" is selected at a rate of 10% (=10 / 100×100), the descent area search effect pattern where the pre-target variation is "25%→75%" and the look-ahead target variation is "75%→75%" is selected at a rate of 10% (=10 / 100×100), and the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "25%→75%" is selected at a rate of 10% (=10 / 100×100). Also, the descent area search effect pattern where the pre-target variation is "50%→75%" and the look-ahead target variation is "75%→75%" is selected at a rate of 15% (=15 / 100×100), the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "50%→75%" is selected at a rate of 15% (=15 / 100×100), and the descent area search effect pattern where the pre-target variation is "25%→50%" and the look-ahead target variation is "50%→75%" is selected at a rate of 40% (=40 / 100×100).

[0354] Here, when the drop area search effect pattern where both the pre-target change and the pre-read target change are both "-" is selected, in the pre-target change, either the drop area search effect is not executed, or a drop area search effect that does not include the land increase effect (a drop area search effect where the land ratio and land color do not change from the land ratio of "75%" and the land color of "gold") is executed. Similarly, in the pre-read target change, either the drop area search effect is not executed, or a drop area search effect that does not include the land increase effect (a drop area search effect where the land ratio and land color do not change from the land ratio of "75%" and the land color of "gold") is executed. On the other hand, when the drop area search effect pattern where the pre-target change is "25% → 75%" and the pre-read target change is "75% → 75%" is selected, a drop area search effect including the land increase effect that increases the land ratio from 25% to 75% (without passing through 50%) (along with this, changing the land color from green to gold without passing through red) is executed in the pre-target change, and in the pre-read target change, a drop area search effect that does not include the land increase effect (a drop area search effect where the land ratio does not change from 75% and the land color also does not change from gold) is executed.

[0355] Also, when a descending area search effect pattern where the pre-target change is "-" and the look-ahead target change is "25% → 75%" is selected, in the pre-target change, either the descending area search effect is not executed, or even if the descending area search effect is executed, a descending area search effect that does not include a land increase effect (a descending area search effect where the land ratio and land color do not change from a land ratio of "25%" and a land color of "green") is executed. In the look-ahead target change, a descending area search effect that includes a land increase effect of increasing the land ratio from 25% to 75% without passing through 50% (along with this, changing the land color from green to gold without passing through red) is executed. Also, when a descending area search effect pattern where the pre-target change is "50% → 75%" and the look-ahead target change is "75% → 75%" is selected, a descending area search effect that includes a land increase effect of increasing the land ratio from 50% to 75% (along with this, changing the land color from red to gold) is executed in the pre-target change. In the look-ahead target change, a descending area search effect that does not include a land increase effect (a descending area search effect where the land ratio does not change from 75% and the land color also does not change from gold) is executed.

[0356] Also, when a descending area search effect pattern where the pre-target change is "-" and the look-ahead target change is "50% → 75%" is selected, in the pre-target change, either the descending area search effect is not executed, or even if the descending area search effect is executed, a descending area search effect that does not include a land increase effect (a descending area search effect where the land ratio and land color do not change from a land ratio of "50%" and a land color of "red") is executed. In the look-ahead target change, a descending area search effect that includes a land increase effect of increasing the land ratio from 50% to 75% (along with this, changing the land color from red to gold) is executed. Also, when a descending area search effect pattern where the pre-target change is "25% → 50%" and the look-ahead target change is "50% → 75%" is selected, a descending area search effect that includes a land increase effect of increasing the land ratio from 25% to 50% (along with this, changing the land color from green to red) is executed in the pre-target change. In the look-ahead target change, a descending area search effect that includes a land increase effect of increasing the land ratio from 50% to 75% (along with this, changing the land color from red to gold) is executed.

[0357] (When the land ratio is 100% and the land color is rainbow color in the start-of-descent performance) Next, when displaying land where the land ratio is "100%" and the land color is "rainbow color" in the start-of-descent performance, the number of increase times is "0", "1", or "2" (see Fig. 20). Examples of the case where the number of increase times is "0" include when the descent area search performance is not executed, or when the descent area search performance is executed but does not include a land increase performance (i.e., a descent area search performance where the land ratio and land color do not change from the land ratio "100%" and land color "rainbow color"). Also, examples of the case where the number of increase times is "1" include when a descent area search performance including a land increase performance is executed only once, where the land ratio before the increase is any one of "25%", "50%", and "75%", and the land ratio after the increase is "100%". Further, examples of the case where the number of increase times is "2" include, for example, when a first descent area search performance including a land increase performance that increases the land ratio from 25% to 50% is executed, and then a second descent area search performance including a land increase performance that increases the land ratio from 50% to 100% (without passing through 75%) is executed, that is, when a total of two land increase performances are executed.

[0358] In the descent area search effect pattern selection table illustrated in FIG. 20, for the land ratio "100%" and land color "rainbow color" in the descent start effect, the number of increase times is "0", "1", or "2", and four random number values are associated with the descent area search effect pattern where both the pre-target variation and the look-ahead target variation are "-". Eight random number values are associated with the descent area search effect pattern where the pre-target variation is "25% → 100%" and the look-ahead target variation is "100% → 100%". Eight random number values are associated with the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "25% → 100%". Also, seven random number values are associated with the descent area search effect pattern where the pre-target variation is "50% → 100%" and the look-ahead target variation is "100% → 100%". Seven random number values are associated with the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "50% → 100%". Six random number values are associated with the descent area search effect pattern where the pre-target variation is "75% → 100%" and the look-ahead target variation is "100% → 100%". Six random number values are associated with the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "75% → 100%". Also, eighteen random number values are associated with the descent area search effect pattern where the pre-target variation is "25% → 50%" and the look-ahead target variation is "50% → 100%". Eighteen random number values are associated with the descent area search effect pattern where the pre-target variation is "25% → 75%" and the look-ahead target variation is "75% → 100%". Eighteen random number values are associated with the descent area search effect pattern where the pre-target variation is "50% → 75%" and the look-ahead target variation is "75% → 100%".

[0359] Therefore, when the land ratio and land color in the pre-selected descent start effect are 100% for the land ratio and "rainbow color" for the land color, the descent area search effect pattern where both the pre-target variation and the look-ahead target variation are "-" is selected at a rate of 4% (=4 / 100×100). Also, the descent area search effect pattern where the pre-target variation is "25%→100%" and the look-ahead target variation is "100%→100%" is selected at a rate of 8% (=8 / 100×100), the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "25%→100%" is selected at a rate of 8% (=8 / 100×100), the descent area search effect pattern where the pre-target variation is "50%→100%" and the look-ahead target variation is "100%→100%" is selected at a rate of 7% (=7 / 100×100), the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "50%→100%" is selected at a rate of 7% (=7 / 100×100), the descent area search effect pattern where the pre-target variation is "75%→100%" and the look-ahead target variation is "100%→100%" is selected at a rate of 6% (=6 / 100×100), and the descent area search effect pattern where the pre-target variation is "-" and the look-ahead target variation is "75%→100%" is selected at a rate of 6% (=6 / 100×100). Also, the descent area search effect pattern where the pre-target variation is "25%→50%" and the look-ahead target variation is "50%→100%" is selected at a rate of 18% (=18 / 100×100), the descent area search effect pattern where the pre-target variation is "25%→75%" and the look-ahead target variation is "75%→100%" is selected at a rate of 18% (=18 / 100×100), and the descent area search effect pattern where the pre-target variation is "50%→75%" and the look-ahead target variation is "75%→100%" is selected at a rate of 18% (=18 / 100×100).

[0360] Here, when the descending area search effect pattern in which both the pre-target change and the pre-read target change are both "-" is selected, in the pre-target change, the descending area search effect is not executed, or a descending area search effect that does not include the land increase effect (a descending area search effect in which the land ratio and the land color do not change from the land ratio of "100%" and the land color of "rainbow color") is executed. Similarly, in the pre-read target change as well, the descending area search effect is not executed, or a descending area search effect that does not include the land increase effect (a descending area search effect in which the land ratio and the land color do not change from the land ratio of "100%" and the land color of "rainbow color") is executed. On the other hand, when the descending area search effect pattern in which the pre-target change is "25% → 100%" and the pre-read target change is "100% → 100%" is selected, a descending area search effect including the land increase effect that increases the land ratio from 25% to 100% (without passing through 50% or 75%) (along with this, changes the land color from green to rainbow color without passing through red or gold) is executed in the pre-target change, and in the pre-read target change, a descending area search effect that does not include the land increase effect (a descending area search effect in which the land ratio does not change from 100% and the land color also does not change from rainbow color) is executed.

[0361] Also, when a descending area search effect pattern is selected where the pre-target change is "-" and the preview target change is "25% → 100%", in the pre-target change, either the descending area search effect is not executed, or if the descending area search effect is executed, a descending area search effect that does not include a land increase effect (a descending area search effect where the land ratio and land color do not change from a land ratio of "25%" and a land color of "green") is executed. In the preview target change, a descending area search effect that includes a land increase effect (increasing the land ratio from 25% to 100% without passing through 50% or 75% (along with this, changing the land color from green to rainbow color without passing through red or gold)) is executed. Also, when a descending area search effect pattern is selected where the pre-target change is "50% → 100%" and the preview target change is "100% → 100%", a descending area search effect that includes a land increase effect (increasing the land ratio from 50% to 100% without passing through 75% (along with this, changing the land color from red to rainbow color without passing through gold)) is executed in the pre-target change. In the preview target change, a descending area search effect that does not include a land increase effect (a descending area search effect where the land ratio does not change from 100% and the land color also does not change from rainbow color) is executed.

[0362] Also, when a descending area search effect pattern is selected where the pre-target change is "-" and the look-ahead target change is "50% → 100%", in the pre-target change, either the descending area search effect is not executed, or even if the descending area search effect is executed, a descending area search effect that does not include a land increase effect (a descending area search effect where the land ratio and land color do not change from the land ratio of "50%" and the land color of "red") is executed. In the look-ahead target change, a descending area search effect that includes a land increase effect that increases the land ratio from 50% to 100% without going through 75% (along with this, changing the land color from red to rainbow without going through gold) is executed. Also, when a descending area search effect pattern is selected where the pre-target change is "75% → 100%" and the look-ahead target change is "100% → 100%", a descending area search effect that includes a land increase effect that increases the land ratio from 75% to 100% (along with this, changing the land color from gold to rainbow) is executed in the pre-target change. In the look-ahead target change, a descending area search effect that does not include a land increase effect (a descending area search effect where the land ratio does not change from 100% and the land color also does not change from rainbow) is executed. When a descending area search effect pattern is selected where the pre-target change is "-" and the look-ahead target change is "75% → 100%", in the pre-target change, either the descending area search effect is not executed, or even if the descending area search effect is executed, a descending area search effect that does not include a land increase effect (a descending area search effect where the land ratio and land color do not change from the land ratio of "75%" and the land color of "gold") is executed. In the look-ahead target change, a descending area search effect that includes a land increase effect that increases the land ratio from 75% to 100% (along with this, changing the land color from gold to rainbow) is executed.

[0363] Also, when a descending area search effect pattern where the pre-target change is "25% → 50%" and the look-ahead target change is "50% → 100%" is selected, a descending area search effect including a land increase effect that increases the land ratio from 25% to 50% (along with this, changing the land color from green to red) is executed for the pre-target change. For the look-ahead target change, a descending area search effect including a land increase effect that increases the land ratio from 50% to 100% without passing through 75% (along with this, changing the land color from red to rainbow without passing through gold) is executed. Also, when a descending area search effect pattern where the pre-target change is "25% → 75%" and the look-ahead target change is "75% → 100%" is selected, a descending area search effect including a land increase effect that increases the land ratio from 25% to 75% without passing through 50% (along with this, changing the land color from green to gold without passing through red) is executed for the pre-target change. For the look-ahead target change, a descending area search effect including a land increase effect that increases the land ratio from 75% to 100% (along with this, changing the land color from gold to rainbow) is executed. Also, when a descending area search effect pattern where the pre-target change is "50% → 75%" and the look-ahead target change is "75% → 100%" is selected, a descending area search effect including a land increase effect that increases the land ratio from 50% to 75% (along with this, changing the land color from red to gold) is executed for the pre-target change. For the look-ahead target change, a descending area search effect including a land increase effect that increases the land ratio from 75% to 100% (along with this, changing the land color from gold to rainbow) is executed.

[0364] As is clear from the description so far based on FIG. 20, the descent start effect is an effect that can suggest that the probability that the effect result of the descent effect becomes the second effect result (that is, the probability that the landing success effect is executed and the descender succeeds in landing) is at the first level (relatively low) by displaying land with a land ratio of 25% and a land color of green. On the other hand, the descent area search effect is an effect that can be executed prior to the descent start effect, and by being executed in a form that includes a land increase effect that changes the land ratio to 50% or 75%, etc., the probability suggested by the descent start effect (the probability that the above descender succeeds in landing) changes to a second level (relatively high) higher than the first level.

[0365] In the landing challenge effect of the present embodiment, there are a first case where the descent start effect is executed after executing the descent area search effect including the land increase effect, and a second case where the descent start effect is executed without executing the descent area search effect including the land increase effect. In this second case, as the descent start effect that suggests that the probability that the effect result of the descent effect becomes the second effect result is at the first level, for example, a descent start effect that displays land with a land ratio of "25%" (display color is "green") is executed. On the other hand, in the first case, by executing the descent start effect after the descent area search effect including the land increase effect, as the descent start effect that suggests that the probability that the effect result of the descent effect becomes the second effect result is at a second level higher than the first level, for example, a descent start effect that displays land with a land ratio of "50%" (display color is "red") is executed.

[0366] As described above, in the landing challenge effect executed by the gaming machine 1 of the present embodiment, after the descending area search effect including the land increase effect is executed, the descending start effect is executed, suggesting that the possibility of the descender successfully landing is improved in advance by the land increase effect. Therefore, by executing the descending area search effect including the land increase effect prior to the descending start effect, it is possible to effectively improve the player's sense of expectation for the execution of the landing success effect (and the winning notification effect) when the descender successfully lands from an earlier stage.

[0367] Also, in the landing challenge effect in the present embodiment, as the number of executions of the descending area search effect including the land increase effect increases, the ratio of the land displayed in the descending start effect increases. Therefore, as a result of the execution of the descending effect, there is a characteristic that the possibility of the execution of the landing success effect increases. For this reason, when the descending area search effect including the land increase effect is executed, the player can enjoy the game while expecting the descending area search effect including the land increase effect to be executed again.

[0368] (Regarding the gaming machine 1 capable of executing the landing challenge effect) So far, with reference to FIGS. 12 to 20, the landing challenge effect executed by the gaming machine 1 of the present embodiment has been described. However, the gaming machi...

Claims

【Claim 1】 a first decorative member configured to include a first light-emitting member; a second decorative member configured to include a second light-emitting member and being relatively movable with respect to the first decorative member; a third decorative member configured to include a third light-emitting member and being relatively movable with respect to the first decorative member; determination means for determining whether to execute a special game advantageous to a player; special game execution means for executing the special game when it is determined by the determination means that the special game is to be executed; and effect control means for controlling effects, wherein the effect control means is capable of moving the second decorative member and the third decorative member between a separated position where the second decorative member and the third decorative member are separated from each other and a proximity position where the second decorative member and the third decorative member are close to each other; and is further capable of executing specific light emission control in which, when the second decorative member and the third decorative member are arranged at the proximity position, the first light-emitting member emits light in a first light emission color, the second light-emitting member emits light in a second light emission color common to the first light emission color, and the third light-emitting member emits light in a third light emission color different from the first light emission color.

Citation Information

Patent Citations

  • Game machine

    JP2020080893A