Game machine

The gaming machine addresses the lack of interestingness in conventional gaming machines by incorporating determination and presentation control mechanisms to create engaging special games and presentations.

JP2025093208APending Publication Date: 2025-06-23SANSEI R&D KK
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Patent Information

Application Number
JP2023208809
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 equipped with determination means for executing special games, special game execution means, and presentation control means to create high-interest presentations, including variable symbol displays and stop notifications.

Benefits of technology

The implementation allows for the execution of presentations with high interest, enhancing player engagement and experience.

✦ 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 a 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 vertically movable, 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 problems is Determination means for determining whether to execute a special game advantageous to the 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, Presentation control means for controlling the presentation, and is characterized by comprising:

Effect of the Invention

[0007] According to this invention, it is possible to execute a presentation with high interest.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

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

[0010] [Configuration Example of Gaming Machine 1] First, with reference to FIGS. 1 and 2, a configuration example of the gaming machine 1 will be described. 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 a predetermined interval from the game board 2, and a game area 3 through which game balls can flow down is formed by this glass plate and the game board 2.

[0011] Also, as shown in FIG. 1, on the front frame 31, there are provided a firing handle 32 for firing a game ball, an upper dish 33 for storing the game balls supplied to a firing device (not shown), and a lower dish 34 for storing the 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 through the game area 3 while changing their moving direction by contacting the game pegs, windmills, etc. provided in the game area 3.

[0012] 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 balls that have once entered the game area 3 from returning to the firing device side. Also, a stop button is provided at a position close to the firing handle 32, and the player can temporarily stop the firing of the game balls by operating this stop button without returning the firing handle 32 to its initial position.

[0013] When the player performs a "left shot" by rotating the firing handle 32 by a small rotation angle, the game ball is fired with a relatively weak firing intensity, and this game ball flows down through the left game area 3L. On the other hand, when the player performs a "right shot" by rotating the firing handle 32 by a large rotation angle, the game ball is fired with a relatively strong firing intensity, and this game ball moves along the rail member 4 located above the right of the center decoration 10 and then flows down through the right game area 3R.

[0014] In the passage route of the game balls in the left game area 3L, as devices related to winning and determination, a first starting port 21, a second starting port 22, an opening and closing member 23, and three general winning ports 24 are provided (see FIG. 2). Further, in the passage route of the game balls in the right game area 3R, as devices related to winning and determination, the above-mentioned second starting 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).

[0015] During the process of the game balls launched from the launching device flowing down the game area 3 along the game board 2, they may win at any of the first starting port 21, the second starting port 22, the general winning port 24, the first major winning port 26, and the second major winning port 28. In this case, a predetermined number of prize balls corresponding to the winning location are paid out to the upper tray 33 or the lower tray 34. For example, every time one game ball wins at the first starting port 21, four prize balls are paid out; every time one game ball wins at the second starting port 22, one prize ball is paid out; every time one game ball wins at the general winning port 24, five prize balls are paid out. Also, every time one game ball wins at the first major winning port 26, ten prize balls are paid out; every time one game ball wins at the second major winning port 28, ten prize balls are paid out. Note that the game balls that do not win at any of them are discharged from the game area 3 through the discharge port formed at the lower end of the game board 2.

[0016] Note that a center decorative body 10 is provided in the opening formed at the center of the game board 2. This center decorative body 10 is composed of a stage portion 11 having a game ball rolling surface on which the game balls 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 to drop 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 at the first starting port 21 than the game balls flowing down the left game area 3L without passing through the warp portion 12.

[0017] The first start port 21 is a start area that is always open. The second start port 22 is a start area that is closed 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.

[0018] 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".

[0019] 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 to operate the opening and closing member 27 to open the first major winning opening 26. During this jackpot game, a long-opening round game is played in which the opening and closing member 27 maintains an open posture (see FIG. 2) to open the first major winning opening 26 and then returns to a closed posture to close the first major winning opening 26. Note that the long-opening round game for 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). Thus, a long-opening round game for long-opening the first major winning opening 26 is played during the jackpot game. For this reason, the player can obtain more prize balls by making a right hit during the long-opening round game for long-opening the first major winning opening 26 than when the jackpot game is not being played.

[0020] 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 to operate the opening and closing member 29 to open the second major winning opening 28. During this jackpot game, a round game is played in which the opening and closing member 29 maintains an open posture (see FIGS. 2, 4(B) and (C)) to open the second major winning opening 28 and then returns to a closed posture to close the second major winning opening 28.

[0021] 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 balls 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 hit, 100 prize balls (= 10 balls × 10 counts) are paid out. Therefore, the player can obtain more prize balls during the long-opening round game in which the second large winning opening 28 is opened for a long time by making a right hit than when the jackpot game is not being played.

[0022] 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 game balls as game media is executed.

[0023] 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 for which the opening and closing member 29 maintains the open posture for 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 hit during the short-opening round game of the second large winning opening 28, basically the game balls do not win the second large winning opening 28, and no prize balls are paid out.

[0024] For the sake of convenience of explanation, FIG. 2 shows a state in which the opening and closing members 27 and 29 are in the open posture for 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, actually, 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 one of the first large winning opening 26 and the second large winning opening 28 is used, actually, these large winning openings are not opened simultaneously as shown in FIG. 2.

[0025] An opening / closing member 23 (see FIG. 2) is disposed in the vicinity of the second start port 22. This opening / closing member 23 can change its posture between a closed posture in which the opening / closing member 23 closes the second start port 22 and an open posture in which the second start port 22 is opened (see FIG. 2).

[0026] Normally, the second start port 22 is blocked by the opening / closing member 23. On the other hand, when a game ball hit by a player passes through the gate 25, although no prize balls are paid out, a determination is made as to whether or not to open the second start port 22. Here, when it is determined to open the second start 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 start 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 a game ball can easily pass through when the opening / closing member 23 operates.

[0027] 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".

[0028] The general winning port 24 is always open in the same manner as the first start 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 start port 21 and the like, no determination is made even if a game ball wins at the general winning port 24.

[0029] [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 launch direction display 49, and the like.

[0030] 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 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.

[0031] 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 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.

[0032] 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 "big win symbol" that notifies a big win or a "losing symbol" that notifies a loss is stopped and displayed. In the gaming machine 1, a plurality of different big win symbols are prepared according to the types of big wins. When the big win symbol is stopped and displayed, a big win 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 big win symbol.

[0033] The normal symbol display 43 is configured to have two LEDs indicated by "s~t". When the normal symbol determination is made, after the symbol is variably displayed, the symbol indicating the determination result of the normal symbol determination is stopped and displayed to notify the determination result of the normal symbol determination. Specifically, for example, the variable display of the symbol is performed by alternately lighting the two LEDs, and the symbol is stopped and displayed by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting mode corresponding to the determination result of the normal 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 and closing member 23 in an opening pattern corresponding to the current gaming state.

[0034] 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". Further, 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.

[0035] 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 mode 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 mode of these LEDs. In this embodiment, the upper limit of these hold numbers is set to "4" for both. 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 mode of these LEDs.

[0036] 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 play is executed and cases where a jackpot game including ten rounds of play is executed. For this reason, the round display 47 is configured to have 3R LEDs and 10R LEDs in the present embodiment, and the number of rounds is notified by lighting any of these LEDs.

[0037] The game state display 48 is configured to have 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 have 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 a state where a left shot should be made or a state where a right shot should be made.

[0038] [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, as means for performing various effects, 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, and the like. Further, an image display device 7 is provided behind the game board 2.

[0039] The decorative member 13 incorporates a panel lamp 5 (see FIG. 5) configured to have 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.

[0040] 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 big hit 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 operation position covering most of the display screen 70.

[0041] The frame lamp 37 is configured to have a plurality of LEDs incorporated in various places 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.

[0042] The image display device 7 is a liquid crystal display device that displays an effect image on its display screen 70, and the player can view the display screen 70 through an opening formed in the 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, a character or an item, 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 variable display 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.

[0043] 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.

[0044] The performance display 125 is configured to have two LEDs, and variably displays a pattern in accordance with the variable display of the special symbol and the performance symbol, and stops displaying a pattern that notifies the determination result of the special symbol determination in accordance with the stop display of the special symbol and the performance symbol. This performance display 125 notifies the determination result of the special symbol determination by the combination of lighting and extinguishing of each LED and the lighting color.

[0045] 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 by 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 by the combination of lighting and extinguishing of each LED.

[0046] [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 through which a player can input. 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 holds the grip portion of the second performance button 36 and pushes 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.

[0047] Note that the configuration of the input means is not limited to that exemplified in the present embodiment, and other configurations may be used. That is, for example, in the present 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 touch operation of the player, for example, an optical sensor capable of detecting the hand of the player held in front of the display screen 70, a joystick for specifying a position and a direction by moving it forward, backward, left, or right, and an operation means that the player can hold and change the posture.

[0048] [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.

[0049] 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.

[0050] When a big win 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.

[0051] Specifically, in the round game that opens and closes the second major 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 major winning opening 28 is in an open state. In this case, although the second major 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 major winning opening 28, the game ball does not pass through the V winning opening 287 and passes through the discharge port sensor 284.

[0052] Also, in the round game that opens and closes the second major winning opening 28, as illustrated in FIGS. 4(B) and (C), there may be a case where the slide member 285 moves from the right position to the left position while the second major winning opening 28 is in an open state, and the V winning opening 287 is in an open state. In this case, since both the second major winning opening 28 and the V winning opening 287 are open, the game ball that enters the second major winning opening 28 will pass through the V winning opening 287 (that is, it will be detected by the V winning opening sensor 283).

[0053] The V winning opening sensor 283 functions as a so-called probability-variable switch. As described above, when a game ball wins at the V winning opening (the game ball is detected by the V winning opening sensor 283) when both the second major winning opening 28 and the V winning opening 287 are in an open state, after the jackpot game with this V winning ends, the game will be controlled in the "probability-variable game state" described later. On the other hand, when a game ball does not win at the V winning opening when both the second major 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-reduced game state" described later.

[0054] In addition, in the round game that opens and closes 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 ball enters the second largest winning opening 28.

[0055] 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 the position corresponding to the V winning opening sensor 283 (see FIG. 2). Therefore, 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".

[0056] [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 that controls 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 that controls the progress of a game using game balls, a sub-control board 90 that comprehensively controls effects based on information from the main control board 80, an image and sound control board 100 that controls effects by images and sounds, a lamp control board 120 that controls 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 that controls 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 that control 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.

[0057] <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. The main CPU 81 performs various arithmetic processes related to determination and the number of paid-out bonus balls based on programs and the like stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the above programs and a work area for data processing and the like.

[0058] 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 big winning port sensor 261, a second big 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 big winning port solenoid 262, a second big 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.

[0059] 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 big winning port sensor 261 detects that a game ball has won in the first big winning port 26 and outputs the detection signal to the main control board 80. The second big winning port sensor 281 detects that a game ball has won in the second big 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.

[0060] 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.

[0061] 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.

[0062] Also, the main CPU 81 acquires various random numbers as acquired 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 acquired 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.

[0063] The jackpot random number is a random number for determining a jackpot or a loss. 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 it is a jackpot. The reach random number is a random number for determining whether to perform a reach effect or a non-reach effect when it is determined that it is a loss. 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.

[0064] The main CPU 81 acquires these random numbers at the timing when a game ball wins a prize 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.

[0065] On the other hand, when the main CPU 81 determines not to execute the 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 effect or a non-reach 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 the jackpot game based on the obtained jackpot random number and when it determines not to execute the 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), the main CPU 81 obtains the variation pattern random number together with the jackpot random number, and 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.

[0066] 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 that a jackpot game is to be executed, 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. Further, when the main CPU 81 determines that a jackpot game is not to be executed 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 that a jackpot game is not to be executed 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.

[0067] Although detailed explanations regarding each variable pattern selection table are omitted, when it is determined that a jackpot game is to be executed, there is a tendency that a variable pattern with a long variable time is likely to be selected and a variable pattern with a short variable time is difficult to be selected. Further, when it is determined that a jackpot game is not to be executed and it is decided to perform a reach effect, compared with the case where it is determined that a jackpot game is to be executed, there is a tendency that a variable pattern with a long variable time is difficult to be selected and a variable pattern with a short variable time is likely to be selected. Note that when it is determined that a jackpot game is not to be executed and it is decided to perform a non-reach effect, since the reach effect is not executed, a variable pattern with an even shorter variable time will be selected.

[0068] 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). Regarding various reach effects and the like, they will be described in detail later. For example, when a reach effect is performed over a relatively long time, such as developing from a normal reach via an SP reach to an SPSP reach, it is easy to execute a winning notification effect. 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 easy to execute. 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 after developing from a normal reach to an SP reach or an SPSP reach, or when developing from a normal reach via an SP reach (or directly without passing through an SP reach) to an SPSP reach.

[0069] 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 obtained 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, it stops and displays the big win symbol corresponding to the determined type of big win. Thereafter, according to the determined type of big win, it controls the opening and closing (the operation of the opening and closing member 27) of the first big winning port 26 via the first big winning port solenoid 262, controls the opening and closing (the operation of the opening and closing member 29) of the second big winning port 28 via the second big winning port solenoid 282, and controls the opening and closing (the operation of the slide member 285) of the V winning port 287 via the V winning port solenoid 286, thereby executing a big win game corresponding to the type of big win.

[0070] Further, when the detection signal from the gate sensor 251 is input, the main CPU 81 acquires a random number (ordinary symbol random number), and performs an ordinary symbol determination using the acquired ordinary symbol random number. When it is determined as a result of this ordinary 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.

[0071] Further, the main control board 80 is connected with a first special symbol display 41, a second special symbol display 42, an ordinary symbol display 43, a first special symbol hold display 44, a second special symbol hold display 45, an ordinary symbol hold display 46, a round display 47, a game state display 48, and a firing direction display 49. The main CPU 81 controls these displays 41 to 49 that constitute the main display 40 to execute the above-described display process based on FIG. 3.

[0072] <Configuration example of the sub-control board 90> The sub-control board 90 includes a sub-CPU 91, a sub-ROM 92, a sub-RAM 93, and an RTC (Real Time Clock) 94. The sub-CPU 91 performs 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).

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

[0074] 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.

[0075] <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, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.

[0076] The control ROM 102 is composed of a mask ROM and stores 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.

[0077] The image and audio control CPU 101 issues 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 issued by outputting a display list. Also, the image and audio control CPU 101 issues an instruction to the audio DSP 107 to output the audio data stored in the audio ROM 108 from the speaker 38.

[0078] The CGROM 105 stores the production data necessary to execute production effects such as the variable production associated with the variable display of the special symbol and the production associated with the big win game. 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 without compression palette data etc. in which the color number information that designates the color number and the display color information for actually displaying the color are associated.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] In this embodiment, the case where the VDP is responsible for drawing management and the audio DSP is responsible for sound management will be described. 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.

[0085] <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.

[0086] Based on the programs 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.

[0087] 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 into 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 into the lamp RAM 123, and controls the driving of the motor that operates the movable decorative member 14.

[0088] Also, the lamp CPU 121 controls the variable display and stop display of 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.

[0089] [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: "normal gaming state", "probability-variable gaming state", and "time-reduced gaming state".

[0090] The "normal gaming state" is a low-probability state in which the probability of determining to execute a big win game is relatively low, special symbol determination is performed, 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).

[0091] The "probability-variable gaming state" is a high-probability state in which the probability of determining to execute a big win game is relatively high, special symbol determination is performed, 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).

[0092] 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 that the second start port 12 is opened, the opening time of the second start port 12 is set to a relatively long time (for example, 1.5 seconds × 3 times).

[0093] 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.

[0094] 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.

[0095] [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, in the low base state, it is difficult for the second start port 22 to be opened, and even if it is opened, 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.

[0096] 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, as the first special symbol indicating the determination result of the first special symbol determination, a jackpot symbol or a losing symbol is stopped and displayed.

[0097] Here, when the losing symbol is stopped and displayed, no jackpot game is played and the game state does not change. On the other hand, when the jackpot symbol is stopped and displayed as the first special symbol, a jackpot game in which a predetermined number of rounds of game are played according to the jackpot symbol is executed, and after the jackpot game ends, the game is controlled in the "probability variable game state" or the "time shortening game state".

[0098] Note that when the game state shifts to the "probability variable game state" or the "time shortening game state" triggered by the end of the jackpot game, that is, when shifting from the low base state to the high base state, the above support function that facilitates the winning of the game ball into the second start port 22 makes it easier for the game ball to win the second start port 22 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 shortening game state, basically, the second special symbol determination is performed.

[0099] 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.

[0100] [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. Note that in the explanatory diagrams of each random number illustrated after FIG. 6, for ease of explanation, the range of possible values of the random number 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.

[0101] [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 individually set.

[0102] 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 "short-time 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.

[0103] 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).

[0104] <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.

[0105] (Types of Jackpots Related to First Special Symbol Judgment) As illustrated in Fig. 6(B), in this embodiment, when a game ball wins a prize 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".

[0106] Here, the "3R Certain Variable A" (see FIG. 6(B)) is a jackpot game that consists of a total of three long-opening round games, including one long-opening round game (the round game in the first round) in which the second big winning opening 28 is opened for a long time in response to the big 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) in which the first big winning opening 26 is opened for a long time. When a jackpot is won in this "3R Certain Variable A", in the round game of the first round, both the second big winning opening 28 and the V winning opening 287 are opened for a long time. Therefore, the player can pass the game ball through the V winning opening 287 simply by making a right shot. 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.

[0107] In this embodiment, after the jackpot game related to the "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. And if all of these 100 special symbol determinations are losses, then 100 short-time games will be granted thereafter. Here, the "short-time game" means a game that includes 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]

[0109] ​On the one hand, in the case of "3R normal" (see Fig. 6(B)), in response to the jackpot symbol X2 being stopped and displayed on the first special symbol display 41, a jackpot game is executed, which consists of a single short-opening round game (the round game in the first round) that short-opens the second major winning opening 28 and two long-opening round games (the round games in the second to third rounds) that long-open the first major winning opening 26, for a total of three round games. When winning the "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 the "3R normal", since the number of long-opening round games executed during the jackpot game is two, it can be said that the "3R normal" is a jackpot with a virtual two-rounds.

[0110] When winning the "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 the 3R normal, and after the jackpot game related to the "3R normal" ends, the game is controlled in the "time-saving game state". In the gaming machine 1 of this embodiment, the number of time-saving times for the "3R normal" is set to 100. When the jackpot game is executed in response to the jackpot symbol X2 (notifying winning the "3R normal") being stopped and displayed 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 jackpot game ends.

[0111] Thus, while the "3R sure change A" is a jackpot with the ST count being "100" and the time-saving count (which is the number of time-saving games) being "100", the "3R normal" is a jackpot with the ST count being "0" and the time-saving count being "100" (see Fig. 6(B)).

[0112] By the way, although the player has obtained the right to have the game controlled in the "probability variation game state" after the jackpot game ends due to the winning of "3R probability variation A", for example, it is conceivable that a situation may occur where the game ball is not detected by the V winning port sensor 283 during the round game of the first round due to a ball jam in the game area 3 or the like. For this reason, 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, when the game ball does not win at the V winning port during the round game of the first round related to "3R probability variation A", 100 time-saving games are provided 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.

[0113] 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".

[0114] In the present embodiment, the range of possible symbol random numbers is set to 100 numbers from "0" to "99". When it is determined as a jackpot based on the jackpot random number obtained in response to the 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)).

[0115] For this reason, 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%.

[0116] As described above, 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 the high base state is entered after the jackpot game ends, the player will play the game by hitting the right aiming at Gate 25 and the second start port 22.

[0117] (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 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.

[0118] 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) that long-opens the second big winning port 28 (and the V winning port 287) 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) that long-open the first big winning port 26.

[0119] "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) that long-opens the second big winning port 28 (and the V winning port 287) in response to the big winning symbol Y2 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) that long-open the first big winning port 26, similar to the case of winning "10R sure change A".

[0120] 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 round game of the first round) that long-opens the second big winning opening 28 (and the V winning opening 287), and two long-opening round games (the round games of the second to third rounds) that long-open the first big winning opening 26 are included, and a total of three long-opening round games are executed.

[0121] In this way, when winning the "10R Sure Change A", when winning the "10R Sure Change B", when winning the "3R Sure Change B", and when winning 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 round game of the first round. Therefore, if the player makes a right bet during the round game of the first round 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.

[0122] 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, regarding 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, regarding 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".

[0123] 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".

[0124] In this embodiment, when the determination result of the second special symbol determination 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(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".

[0125] 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 the 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)).

[0126] 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%.

[0127] <Processing Based on Reel Random Numbers> When the main CPU 81 determines not to execute a jackpot game, based on whether the reach random number obtained together with the jackpot 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.

[0128] 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, for the reach-without-effect presentation, 90 random number values are stored, 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 jackpot game, the ratio of reach presentations is 10% (= 10 / 100 × 100), and the ratio of non-reach presentations (the ratio of reach-without-effect presentations) is 90% (= 90 / 100 × 100).

[0129] When the main CPU 81 decides to perform a reach-with-effect presentation, as the variation pattern of the special symbol, it selects the variation pattern for which the variation presentation pattern of the presentation symbol accompanied by the reach presentation will be selected by the sub-control board 90. Conversely, when it decides to perform a reach-without-effect presentation, as the variation pattern of the special symbol, it selects the variation pattern for which the variation presentation pattern of the presentation symbol not accompanied by the reach presentation will be selected by the sub-control board 90.

[0130] [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, in 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 for the player to hit 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.

[0131] 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", any one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed as the jackpot symbol, and the jackpot game corresponding to the stopped jackpot symbol is executed. These jackpot games are as described above based on FIG. 6(B).

[0132] When the determination result of the first special symbol determination in the normal game state is "jackpot", there are two cases: when the jackpot symbol (jackpot symbol X1: see FIG. 6(B)) that announces a certain-variable jackpot is stopped and displayed (see FIG. 7(A)), and when the jackpot symbol (jackpot symbol X2: see FIG. 6(B)) that announces a normal jackpot is stopped and displayed (see FIG. 7(D)).

[0133] Here, when the jackpot symbol X1 that notifies a certain-variation 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 in which the second major winning opening 28 and the V winning opening 287 are opened for a long time (during the round game of the first round), after the jackpot game ends, the game is controlled in a certain-variation game state (see FIG. 7(B)). As described above, this certain-variation game state continues until 100 special symbol determinations (and variable displays of special symbols) are performed, provided that it is not determined as 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 short-time game state that can continue until 100 second special symbol determinations (or first special symbol determinations) are executed (see FIG. 7(C)).

[0134] Here, in the certain-variation 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 starting 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 certain-variation 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 certain-variation game state, the player makes a right-handed shot. This is the same when the game is controlled in the short-time game state, which is a high-base state similar to the certain-variation game state.

[0135] 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 V prize 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 V prize 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)).

[0136] 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 V prize 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 V prize 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)).

[0137] In addition, in the time-limited game state that continues until 100 special symbol determinations (and variable displays of special symbols) are performed, if a big win is never determined even once, the game state will return from the time-limited game state to the normal game state (see Fig. 7(L)).

[0138] Also, as described above based on Fig. 6(C), for the big wins related to the second special symbol determination, there are provided "10R probability variation A" and "3R probability variation B" in which 100 time-limited games are also given after 100 probability variation games, and "10R probability variation B" and "3R probability variation C" in which no time-limited game is given after 100 probability variation games. Therefore, when shifting to the probability variation game state along with the end of the big win game related to "10R probability variation A" or "3R probability variation B", if a big win is never determined until 100 special symbol determinations (and variable displays of special symbols) are performed, it will shift to the time-limited game state that continues until 100 time-limited games are performed (see Fig. 7(H)). On the other hand, when shifting to the probability variation game state along with the end of the big win game related to "10R probability variation B" or "3R probability variation C", if a big win is never determined until 100 special symbol determinations (and variable displays of special symbols) are performed, the game state will return from the probability variation game state to the normal game state (see Fig. 7(G)).

[0139] [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) changes from variable display to stop display. Here, the variable effects performed on the display screen 70 accompanying the variable display of the first special symbol will be described.

[0140] 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, 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) is provided. 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, along with the stop display of this first special symbol, the effect symbol is stopped and displayed in a manner indicating the determination result of the first special symbol determination.

[0141] 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 horizontal rows. 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 stop display of all the effect symbols, first, for example, the effect symbols in the left column (left symbols) and the effect symbols in the right column (right symbols) 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 symbols and three symbols are also pseudo-stopped as the right symbols, and the symbol row in the middle column continues to be scrolled. Note that pseudo-stopping is an effect in which the effect symbol is oscillated in place with almost no movement. In the following description, when distinguishing from the true stop (sometimes simply called "stop display") in which the effect symbol is completely stationary, it may be called pseudo-stopping.

[0142] When the same effect symbol appears as the left and right handle symbols and pseudo-stops on the active line, a reach is established, and a reach effect is performed to make the player expect three identical effect symbols to appear. As this reach effect, with the reach symbols (left and right handle symbols) in a pseudo-stopped state, the effect symbols (center symbols) that make up the symbol column in the middle row are scrolled at a low speed so that the player can identify them. Finally, as an example, an effect is performed where the 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.

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

[0144] 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 loss 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 scattered pattern (for example, "629") pseudo-stop to announce the loss, and as the first special symbol, the loss 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 a scattered pattern pseudo-stop and then come to a complete stop to announce the loss (that a big win game is not executed).

[0145] 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.

[0146] 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. In this way, 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 win 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 (execution of a big win game). When this win notification effect is executed, a big win game is executed.

[0147] [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 being 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 a left symbol constituting the left symbol column, a middle symbol constituting the middle symbol column, and a right symbol constituting the right symbol column are displayed.

[0148] <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.

[0149] As described above, 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.

[0150] In addition, when a high-reliability reach effect such as an SPSP reach described later is being performed and a reservation icon is displayed in the reservation icon display area 71, 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.

[0151] Also, when the game is being controlled in the normal game state, basically, no game ball wins 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.

[0152] <the icon display area 72> The icon display area 72 is a display area that displays the icon as a variable 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 SPSP reach development or during the middle of SPSP reach, which will be described later.

[0153] 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 displayed in the reserved icon display area 71 (the reserved icon displayed at the position closest to the icon display area 72) A 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. Thus, 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 draw the player's attention to the icon displayed in the icon display area 72 rather than the reserved icon displayed in the reserved icon display area 71.

[0154] 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 a 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 not distinguishing between the hold icon and the icon, these may be collectively referred to simply as "icons".

[0155] (Regarding icon change effects) By the way, the hold icon is usually displayed as a white hold icon (default hold icon). On the other hand, an icon change effect may be performed in which the color of the hold icon changes when the hold icon is displayed in the hold icon display area 71. When this icon change effect is performed, the white hold icon changes to a hold icon in a color suggesting a 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 "miss". Green is likely to be selected when the special symbol variation time is set to a medium time when it is a "jackpot" or a "miss". Blue is likely to be selected when it is a "miss" or when it is a "miss" 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 about 1%, the jackpot reliability of the blue hold icon is set to about 3%, the jackpot reliability of the green hold icon is set to about 15%, and the jackpot reliability of the red hold icon is set to about 45%.

[0156] Here, an example has been 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.

[0157] Also, 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 the display color changes again when that hold icon shifts to the icon display area 72 and is displayed as that icon. That is, an icon change effect may be performed where the display color of the icon changes in both the hold icon display area 71 and the icon display area 72. 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.

[0158] In this way, the gaming machine 1 of the present embodiment can display hold information indicating that the right to determine a special symbol is being 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.

[0159] [Modification Example Regarding Display Control of Hold Information] Note that the display control of the pending information is not limited to what is 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.

[0160] 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 effects exemplified in this embodiment as long as it is an effect that changes the display mode of the icon, and may be an icon change effect that changes the shape or size of the icon, an icon change effect that changes the display color in addition to the shape and size of the icon, etc.

[0161] Also, in this embodiment, in addition to the icon change effect targeting the pending icon displayed in the pending icon display area 71, the case where an icon change effect targeting 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).

[0162] 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.

[0163] [Flow of Effects Associated with the Fluctuating 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)).

[0164] 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 no-reach effect (see FIG. 8(B)) in which only the middle symbol column is scrolled and displayed in this non-reach mode may be performed. When this no-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.

[0165] On the other hand, when the determination result of the first special symbol determination is "big win", or when it is determined to perform a reach effect 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 to perform a reach effect 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.

[0166] 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).

[0167] Normal reach (see Fig. 8(F)) is a reach effect with a relatively low jackpot reliability (for example, jackpot reliability: approximately 2%). When a reach is established, normal reach is first 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.

[0168] 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 actually stops these effect symbols is performed.

[0169] 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 match (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 actually stops these effect symbols is performed.

[0170] 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, a loss notification effect is mostly executed, and it is rare for a win notification effect to be executed in normal reach.

[0171] On the other hand, when a variation pattern with a relatively long variation time of the first special symbol is selected, in the normal reach, neither a winning notification effect nor a losing notification effect is performed, and the middle symbol, which is the same effect symbol as the reach symbol, passes over the effective line. 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)).

[0172] When developing 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.

[0173] Both the SP reach and the SPSP reach executed in the gaming machine 1 in the present embodiment are configured as battle effects in which the self-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 the same. 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 develops into the 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.

[0174] 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.

[0175] 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. Further, 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.

[0176] 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, a pre-reach effect (see FIG. 8(D)) in which three symbol columns are scrolled and displayed so as not to form a reach may be performed, and then 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 in which a descender hanging from a balloon starts descending from the sky (for example, see FIG. 15(B)).

[0177] 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 in which a descender hanging from a balloon gradually descends from the sky (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 the descent effect without going through the descent start effect (see FIGS. 8(E) and (K)).

[0178] When this descending effect is performed, afterwards, there are cases where a winning notification effect (see Fig. 8(G)), a losing notification effect (see Fig. 8(G)), and a development into an SPSP reach (see Fig. 8(I)) occur. 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.

[0179] 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, there may be a development 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 (ally character). When this first mission effect is performed, afterwards, 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.

[0180] 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 meets with a fellow character (ally character), and then moves to point B together with the ally character and continues the search for the ally character (see FIGS. 36(E) to (F)). If the discovery of the ally character is successful in this second mission performance, then a winning notification performance (see FIG. 8(M)) is executed thereafter, and if the discovery of the ally character fails, then a losing notification performance (see FIG. 8(M)) is executed thereafter.

[0181] In addition, as illustrated in FIG. 8, the performance may also develop from the first mission performance (see FIG. 8(L)) to the 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 based on FIGS. 35 to 40.

[0182] So far, while referring to FIG. 8, the flow of the main performances executed in 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 and ways of development of the reach performances and the like and the flow of the performances may be other things.

[0183] [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 variable pattern random number acquired together with the jackpot random number, a process similar to the above-described variable pattern selection process (refer to step S309 in FIG. 45) is performed, and pre-determines which variable pattern will be selected when the first special symbol determination is executed.

[0184] In this way, when the main CPU 81 performs a pre-determination process in response to the right to perform the first special symbol determination being reserved, it transmits a hold command including pre-determination information indicating the pre-determination result to the sub-control board 90. In contrast, the sub-CPU 91 determines whether to execute the above-described icon change effect based on the pre-determination information included in the hold command. Then, when it is determined to execute the icon change effect, it determines by what change pattern to change the display mode (in this embodiment, the color of the icon) of the icon (hold icon and the said icon), and causes the image and sound control board 100 to execute the icon change effect based on the determination result.

[0185] [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 warning effect, a second warning effect, a third warning effect, and a fourth warning effect are executed as warning 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). A case where four types of warning effects are executed will be described as an example.

[0186] In FIG. 9(A), on 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 showing a scattered pattern of "526" 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. Then, when the determination result of this first special symbol determination is "big win", and as the variation pattern of the first special symbol, 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, the following effects are performed.

[0187] That is, in response to the execution of the first special symbol determination corresponding to the earliest hold icon, as the variable display of the first special symbol is started, the earliest 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, a step-up preview that gradually changes the display mode of the effect image (first preview effect image) related to the step-up preview displayed in the central area of the display screen 70 and outputs the effect sound related to the step-up preview from the speaker 38 is executed.

[0188] Subsequent to the above-described first preview effect, a pseudo-consecutive effect may be executed (see FIG. 9(D)). Here, the pseudo-consecutive effect is an effect that makes it appear as if the effect 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-consecutive effect, the following effect display is performed.

[0189] That is, the scroll speed of the symbol column in the left column decreases and the left symbol (for example, the 6-symbol) appears to stop pseudo-statically. Subsequently, the scroll speed of the symbol column in the right column decreases and the right symbol (for example, the 4-symbol, which is different from the left symbol that stopped pseudo-statically earlier) appears to stop pseudo-statically. Thereafter, the scroll speed of the symbol column in the middle column decreases, and the 7-symbol appears to stop pseudo-statically as the middle symbol for notifying the execution of the pseudo-consecutive effect (see FIG. 9(D)).

[0190] In this way, after the effect symbols different from each other as the left symbol and the right symbol appear to stop pseudo-statically, when the 7-symbol appears to stop pseudo-statically in the middle column, the variable effect of the second pseudo-consecutive series following the variable effect of the first pseudo-consecutive series is started. Specifically, after the character "×2" indicating the start of the variable effect of the second pseudo-consecutive series is largely displayed in the central area of the display screen 70, this character "×2" is then 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)).

[0191] 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.

[0192] 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 effect during the current variation display of the first special symbol 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, symbol 2) pseudo stops. Subsequently, the scroll speed of the symbol column in the right column decreases and the right symbol (for example, symbol 5) pseudo stops. Then, the scroll speed of the symbol column in the middle column decreases and symbol 7 pseudo stops as the middle symbol.

[0193] When the second pseudo consecutive effect 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 then 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)).

[0194] Then, when a predetermined time has elapsed since the pseudo third consecutive variation effect was started in this way, the scroll speed of the symbol column in the left column decreases and the left symbol (for example, symbol 3) 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 symbol 3) pseudo stops and a reach is established (see FIG. 9(I)).

[0195] Here, the case where a "pre-reach pseudo-link" that resumes the scrolling display of each symbol column before a 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 a reach is executed.

[0196] As described above, when the same effect symbols as the left symbol and the right symbol pseudo-stop and a 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 same middle symbols (here, the middle three symbols) as the reach symbols (here, the left three symbols and the right three symbols) approaching the effective line defined by the reach symbols.

[0197] 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 same middle symbols (here, three symbols) 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 scrolling 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 scrolling 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)). Note that 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 into an SPSP reach.

[0198] 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 that the above-described third preview effect (see Fig. 10(D)) will occur (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 other effect images are made non-displayed for an effect display.

[0199] Following this fade-out effect, as a third preview effect, for example, a group preview may be performed (see Fig. 10(D)). Specifically, as illustrated in Fig. 10(D), an effect display is performed showing a state where a number of characters are moving from right to left on the display screen 70, and along with this, a predetermined effect sound related to the group preview is output from the speaker 38.

[0200] Note that such a third preview effect is not necessarily executed if a fade-out effect is performed. There are cases where the SPSP reach starts after the third preview effect is executed following the fade-out effect, and cases where the SPSP reach starts without the third preview effect being executed following the fade-out effect. The former case has a higher jackpot reliability than the latter case.

[0201] In this way, when the SPSP reach starts, 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 is performed showing a state where the player's character and the enemy character are engaged in an attack and defense. Then, when approaching the end of the SPSP reach, a first effect button operation promotion effect is performed to prompt the player to operate the first effect button 35 (see Fig. 10(F)). Specifically, a first effect button image imitating the first effect button 35 and an effective period gauge showing the remaining time of the effective period during which the operation of the first effect button 35 is effective are displayed.

[0202] 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 from low to high, they are in the order of green cut-in, red cut-in, and gold cut-in.

[0203] When such a cut-in occurs and it reaches the endgame 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 "Press it!", and a valid period gauge indicating the remaining time of the valid period are displayed.

[0204] 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 according to the operation, a winning notification performance is performed in which three performance symbols showing a pair are pseudo-stopped and then stopped for real (see Fig. 10(I)).

[0205] Here, at the start of the variable display of the first special symbol this time, a 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 (for example, "343") are pseudo-stopped and then stopped for real.

[0206] Note that each of the first to fourth advance notice effects described with reference to FIGS. 9 and 10 and the execution timing of these advance notice effects are merely examples, and other advance notice effects may be executed as these advance notice effects, or each advance notice effect may be executed at a timing different from the timing described with reference to FIGS. 9 and 10.

[0207] [Effects performed 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)) stops and is displayed on the first special symbol display 41. Along with this, on the display screen 70, three effect symbols indicating a triple (such as "222") stop for real. 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 stops and is displayed), as the three effect symbols notifying a probability-variable jackpot, three effect symbols indicating any one of these triples ("777" or "333") will stop for real on the display screen 70.

[0208] As such, when the three effect symbols showing a triple combination of "777" or "333", which definitely notify a jackpot when the jackpot symbol X1 stops and is displayed, stop, as described above with reference to 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. For this reason, during the opening period of the jackpot game, an opening effect that definitely notifies winning the jackpot is executed (see FIG. 11(A)). FIG. 11(A) illustrates a state in which an opening effect of displaying the characters "RUSH BONUS" in the center of the display screen 70 is executed to notify winning the jackpot. As such, when winning the 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 for 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) illustrates a V winning notification effect representing a state where two characters are happily lifting up together a star-shaped emblem having the character "V".

[0209] 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 Entry!" are largely displayed in the central area of the display screen 70, and at the same time, the voice of "Fierce Battle RUSH Entry!" is output from the speaker 38.

[0210] 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 identical symbols of "111", "222", "444", "555", "666", "888", and "999" except for the identical symbols of "777" and "333" will come to a stop on the display screen 70. Here, when the three effect symbols indicating the identical symbols of "777" or "333" come to a 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 identical symbols come to a 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.

[0211] As described above, when the above-described probability variation determination notification effect or a success effect (in response to the operation of the first effect button 35) is executed during the opening period of the jackpot game (when 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-described failure effect is executed during the opening period of the jackpot 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.

[0212] [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 descender selection table. FIG. 19 is an explanatory diagram for explaining the descent start effect-land aspect selection table. FIG. 20 is an explanatory diagram for explaining the descent area search effect pattern selection table.

[0213] 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 "predicted target variation" without using the "variation before target" (see Figs. 13(B) and (D)), and there is also a case where it is executed across the "variation before target" and the "predicted target variation" (see Figs. 13(A), (C), and (E)).

[0214] Here, the "predicted 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 "variation before target" means the variable display of the first special symbol that is performed before the predicted target variation. The flow of the landing challenge effect is generally as follows.

[0215] The main effects that make up the landing challenge effect include a descending area search effect (see Fig. 12(A)), a descending start effect (see Fig. 12(C)), and a 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)).

[0216] <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 on 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.

[0217] As described above, the descending performance in this embodiment branches into a successful landing performance or a failed landing performance at the end, 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 results of the descending performance are two, the first performance result and the second performance result, will be described as an example, but the performance results of the descending performance are not limited to two and may be three or more.

[0218] 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 always 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 win / loss 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)).

[0219] As described above, 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 proceeds 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 proceed to a development presentation.

[0220] <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. As described above, 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 and the display color of the land displayed by the descent start presentation.

[0221] In the descending performance, there are two cases: when a beginner descender descends (see FIGS. 15(C) to (E)), and when a veteran descender descends (see FIGS. 16(B) to (C)). The latter case has the characteristic that the probability of executing a successful landing performance (and a hit notification performance) is higher than that of the former case. When a descending start performance is executed prior to the descending performance, in this descending start performance, it is notified whether it is a veteran or a beginner descender who starts descending. FIG. 15(B) illustrates the state where a veteran descender starts descending, and FIG. 16(A) illustrates the state where a beginner descender starts descending.

[0222] As is clear from the above explanation, in the descending start performance, the ratio of the land where the descender can land and whether it is a veteran or a beginner descender who descends are notified. Therefore, the player can easily recognize to what extent the probability of executing a successful landing performance (and a hit notification performance) is based on the land ratio and the type of descender notified by the descending 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 probability of executing a successful landing performance (and a hit notification performance) is based on the display color of the land.

[0223] Note that the descending performance (see FIG. 15(D)) is not necessarily executed if the descending start performance (see FIG. 15(C)) is executed. Even if the descending start performance (see FIG. 15(C)) is executed, the descending performance (see FIG. 15(D)) may not be executed, and instead, the losing notification performance (see FIG. 15(L)) may be directly executed. As described above, since the descending start performance where the descending performance is not executed later does not have the function that the descending start performance originally has, which is to notify that the descending performance is started, it can be said that it is a fake performance of the descending start performance. This fake performance of the descending start performance will be described in detail later based on FIG. 17(C) and the like.

[0224] <Regarding the descending area search performance> The descending area search effect (an example of the "first effect": see 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 starts while being blown by the wind (for example, see 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 (see 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, the land ratio that was 25% may change step by step to 50% and 75%, and a plurality of land increase effects may be executed (see Figs. 14(E) to (I), Fig. 15(A)).

[0225] As described above, 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.

[0226] 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 these 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.

[0227] (Flow of the landing challenge effect) So far, the features 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) starts, at the end of the 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 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 land has not changed is executed.

[0228] As described above, the descending area search effect in this embodiment is variable in the number of executions between 0 and 2 times. There are cases where the descending area search effect is not executed, where the descending area search effect is executed only once, and where the descending area search effect is executed twice (see FIGS. 12(A) to (C)). Therefore, the number of executions of the land increase effect is also variable, and 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.

[0229] When the descending start effect (see FIG. 12(C)) is executed, there are cases where the descending start effect is executed without the descending area search effect being executed, where the descending start effect is executed after the descending area search effect is executed only once, and where the descending start effect is executed after the descending area search effect is executed twice.

[0230] In this way, when the descending start effect (see FIG. 12(C)) is executed without the descending area search effect being executed, or after one or two descending area search effects are executed, there are cases where the descending effect (see FIG. 12(D)) is executed afterwards and cases where the losing notification effect (see FIG. 12(L)) is executed.

[0231] By the way, if the descending area search effect including the land increase effect is executed, for example, even though the land ratio has increased to 50% and the land represented in red (see FIG. 14(F) for example) is displayed, if the losing notification effect (see FIG. 12(L)) is executed after the descending start effect (see FIG. 12(C)), it may give discomfort to the player who thought the descending effect would start, and conversely, it may reduce the effect of the effect.

[0232] 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 notice 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 becomes 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.

[0233] 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 notice 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 notice 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 notice effect or a loss notice effect is executed (see Fig. 12(K)).

[0234] <Regarding multiple effect patterns of the landing challenge effect> As is clear from the description so far based on Fig. 12, multiple effect patterns are prepared for the landing challenge effect in this embodiment. The main ones among these multiple effect patterns will be described based on Fig. 13.

[0235] (Pattern in which the descent area search effect is executed for the pre-target variation) In Fig. 13(A), a series of production flows in which a descent area search effect is executed during the pre-target variation, and a descent start effect, a descent effect, a landing failure effect, and a miss notification effect are executed from the middle of the prediction target variation (for example, the timing when 7 seconds have elapsed since the prediction target variation started) are illustrated. These effects that make up the landing challenge effect are as described above with reference to Fig. 12. As illustrated in Fig. 13(A), when the descent area search effect is executed during the pre-target variation and not during the prediction target variation, a predetermined mid-air standby effect (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 effect) until the descent start effect is started during the prediction target variation. This mid-air standby effect is configured as a display effect 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 effect waits at a predetermined position in the air without starting the descent (see Fig. 14(G)).

[0236] If no effects related to the landing challenge effect are executed at all between the execution of the descent area search effect during the pre-target variation and the start of the descent start effect in the middle of the prediction target variation, there is a concern that, due to the lack of continuity between the descent area search effect and the descent start effect, the resulting effect will be unnatural. In contrast, in this embodiment, when the descent area search effect is performed during the pre-target variation but not during the prediction target variation (as in the case of Fig. 13(A)), a mid-air standby effect that starts at the end timing of the pre-target variation (and the descent area search effect) and ends at the start timing of the descent start effect is executed. Therefore, even if the descent area search effect and the descent start effect are not continuous, by successfully connecting these effects with the mid-air standby effect, a series of effects related to the landing challenge effect can be made to proceed in a natural form, and as a result, it is possible to effectively suppress the occurrence of the above problems.

[0237] (Pattern where the descent area search effect is executed during the prediction target variation) In FIG. 13(B), during the pre-target variation, the descending area search effect is not executed. From immediately after the start of the pre-read target variation (for example, after 1.5 seconds have elapsed since the start of the pre-read target variation), 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.

[0238] Note that FIGS. 13(A) and (B) illustrate the case where the landing failure effect and the miss notification effect are performed following the descending effect. However, there may also be cases where the landing success effect and the hit notification effect are performed following the descending effect, or where the development effect, the SPSP reach, and the win / loss notification effect (hit notification effect or miss notification effect) are performed following the descending effect. This is as described above based on FIG. 12.

[0239] (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 during the pre-target variation. From immediately after the start of the pre-read target variation, 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.

[0240] 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, after 1.5 seconds have elapsed since the pre-reading target variation is started). Here, since the first descent area search effect executed by the pre-target variation and the second descent area search effect executed by 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.

[0241] 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 air 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.

[0242] Therefore, in this embodiment, as illustrated in FIG. 13(C), when performing the first descending area search effect in the pre-target variation and the second descending area search effect in the preview target variation, during the period from the end timing of the first descending area search effect to the start timing of the second descending area search effect, the above-described in-air waiting effect that represents the state where the descender waits at a predetermined position in the air without starting to descend is performed. By performing such an in-air waiting effect, it is possible to successfully represent the state where the descender who has performed the first descending area search takes a break and then performs the second descending area search (the state of resuming after interrupting the descending area search), improve the continuity of each effect that constitutes the landing challenge effect, and make it possible to progress a series of effects in a natural form. Also, in the in-air waiting effect, since the descender waiting at the predetermined position in the air hardly moves from that predetermined position (although it moves slightly as if floating in the air but does not seem to be moving), the possibility that a player who views the in-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 low, and it is possible to easily suppress the occurrence of the above problem by performing the descending area search effect during the stop display period.

[0243] (Pattern where the descending area search effect is not executed) FIG. 13(D) illustrates a series of effect flows in which neither the pre-target variation nor the preview target variation executes the descending area search effect, and from the middle of the preview target variation (for example, the timing when 7 seconds have elapsed since the preview target variation started), the descending start effect, the descending effect, the landing success effect, and the winning notification effect are executed. Thus, in the gaming machine 1 of this embodiment, the descending start effect may be started without executing the descending area search effect. This is as described above with reference to FIG. 12.

[0244] Note that FIGS. 13(C) and (D) illustrate the case where a landing success effect and a hit notification effect are performed following a descent effect. However, there may also be cases where a landing failure effect and a miss notification effect are performed following a 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 a descent effect. This is also as described above with reference to FIG. 12.

[0245] (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 preview 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 in the effect pattern illustrated in FIG. 13(E) is performed in the same manner as the landing challenge effect executed in the effect pattern described above with reference to FIG. 13(C), except that the effect flow after the descent effect is different.

[0246] (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 a descent area search effect in the pre-target variation where a 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 preview target variation, although SPSP reach may be executed, since a descent area search effect, descent start effect, descent effect, etc. are executed, if a configuration such as executing a landing challenge effect when a normal reach effect such as a normal reach or SP reach is performed in the preview target variation is easily applied, there is a concern that the landing challenge effect may interfere with the normal reach effect.

[0247] Therefore, in the gaming machine 1 of the present embodiment, in order to prevent these problems from occurring, the reach effect is not executed in the pre-target variation (the non-reach effect is executed), 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) can be specified based on the pre-judgment result related to the pre-read target variation. On these conditions, the landing challenge effect is executed.

[0248] In addition, based on FIG. 12, the fake effect of the descent start effect that performs the descent start effect but does not proceed to the descent effect is executable when a variation pattern of the first special symbol different from the variation pattern for the landing challenge effect is selected. In this way, when the variation pattern for the landing challenge effect is not selected, the fake effect of the descent start effect related to the descent effect and the performance content may be executed. Therefore, when the variation pattern for the landing challenge effect is not easily selected, it is possible to give the player a reasonable expectation that the game may develop into a descent effect.

[0249] <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 descent area search effect, the mid-air standby effect, the second descent area search effect, the descent start effect, the descent 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.

[0250] FIG. 14(A) illustrates the state before the start of the above-described "pre-target variation" 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 variable display of the first special symbol (and the effect symbol) immediately before the pre-target variation, the six left symbols pseudo-stop, and the 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 the first special symbol determination corresponding to the above-described "pre-read target variation" is reserved, accordingly, the 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 the landing challenge effect based on the pre-judgment result corresponding to this right, the following effects are performed.

[0251] FIG. 14(B) illustrates a state where the variable display of the first special symbol (and the effect symbol) immediately before the "pre-target variation" ends, and as the first special symbol, a losing symbol stops being displayed, and three effect symbols showing the "624" scatter pattern stop being displayed. In this way, after the first special symbol stops being displayed and the three effect symbols stop being displayed and a predetermined confirmation time (for example, 0.5 seconds) elapses, the first special symbol determination 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.

[0252] In this way, when the first special symbol determination corresponding to the "pre-target variation" is executed, the variable 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 the 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)).

[0253] 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.

[0254] Incidentally, as the above 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)).

[0255] Also, as the above 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)).

[0256] Next, when a predetermined time (for example, 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) to (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 a wavy water surface are displayed (see FIG. 14(E)).

[0257] Note that FIG. 14(E) illustrates a state in which an experienced descender who is used to descending is displayed, but a beginner descender who is not used 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, there is a characteristic that the big hit reliability is higher in the former case than in the latter case. In other words, in the former case, compared with the latter case, the landing success effect (see FIG. 12(E)) and the hit notification effect (see FIG. 12(F)) are more likely to be executed. Also, 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 more likely to be executed at the end of the SPSP reach (see FIG. 12(J)).

[0258] Also, FIG. 14(E) illustrates a state in which 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 expressed using green is displayed, when the ratio of the land is 50%, land expressed using red is displayed, when the ratio of the land is 75%, land expressed using gold is displayed, and when the ratio of the land is 100%, land expressed 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 expressed by the ratio of the land (and the display color of the land).

[0259] 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 sensually recognize that it is easy for the descender to land in water and the probability of executing a successful landing effect is low.

[0260] When such a first descent area search effect is started, an effect display representing the descender moving right while being blown by the wind is performed (see FIG. 14(E)). Then, in the latter half 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 sensually recognize that the probability of the proportion of land increasing and a successful landing effect being executed has increased.

[0261] Although 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, 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%. Further, 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%.

[0262] 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, 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 a scatter state remain in the stopped state (see FIG. 14(G)). FIG. 14(G) exemplifies the state where the three effect symbols indicating the scatter of "254" remain stopped in the state of being displayed as small symbols to notify that the determination result of the first special symbol determination made at the start of the pre-target variation is "loss".

[0263] In this way, using the stop display period during which the three effect symbols indicating a scatter state are stopped and displayed, the above-described mid-air standby effect based on FIGS. 13(C) and (E) is executed (see FIG. 14(G)). FIG. 14(G) exemplifies the state where a descender (here, a veteran descender) who has moved in the mid-air while being carried by the wind without starting to descend is waiting at a predetermined position in the mid-air by the first descent area search effect (including the land increase effect). In this permanent standby effect, as described above, although the descender moves slightly, its display position does not change significantly. Therefore, by executing the mid-air 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.

[0264] Note that when the landing challenge effect is executed with the effect patterns 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 mid-air 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.

[0265] During the stop display period, when the first special symbol is stopped and displayed for a predetermined fixed time (for example, 0.5 seconds), and three effect symbols indicating the "254" scatter pattern are also stopped and displayed, a first special symbol determination corresponding to a hold icon (see FIG. 14(C)) that suggests that the "advance reading target variation" displayed before the start of the landing challenge effect is being held is executed. Accordingly, the variable display of the first special symbol on the first special symbol display 41 and the variable display of the effect symbols on the display screen 70 are started. FIG. 14(H) illustrates the state immediately after the start of the advance reading target variation. Since the advance reading target variation is a variation that occurs after the pre-target variation, it can be said that the advance reading target variation is the "hold 2 variation" when the pre-target variation is the "hold 1 variation". FIGS. 14(G) to (H) illustrate that three effect symbols indicating the "254" scatter pattern start to vary while being displayed as small symbols with the start of the advance reading target variation, and three symbol columns are scrolled and displayed. Further, FIG. 14(H) illustrates that the airborne standby effect in FIG. 14(G) continues because it is before the start of the second descent area search effect after the start of the advance reading target variation.

[0266] Next, when 1.5 seconds have elapsed since the start of the advance reading target variation, the airborne standby effect ends and the second descent area search effect starts (see FIGS. 14(H) to (I)). FIG. 14(I) illustrates the state in which the descender who was waiting in the air moves to the right while being blown 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) to (I)).

[0267] After the second descent area exploration effect starts, during the latter half of this descent area exploration 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 expectation for the execution of the landing success effect.

[0268] Here, the case where a land increase effect is performed in the second descent area exploration effect will be described as an example, but there may also be a case where a second descent area exploration effect that does not include a land increase effect is performed. In the latter case, even after the second descent area exploration effect is executed, the proportion of land remains 50% and its display color remains red.

[0269] Fig. 15(B) exemplifies the state where the second descent area exploration effect including the land increase effect (see Fig. 15(A)) ends and the above-described descent 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 "Descent start!" are displayed in the center of the display screen 70. In this descent start effect, since a veteran descender is displayed as the descender, the player can easily recognize that the expectation of landing success (the possibility of the landing success effect being executed) is higher than when 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 expectation of landing success is quite high based on the display color of the land and the proportion of the land occupying the entire area.

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

[0271] Note that FIG. 15(C) illustrates a state in which a veteran descender is gradually descending and being blown to the right by the wind. Also, FIG. 15(D) illustrates a state in which a veteran descender continues to gradually descend and is being blown to the left by the headwind. And FIG. 15(E) illustrates a state in which a veteran descender has descended directly above the leftmost land of the three lands.

[0272] In the present embodiment, a case where the ratio of land and the display color do not change during the execution of the descent effect is illustrated and described, but the ratio of land and the display color may be changed during the execution of the descent effect. For example, by increasing the ratio of land and the display color during the execution of the descent effect, it is possible to effectively improve the player's sense of expectation for the execution of the successful landing effect. Also, by decreasing the ratio of land and the display color during the execution of the descent effect, it is possible to give the player a sense of anxiety that they may fail to land, and it is possible to improve the interestingness.

[0273] 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.

[0274] 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 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 of "555" are pseudo-stopped while being displayed as small symbols.

[0275] 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 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 finally stopping these three effect symbols is executed (see FIGS. 15(G)-(H)).

[0276] 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, an 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.

[0277] 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, an 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.

[0278] <Specific example of a landing challenge effect in which a 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 an SPSP reach (see FIG. 12(J)) via a development effect (see FIG. 12(I)) after the landing failure effect.

[0279] 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, if 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.

[0280] 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 is started. In FIG. 16(A), a beginner descender is about to start descending from above, the proportion 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 degree of landing success (the possibility that the landing success effect is executed) is lower compared to the case where an experienced descender starts descending (see FIG. 15(B)). Also, since the proportion of land is 25% and the display color remains green, it is possible for the player to easily and intuitively recognize that the expected degree of landing success is low based on the display color of the land and the proportion of land in the entire area.

[0281] As described above, when the state at the start of the descender's 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.

[0282] Also, FIG. 16(B) illustrates a state where a beginner descender is fanned by the wind and floats upward to the upper right. Also, FIG. 16(C) illustrates a state where a beginner descender loses control and rapidly descends to the lower right.

[0283] Note that in FIGS. 16(B) to 16(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 15(E). Thus, in this embodiment, the movements of the descenders in the descent effects are made different according to the types of descenders. However, regardless of the types of descenders, 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 patterns (descent patterns) of the descenders 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 descenders may be made to descend in that operation pattern.

[0284] Here, when the determination result of the first special symbol determination made 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.

[0285] 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 with the start of the landing failure effect (see FIGS. 16(C) to 16(D)). In FIGS. 16(C) to 16(D), the scroll display of the symbol column in the middle row ends, and the middle symbols (here, the middle 5 symbols) different from the left 4 symbols and the right 4 symbols are pseudo-stopped, and three effect symbols indicating a reach loss of "454" are pseudo-stopped while being displayed as small symbols.

[0286] 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 reach misses may be performed.

[0287] 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 reaches 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)).

[0288] 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 that appears on land rescues a beginner descender who has landed in the water after uttering the line "I've come to help!". Here, since the landed descender is a beginner, a rescue effect for rescuing the beginner descender is performed. However, if the landed descender is a veteran, a rescue effect for rescuing that veteran descender will be performed.

[0289] Next, in the middle 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 display symbols indicating the losing combinations of "454" move to the center of the display screen 70 while being enlarged. Then, as the left four symbols move to the upper left area of the display screen 70 while being reduced, they rotate clockwise once around the scroll direction as the axial direction and then move to the upper left area. At the same time, as the right four symbols move to the upper right area of the display screen 70 while being reduced, they rotate clockwise once around the scroll direction as the axial direction and then move to the upper right area. The middle five symbols move downward, and the scroll display of the symbol column in the middle row starts. After that, until the end of the variable display of the first special symbol this time, the left four symbols are pseudo-stopped in the upper left area, the right four symbols are pseudo-stopped in the upper right area, and the symbol column in the middle row is hidden until the end of the SPSP reach to secure a display area for the display effect related to the SPSP reach. Also, when the development presentation in FIG. 16(H) is executed, the display object (the pedestal image that serves as the pedestal of the icon) constituting the icon display area 72 and the icon that were hidden are displayed.

[0290] 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 advance target variation is "big win", a win notification effect is executed at the end of the SPSP reach, and when it is "loss", a loss notification effect is executed.

[0291] In addition, as the variation pattern of the first special symbol that becomes the prediction target variation in which the descent start effect or the descent effect is performed, there is a variation pattern for executing the landing success effect (and the winning notification effect) following the descent effect, a variation pattern for executing the landing failure effect (and the losing notification effect) following the descent effect, a variation pattern for executing the landing failure effect, the development effect, the SPSP reach, and the win / loss notification effect (the winning notification effect or the 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.

[0292] <Specific example of the landing challenge effect that does not progress to the descent effect> Next, with reference 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 illustrates a state in which, after the descent area search effect and the descent start effect (see FIG. 12(C)), the losing notification effect (see FIG. 12(L)) is executed instead of the descent effect (see FIG. 12(D)).

[0293] In FIGS. 17(A) and (B), in the prediction target variation, a state in which the first descent area search effect is being performed is illustrated. In this descent area search effect, with a ratio of 25% and a green land being displayed, an effect is performed in which the veteran parachutist is blown to the right by the wind and then blown to the left by the headwind. 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, the faking effect of the descent start effect is performed (see FIG. 17(C)).

[0294] 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 are 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.

[0295] The landing challenge effect including the descent effect is executed when a part of the variation patterns of the first special symbol variation patterns that can be selected by the main CPU 81 is selected. For this reason, the landing challenge effect including the descent effect is an effect with not so high an appearance rate. On the other hand, in the gaming machine 1 of the present embodiment, when other variation patterns different from such a part of the variation patterns (variation patterns in which the effects after the descent effect in FIG. 12 are not executed) are selected, the gaming machine 1 is configured to be able to execute the fake effect of the descent start effect. For this reason, even in a case where any of the above-described part of the variation patterns is not easily selected, by executing the fake effect of the descent start effect when the other variation patterns are selected, it is possible to appropriately make the player aware of the descent effect, and it is possible to effectively suppress the problem that the player's expectation that the descent effect will be executed following the descent start effect gradually decreases.

[0296] 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 scrolled and displayed in a state where small symbols are displayed with respect to this background image are superimposed and displayed.

[0297] When such a white effect is performed for a predetermined time (for example, 3 seconds), the ending effect of the landing challenge effect is executed (see Fig. 17(E)). In this ending effect of the landing challenge effect, as illustrated in Fig. 17(E), the descender who has fallen to the ground and the text "Was it a dream... " are displayed. Also, in order to notify that the descending 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. For this reason, the player can easily recognize that the effect did not progress in the descending effect by watching the ending effect.

[0298] When such an ending effect of the landing challenge effect is performed, a losing notification effect is performed (see Figs. 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.

[0299] Note that, as is clear from the notations in Figs. 17(E) and (F), as the losing notification effect is started, the pedestal image that is the pedestal of the icon and the four hold pedestal images that are the pedestals of the hold icons, which were 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.

[0300] In this way, when the symbol variation in which the faked effect of the descending 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 Figs. 17(G) and (H)).

[0301] <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 jackpot random numbers is acquired, and the acquisition information is stored in any one of the special figure 1 - first reservation storage area 831 to the special figure 1 - fourth reservation storage area 834 (see Fig. 41(A)) as information retaining the right to determine the first special symbol. Here, when the acquisition information is stored in the special figure 1 - first reservation storage area 831 (that is, when at least one right to determine the first special symbol is reserved), the main CPU 81 ends the variable display of the first special symbol being executed, and when a losing symbol is stopped and displayed as the first special symbol for a predetermined confirmation time (0.5 seconds in this embodiment), the acquisition information stored in the special figure 1 - first reservation storage area 831 is shifted to the determination storage area 830 (see Fig. 41(A)).

[0302] Next, the main CPU 81 executes the jackpot determination process in step S308 and the variable pattern selection process in step S309 based on the acquisition information stored in this determination storage area 830. Then, a variable start command including 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 variable pattern selected in the process of step S309, information regarding the game state of the gaming machine 1, etc. is transmitted to the sub-control board 90.

[0303] 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 descending effect, which is a special reach effect (see FIG. 12(D)), and when executing the descending effect, determining how to proceed with the effects after the descending effect (see FIGS. 12(D) to (K)). When executing the effects after the descending 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 descending effect are executed in the pre-read target variation described above.

[0304] <Processing executed at the time of reserved winning related to the pre-read target variation> Incidentally, as described above with reference to FIGS. 14 to 16, in the descending effect, a descender and land appear. These descenders and land also appear in the descending area search effect and the descending start effect that can be executed prior to the descending effect. Regarding the land, when the descending 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 descending 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 descender, the ratio and display color of the land displayed in the descending start effect in the pre-read target variation, whether to execute the descending area search effect, the number of executions if the descending area search effect is executed, and how to change the ratio and display color of the land with what change pattern if the descending area search effect is executed need to be determined in advance.

[0305] Therefore, in the gaming machine 1 of the present embodiment, after the right to perform the first special symbol determination related to "pre-target variation" is reserved, at the timing when the right to perform the first special symbol determination related to "predicted target variation" is reserved (for example, in FIG. 14(C), at substantially the same timing when the second reserved icon indicated by the arrow extending from the character "predicted target" is displayed), the following processing is executed.

[0306] In the normal gaming state, when a game ball wins the first start port 21 in a state where the acquisition information related to "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 jackpot random numbers. 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 perform the first special symbol determination related to "predicted target variation". In this way, when the main CPU 81 acquires the acquisition information related to "predicted target variation" that will 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 "predicted 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 "predicted target variation".

[0307] In this way, in the normal gaming state, in response to the reservation of the right to perform 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).

[0308] Incidentally, the sub-ROM 92 of the sub-control board 90 stores a variable effect pattern selection table in which a variable pattern of the first special symbol and a variable effect pattern of a variable effect including an effect of varying the effect symbol are associated with each other. That is, for a part of the variable pattern of the first special symbol defined in the variable effect pattern selection table, an effect pattern of the effect after the above-described descending effect based on FIGS. 12(D) to (K) and the like is associated. For this reason, based on the preliminary determination information included in the hold command received from the main control board 80, the sub-CPU 91 specifies the variable pattern of the first special symbol selected when the held first special symbol determination is executed, and reads out from the variable effect pattern selection table the variable effect pattern corresponding to the specified variable pattern of the first special symbol, whereby in the pre-read target variation, it is possible to preliminarily specify whether or not the descending effect is executed, and if the descending effect is executed, what kind of effect is executed following the descending effect.

[0309] (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 hold 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, the sub-CPU 91 acquires the value at the time of receiving the hold command from the main control board 80 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, and stores it in the sub-RAM 93 as the descender selection random number. Then, the descender selection table is read out from the sub-ROM 92 and set in a predetermined area of the sub-RAM 93.

[0310] In this winner selection table, as illustrated in FIG. 18, the winning / losing type, the winning / losing suggestion effect type, and the random number value are associated with each other. The winning / losing type includes "big win" and "loss". Also, the winning / losing suggestion effect type includes "landing success effect", "SPSP reach win", "landing failure effect", and "SPSP reach loss". Here, the "landing success effect" means that after the descent effect (see FIG. 12(D)), the landing success effect (see FIG. 12(E)) and the winning notification effect (see FIG. 12(F)) are executed. "SPSP reach win" means that after the descent effect, the landing failure effect (see FIG. 12(G)), the development effect (see FIG. 12(I)), the SPSP reach (see FIG. 12(J)), and the winning notification effect (see FIG. 12(K)) are executed. The "landing failure effect" means that after the descent effect, the landing success effect and the loss notification effect (see FIG. 12(H)) are executed. "SPSP reach loss" means that after the descent effect, the landing failure effect, the development effect, the SPSP reach, and the loss notification effect (see FIG. 12(K)) are executed.

[0311] The random number value in FIG. 18 is a random number value to be compared with the winner selection random number. In this 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".

[0312] Next, as described above, based on the pre-determination information and the variable performance pattern selection table, the sub-CPU 91 determines whether a descent performance is to be executed in the pre-read target variation, and if a descent performance is to be executed, determines what kind of performance is to be executed following the descent performance. Then, based on this determination result, the sub-CPU 91 determines the type of the win / loss suggestion performance to be performed after the descent performance. For example, when a landing success performance (see Fig. 12(E)) and a hit notification performance (see Fig. 12(F)) are executed after the descent performance (see Fig. 12(D)), the win / loss suggestion performance type is "landing success performance". Also, when a landing failure performance (see Fig. 12(G)) and a miss notification performance (see Fig. 12(H)) are executed after the descent performance (see Fig. 12(D)), the win / loss suggestion performance type is "landing failure performance". Also, when a landing failure performance (see Fig. 12(G)), a development performance (see Fig. 12(I)), an SPSP reach (see Fig. 12(J)), and a hit notification performance (see Fig. 12(K)) are executed after the descent performance (see Fig. 12(D)), the win / loss suggestion performance type is "SPSP reach hit". Also, when a landing failure performance (see Fig. 12(G)), a development performance (see Fig. 12(I)), an SPSP reach (see Fig. 12(J)), and a miss notification performance (see Fig. 12(K)) are executed after the descent performance (see Fig. 12(D)), the win / loss suggestion performance type is "SPSP reach miss".

[0313] 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 performance type specified based on the pre-determination information and the acquired descender selection random number, thereby selecting either "veteran" or "beginner" as the descender.

[0314] As illustrated in FIG. 18, regarding the case where the winning / losing type is "big win" and the winning / losing suggestion performance type is "landing success performance", 62 random values are associated with veterans, and 38 random values are associated with beginners. Therefore, when the winning / losing type is "big win" and the winning / losing suggestion performance type 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).

[0315] Also, as illustrated in FIG. 18, regarding the case where the winning / losing type is "big win" and the winning / losing suggestion performance type is "SPSP reach win", 70 random values are associated with veterans, and 30 random values are associated with beginners. Therefore, when the winning / losing type is "big win" and the winning / losing suggestion performance type is "SPSP reach win", veterans are selected at a rate of 70% (=70 / 100×100), and beginners are selected at a rate of 30% (=30 / 100×100).

[0316] Also, as illustrated in FIG. 18, regarding the case where the winning / losing type is "loss" and the winning / losing suggestion performance type is "landing failure performance", 41 random values are associated with veterans, and 59 random values are associated with beginners. Therefore, when the winning / losing type is "loss" and the winning / losing suggestion performance type 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).

[0317] Also, as illustrated in FIG. 18, regarding the case where the winning / losing type is "loss" and the winning / losing suggestion performance type is "SPSP reach loss", 23 random values are associated with veterans, and 77 random values are associated with beginners. Therefore, when the winning / losing type is "loss" and the winning / losing suggestion performance type 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).

[0318] 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 than when a beginner descender appears (that is, the big win reliability is high).

[0319] Also, when comparing the case where the landing success effect is executed with 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 the execution of the landing success effect (and the winning notification effect).

[0320] 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. On the other hand, 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 to SPSP reach through the development effect, the possibility of executing the winning notification effect at the end of SPSP reach is extremely high, and when developing from the landing failure effect to SPSP reach through the development effect, it is possible to effectively improve the player's expectation for a big win.

[0321] (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.

[0322] 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, with respect to 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 hold 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.

[0323] 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 one 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).

[0324] 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" of the land color is associated with the land ratio of "100%".

[0325] 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 (win / loss 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 held command 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 the corresponding "land ratio" and "land color" from the land start effect time / land mode selection table set in the sub-RAM 93, thereby selecting the display mode of the land (land ratio and land color) in the land start effect.

[0326] 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).

[0327] 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).

[0328] On the one hand, as illustrated in Fig. 19, regarding the case where the winning / losing type is "Lose" and the descending player type is "Beginner", 49 random values are associated with the land ratio "25%" and the land color "green", 36 random values are associated with the land ratio "50%" and the land color "red", 15 random values are associated with the land ratio "75%" and the land color "gold", and no random values are associated with the land ratio "100%" and the land color "rainbow". Therefore, when the winning / losing type is "Lose" and the descending player type is "Beginner", the land ratio "25%" and the land color "green" are selected at a ratio of 49% (=49 / 100×100), the land ratio "50%" and the land color "red" are selected at a ratio of 36% (=36 / 100×100), the land ratio "75%" and the land color "gold" are selected at a ratio of 15% (=15 / 100×100), and the land ratio "100%" and the land color "rainbow" are never selected.

[0329] Also, as illustrated in Fig. 19, regarding the case where the winning / losing type is "Lose" and the descending player type is "Veteran", 41 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", 26 random values are associated with the land ratio "75%" and the land color "gold", and no random values are associated with the land ratio "100%" and the land color "rainbow". Therefore, when the winning / losing type is "Lose" and the descending player type is "Veteran", the land ratio "25%" and the land color "green" are selected at a ratio of 41% (=41 / 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 26% (=26 / 100×100), and the land ratio "100%" and the land color "rainbow" are never selected.

[0330] 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 is to be executed.

[0331] Also, as illustrated in FIG. 19, when the winning / losing category is "big win", considering 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 the land ratio "25%" and the land color "green color", the land ratio "50%" and the land color "red color", the land ratio "75%" and the land color "golden color", and the land ratio "100%" and the land color "rainbow color".

[0332] 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 when the descending player type is "veteran" than when the descending player type is "beginner", suggesting that the possibility of executing a successful landing performance following the descending performance is relatively high. Therefore, by displaying a veteran descending player in the descending area exploration 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.

[0333] 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 may be executed, suggesting that the possibility of executing a successful landing performance following the descending performance is relatively low, or 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. Also, 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, or 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%).

[0334] 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.

[0335] <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.

[0336] 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 and 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.

[0337] 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.

[0338] In this descending area search effect pattern selection table, as illustrated in FIG. 20, the number of increase times, 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 with each other. Here, the number of increase times is the number of executions of the land increase effect. The increase times "0" means that the land increase effect is not executed for either the pre-target variation or the look-ahead target variation. Also, the increase times "1" means that the land increase effect is executed for either the pre-target variation or the look-ahead target variation. Further, the increase times "2" means that the land increase effect is executed for both the pre-target variation and the look-ahead target variation.

[0339] 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. Further, 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 from 25% to 75% without passing through 50% 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 from 25% to 100% without passing through 50% or 75% is executed.

[0340] 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%.

[0341] 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%.

[0342] 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”.

[0343] When the sub-CPU 91 receives a pending command from the main control board 80, it acquires a drop area search effect pattern selection random number, selects the type of the dropper by referring to the dropper selection table (see Fig. 18), and then, by referring to the land start effect / land mode selection table (see Fig. 19), selects the ratio of land and the display color to be displayed in the drop start effect. When selecting the effect pattern of the drop area search effect, specifically, the drop area search effect pattern selection table is read from the sub-ROM 92 and set in the sub-RAM 93. Then, the land ratio and land color in the drop start effect selected by referring to the land start effect / land mode selection table, and the drop area search effect pattern corresponding to the acquired drop area search effect pattern selection random number are read from the drop area search effect pattern selection table, thereby selecting one drop area search effect pattern.

[0344] (When the land ratio is 25% and the land color is green in the drop start 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 production, even if a descent area search production is executed prior to the start-of-descent production, it is necessary not to perform a land increase production (that is, to execute a descent area search production 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 production pattern selection table illustrated in FIG. 20, regarding the land ratio "25%" and the land color "green" in the start-of-descent production, the number of increases is only "0", and a random number value is associated only with the descent area search production 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 production are the land ratio "25%" and the land color "green", the descent area search production 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).

[0345] In this way, when the descent area search production 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 production is not executed, or a descent area search production that does not include a land increase production (a descent area search production in which the land ratio and land color do not change from the land ratio "25%" and the land color "green") is executed. Also, similarly in the look-ahead target variation, the descent area search production is not executed, or a descent area search production that does not include a land increase production (a descent area search production 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 not execute the descent area search production or to execute a descent area search production that does not include a land increase production can be considered to select either one by lottery using a random number, for example.

[0346] (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 becomes "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 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 (i.e., the descent area search effect that does not include the land increase effect) where the land ratio and land color do not change from the land ratio "50%" and land color "red".

[0347] 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%".

[0348] 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).

[0349] Here, when the drop 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, 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 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. Similarly, in the look-ahead 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 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 drop 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 drop area search effect including a land increase effect that increases the land ratio from 25% to 50% (accompanied by changing the land color from green to red) is executed in the pre-target change, and in the look-ahead target change, a drop area search effect that does not include the land increase effect (a drop area search effect in which the land ratio does not change from 50% and the land color does not change from red) is executed. Also, when the drop 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, either the drop area search effect is not executed, or even if the drop area search effect is executed, a drop area search effect that does not include the land increase effect (a drop 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 drop area search effect including a land increase effect that increases the land ratio from 25% to 50% (accompanied by changing the land color from green to red) is executed.

[0350] (When the land ratio is 75% and the land color is gold in the drop 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" in the descent area search effect (i.e., the descent area search effect that does not include the land increase effect).

[0351] 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 ten random values are associated with the descent area search effect pattern in which both the pre-target change and the look-ahead target change are "-", ten random values are associated with the descent area search effect pattern in which the pre-target change is "25% → 75%" and the look-ahead target change is "75% → 75%", ten random values are associated with the descent area search effect pattern in which the pre-target change is "-" and the look-ahead target change is "25% → 75%", fifteen random values are associated with the descent area search effect pattern in which the pre-target change is "50% → 75%" and the look-ahead target change is "75% → 75%", fifteen random values are associated with the descent area search effect pattern in which the pre-target change is "-" and the look-ahead target change is "50% → 75%", and forty random values are associated with the descent area search effect pattern in which the pre-target change is "25% → 50%" and the look-ahead target change is "50% → 75%".

[0352] 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).

[0353] Here, when the falling 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 falling area search effect is not executed, or a falling area search effect that does not include the land increase effect (a falling area search effect in which the land ratio and the land color do not change from the land ratio of "75%" and the land color of "gold") is executed. Also, similarly in the look-ahead target change, the falling area search effect is not executed, or a falling area search effect that does not include the land increase effect (a falling area search effect in which the land ratio and the 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 falling area search effect pattern in which the pre-target change is "25% → 75%" and the look-ahead target change is "75% → 75%" is selected, a falling area search effect including the land increase effect of increasing the land ratio from 25% to 75% (without passing through 50%) (accompanied by changing the land color from green to gold without passing through red) is executed in the pre-target change, and in the look-ahead target change, a falling area search effect that does not include the land increase effect (a falling area search effect in which the land ratio does not change from 75% and the land color also does not change from gold) is executed.

[0354] Also, when a descending area search effect pattern in which the pre-target change is "-" and the preview 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 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. In the preview target change, a descending area search effect that includes a land increase effect in which the land ratio is increased from 25% to 75% without passing through 50% (along with this, the land color is changed from green to gold without passing through red) is executed. Also, when a descending area search effect pattern in which the pre-target change is "50% → 75%" and the preview target change is "75% → 75%" is selected, a descending area search effect that includes a land increase effect in which the land ratio is increased from 50% to 75% (along with this, the land color is changed from red to 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 in which 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 in which the pre-target change is "-" and the preview 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 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. In the preview target change, a descending area search effect that includes a land increase effect in which the land ratio is increased from 50% to 75% (along with this, the land color is changed from red to gold) is executed. Also, when a descending area search effect pattern in which the pre-target change is "25% → 50%" and the preview target change is "50% → 75%" is selected, a descending area search effect that includes a land increase effect in which the land ratio is increased from 25% to 50% (along with this, the land color is changed from green to red) is executed in the pre-target change. In the preview target change, a descending area search effect that includes a land increase effect in which the land ratio is increased from 50% to 75% (along with this, the land color is changed from red to gold) is executed.

[0356] (When the land ratio is 100% and the land color is rainbow color in the start-of-descent effect) Next, when displaying land where the land ratio is "100%" and the land color is "rainbow color" in the start-of-descent effect, 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 effect is not executed, or when the descent area search effect is executed but it is a descent area search effect that does not include a land increase effect (i.e., a descent area search effect 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 the descent area search effect including a land increase effect is executed only once, where the land ratio before the increase is any of "25%", "50%", and "75%", and the land ratio after the increase is "100%". Also, examples of the case where the number of increase times is "2" include, for example, when the first descent area search effect including a land increase effect that increases the land ratio from 25% to 50% is executed, and then the second descent area search effect including a land increase effect that increases the land ratio from 50% to 100% (without passing through 75%) is executed, that is, when a total of two land increase effects are executed.

[0357] In the descent area search effect pattern selection table illustrated in FIG. 20, for the land ratio "100%" and the 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%".

[0358] 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).

[0359] Here, when the falling area search effect pattern where both the pre-target change and the look-ahead target change are both "-" is selected, for the pre-target change, either the falling area search effect is not executed, or a falling area search effect that does not include the land increase effect (a falling area search effect where the land ratio and land color do not change from the land ratio of "100%" and the land color of "rainbow color") is executed. Also, similarly for the look-ahead target change, either the falling area search effect is not executed, or a falling area search effect that does not include the land increase effect (a falling area search effect where the land ratio and 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 falling area search effect pattern where the pre-target change is "25% → 100%" and the look-ahead target change is "100% → 100%" is selected, a falling 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, changing the land color from green to rainbow color without passing through red or gold) is executed for the pre-target change, and for the look-ahead target change, a falling area search effect that does not include the land increase effect (a falling 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.

[0360] Also, when a descending area search effect pattern where the pre-target change is "-" and the look-ahead target change is "25% → 100%" is selected, 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 look-ahead target change, a descending area search effect that includes a land increase effect that increases 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 where the pre-target change is "50% → 100%" and the look-ahead target change is "100% → 100%" is selected, a descending area search effect that includes 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 color without passing through 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 100% and the land color also does not change from rainbow color) is executed.

[0361] Also, when a descending area search effect pattern where the pre-target change is "-" and the look-ahead target change is "50% → 100%" 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 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 of increasing 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 where the pre-target change is "75% → 100%" and the look-ahead target change is "100% → 100%" is selected, a descending area search effect that includes a land increase effect of increasing 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 where the pre-target change is "-" and the look-ahead target change is "75% → 100%" 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 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 of increasing the land ratio from 75% to 100% (along with this, changing the land color from gold to rainbow) is executed.

[0362] 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.

[0363] As is clear from the description so far based on FIG. 20, the descent start effect is an effect that can suggest that the possibility that the effect result of the descent effect becomes the second effect result (that is, the possibility 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. By being executed in a form that includes a land increase effect that changes the land ratio to 50% or 75%, etc., the possibility suggested by the descent start effect (the possibility that the above descender succeeds in landing) is at the second level (relatively high), which is higher than the first level.

[0364] In the landing challenge effect of this 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 possibility 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 possibility that the effect result of the descent effect becomes the second effect result is at the second level, which is 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.

[0365] 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, so that the possibility of the descender successfully landing as suggested by the descending start effect is suggested to have been 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 at an earlier stage.

[0366] 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.

[0367] (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 machine 1 capable of executing such a landing challenge effect can be regarded as the following type of gaming machine.

[0368] Determination means (for example, the main CPU 81 that executes the jackpot determination process illustrated in FIG. 46 described later) for determining whether or not to execute a special game (for example, a jackpot game) advantageous to the player, and Symbol display control means (for example, the main CPU 81 that executes the processes of step S311 and step S315 in FIG. 45 described later) that variably displays a symbol (for example, the first special symbol) on a predetermined symbol display means (for example, the first special symbol display 41) and then stops and displays a symbol indicating the result of the determination, When a symbol indicating that the special game has been determined by the determination means is stopped and displayed on the symbol display means when the special game is executed, a special game execution means for executing the special game (for example, in the jackpot stop processing in step S317 of FIG. 45, the jackpot game flag is set to "ON", and then, the main CPU 81 that executes the big winning opening / closing control processing illustrated in FIGS. 49 to 51) and, a production control means for controlling production (for example, sub CPU 91: see FIG. 5), and the production control means, a first production (for example, a descending area search production: see FIG. 12(A)), a second production (for example, a descending start production: see FIG. 12(C)), a third production (for example, a descending production: see FIG. 12(D)), and a hit notification production (see FIG. 12(F)) for notifying that the determination means has determined when the special game is executed can be executed in order, the third production (for example, the above-mentioned descending production) is a production that makes the player expect that the hit notification production will be executed, and when the production result of the third production becomes the first production result (for example, when the landing failure production in FIG. 12(G) is executed and the descender fails to land), and when it becomes a second production result different from the first production result (for example, when the landing success production in FIG. 12(E) is executed and the descender lands successfully), is a production, the second production (for example, the above-mentioned descending start production) is a production that can suggest that the possibility that the production result of the third production becomes the second production result is of the first degree prior to the third production (for example, a production that can execute a production of displaying land with a land ratio of "25%" and a land color of "green" (see FIG. 16(A))), The first effect (for example, the descending area search effect described above) is an effect that can be executed prior to the second effect (for example, refer to FIGS. 12(A) to 12(C)), and is an effect that can suggest that the possibility suggested by the second effect has changed from the first level to a second level higher than the first level (for example, an effect that can execute a descending area search effect including an effect of increasing land where land with a land ratio of "25%" and a land color of "green" is changed to land with a land ratio of "50%" and a land color of "red" (refer to FIGS. 14(E) to 14(F))), The effect control means, There are a first case where the second effect is executed after the first effect is executed (for example, when the descending area search effect including the land increase effect in FIGS. 12(A) to 12(B) is executed and the...

Claims

【Claim 1】 Determination means for determining whether to execute a special game advantageous to the 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 presentation control means for controlling the presentation, and a gaming machine characterized by this.

Citation Information

Patent Citations

  • Game machine

    JP2020080893A