Gaming machine
The gaming machine addresses the lack of interestingness in conventional effects by incorporating a determination and execution system for special games, along with performance control, resulting in highly engaging visual and auditory experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2024-11-29
- Publication Date
- 2026-06-10
AI Technical Summary
Conventional gaming machines lack sufficient interestingness in their effects, necessitating improvement to enhance player engagement.
A gaming machine equipped with a determination means for special games, a special game execution means, and a performance control mechanism to execute highly engaging effects, including various animations and sound effects.
The implementation enables highly entertaining and engaging performances, enhancing player interest through dynamic visual and auditory experiences.
Smart Images

Figure 2026094764000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine provided with effect 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 the start port, it is determined whether to execute a special game advantageous to the player. After the symbols are variably displayed, the symbol indicating the result of the above determination is stopped and displayed. Then, when the symbol indicating that it has been determined to execute the special game is stopped and displayed, a special game in which the player can acquire a game medium is executed. Among this type of gaming machine, there are step-up previews that can be developed step by step up to a preset number of predetermined steps as the upper limit, dialogue previews that display the state in which a character speaks lines, group previews that display the state in which a large number of characters move in a predetermined direction, and cut-ins that superimpose a predetermined cut-in image on the effect image being displayed. There are those that execute various effects (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 highly interesting effects.
Means for Solving the Problems
[0006] The first invention, a gaming machine designed to solve the aforementioned problems, A determination means for determining whether or not to perform a special game that is advantageous to the player, A special game execution means capable of executing the special game based on the result of the determination, It is characterized by comprising a means for controlling the performance, which controls the performance. [Effects of the Invention]
[0007] This invention makes it possible to perform highly entertaining and engaging performances. [Brief explanation of the drawing]
[0008] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] Enlarged view of the main display unit 40 in Figure 2. [Figure 4] Diagram illustrating the opening and closing control of the second main prize slot 28 and the V prize slot 287. [Figure 5] Block diagram showing an example of the configuration of the control device installed in the gaming machine 1. [Figure 6] An explanatory diagram for explaining the jackpot random number and symbol random number. [Figure 7] Diagram illustrating the flow of gameplay in Gaming Machine 1 [Figure 8] An explanatory diagram illustrating the flow of various main effects, such as the reach effect. [Figure 9] Screen diagram illustrating the effects during normal gameplay (Part 1) [Figure 10] Screen diagram illustrating the effects during normal gameplay (Part 2) [Figure 11] Screen diagram showing an example of the display when a V-win is announced during a jackpot game. [Figure 12] Diagram illustrating the flow of the landing challenge sequence performed on game machine 1. [Figure 13] A time chart illustrating the flow of the landing challenge sequence. [Figure 14]Screen diagram (Part 1) showing a specific example of a landing challenge performance in which a successful landing performance is finally carried out [Figure 15] Screen diagram (Part 2) showing a specific example of a landing challenge performance in which a successful landing performance is finally carried out [Figure 16] Screen diagram showing a specific example of a landing challenge performance in which a landing failure performance is carried out [Figure 17] Screen diagram showing a specific example of a landing challenge performance that does not proceed to a descent performance [Figure 18] Explanatory diagram for explaining a descender selection table [Figure 19] Explanatory diagram for explaining a land mode selection table at the start of a descent performance [Figure 20] Explanatory diagram for explaining a descent area exploration performance pattern selection table [Figure 21] Explanatory diagram for explaining the flow of a ticket acquisition challenge performance executed by a gaming machine 1 [Figure 22] Explanatory diagram for explaining the jackpot reliability of each performance constituting a ticket acquisition challenge performance [Figure 23] Explanatory diagram for explaining the relationship between a viewing ticket acquisition performance, a story performance, and a reach performance [Figure 24] Explanatory diagram for explaining a story performance execution determination table and a story performance type selection table [Figure 25] Explanatory diagram for explaining a story selection table for selecting a playback end story of a story performance [Figure 26] Explanatory diagram for explaining a viewing ticket acquisition performance execution determination table and a viewing ticket acquisition performance type selection table [Figure 27] Explanatory diagram for explaining the flow of a character-based performance [Figure 28] Explanatory diagram for explaining a first character performance execution determination table and a first character performance - result performance selection table [Figure 29]Explanatory diagram for explaining the second character performance execution determination table, the second character performance and result performance selection table, the special character performance execution determination table, and the special character performance and result performance selection table [Figure 30] Explanatory diagram for explaining the characteristics of each dialogue preview executed on the gaming machine 1 [Figure 31] Screen diagram showing a specific example of the pre-reach dialogue preview [Figure 32] Screen diagram showing a specific example of the SPSP reach-in dialogue preview [Figure 33] Explanatory diagram for explaining the pre-reach dialogue preview type selection table and the pre-reach dialogue preview character selection table [Figure 34] Explanatory diagram for explaining the SPSP reach-in dialogue preview type selection table [Figure 35] Explanatory diagram for explaining the flow of the special variation performance executed on the gaming machine 1 [Figure 36] Screen diagram showing a specific example of the special variation performance in which the first mission performance and the second mission performance are performed [Figure 37] Explanatory diagram for explaining the jackpot reliability and characteristics of each performance executed by the special variation [Figure 38] Explanatory diagram for explaining the star display performance execution determination table and the effect image display color selection table [Figure 39] Explanatory diagram for explaining the meteor performance execution determination table and the meteor performance pattern selection table [Figure 40] Explanatory diagram for explaining the meteor shower performance execution determination table [Figure 41] Explanatory diagram for explaining the storage area of the main RAM 83 and the information stored in each storage area [Figure 42] Flowchart exemplifying the interrupt processing executed on the main control board 80 [Figure 43] Detailed flowchart of the sensor detection process in step S2 of FIG. 42 [Figure 44]Detailed flowchart of the pre-determination process in steps S211 and S219 in Figure 43 [Figure 45] Detailed flowchart of special pattern processing in step S3, Figure 42 [Figure 46] Detailed flowchart of the jackpot determination process in step S308 of Figure 45 [Figure 47] Detailed flowchart of the variation pattern selection process in step S309, Figure 45 [Figure 48] Detailed flowchart of the special effects stop processing in step S317 of Figure 45 [Figure 49] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 42 (Part 1) [Figure 50] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 42 (Part 2) [Figure 51] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 42 (Part 3) [Figure 52] A flowchart illustrating the interrupt processing performed on the sub-control board 90. [Figure 53] Detailed flowchart of the command reception process in step S10, as shown in Figure 52. [Figure 54] Detailed flowchart of the pending command reception process in step S13, Figure 53 [Figure 55] Detailed flowchart of the landing challenge animation pattern setting process in step S138 of Figure 54 [Figure 56] Detailed flowchart of the process for receiving the variation start command in step S16, as shown in Figure 53. [Figure 57] Detailed flowchart of the variable animation pattern setting process in step S163 of Figure 56 [Figure 58] Detailed flowchart of the preview animation pattern setting process in step S164 of Figure 56 [Figure 59] Detailed flowchart of the story direction pattern setting process in step S165 of Figure 58 [Figure 60] Detailed flowchart of the ticket acquisition challenge presentation pattern setting process in step S167 of Figure 58 [Figure 61] Detailed flowchart of the character-based animation pattern setting process in step S169 of Figure 58 (Part 1) [Figure 62] Detailed flowchart of the character-based animation pattern setting process in step S169 of Figure 58 (Part 2) [Figure 63] Detailed flowchart of the process for setting the presentation pattern of the dialogue preview in step S173 of Figure 58 [Figure 64] Detailed flowchart of the process for setting the performance pattern for the star system performance in step S175 of Figure 58 [Figure 65] A flowchart illustrating the interrupt processing performed on the image and sound control board 100. [Figure 66] Detailed flowchart of the image display control process in step S71 of Figure 65 [Figure 67] An explanatory diagram illustrating the wind gimmick 15 and lightning gimmick 17 included in the gaming machine 1 according to the second embodiment. [Figure 68] Block diagram showing an example of the configuration of the control device included in the gaming machine 1 according to the second embodiment. [Figure 69] An explanatory diagram illustrating the flow of various main effects, such as reach effects, that are performed in the gaming machine 1 according to the second embodiment. [Figure 70] An explanatory diagram illustrating the sequence of events in a special character battle reach. [Figure 71] Screenshot (Part 1) showing a specific example of a special character battle reach. [Figure 72] Screenshot (part 2) showing a specific example of a special character battle reach. [Figure 73] Screenshot (part 3) showing a specific example of a special character battle reach. [Figure 74] An explanatory diagram illustrating the probability of winning a jackpot in special character battle reach-related effects. [Figure 75]Flowchart exemplifying the special character notice effect pattern setting process executed on the sub-control board 90 of the gaming machine 1 according to the second embodiment [Figure 76] Explanatory diagram exemplifying the flow of a series of effects in the special stage progressive reach [Figure 77] Screen diagram (part 1) showing a specific example of the special stage progressive reach [Figure 78] Screen diagram (part 2) showing a specific example of the special stage progressive reach [Figure 79] Screen diagram (part 3) showing a specific example of the special stage progressive reach [Figure 80] Screen diagram (part 4) showing a specific example of the special stage progressive reach [Figure 81] Explanatory diagram exemplifying the jackpot reliability of the special stage progressive reach-related effects [Figure 82] Flowchart exemplifying the effect image change pattern setting process executed on the sub-control board 90 of the gaming machine 1 according to the second embodiment [Figure 83] Explanatory diagram exemplifying the flow of a series of effects in the selected effect [Figure 84] Screen diagram (part 1) showing specific examples of the first pre-display effect and the development destination selection effect [Figure 85] Screen diagram (part 2) showing specific examples of the first pre-display effect and the development destination selection effect [Figure 86] Screen diagram (part 1) showing specific examples of the second pre-display effect and the opponent selection effect [Figure 87] Screen diagram (part 2) showing specific examples of the second pre-display effect and the opponent selection effect [Figure 88] Explanatory diagram exemplifying the flow of a series of effects in the normal gimmick effect [Figure 89] Explanatory diagram (part 1) showing a specific example of the normal gimmick effect [Figure 90] Explanatory diagram (part 2) showing a specific example of the normal gimmick effect [Figure 91] Explanatory diagram exemplifying the jackpot reliability of various reliability suggestion effects [Figure 92]An explanatory diagram illustrating the sequence of events in the gimmick effects during the probability variation mode. [Figure 93] Diagram illustrating specific examples of gimmick effects during probability variation mode. [Modes for carrying out the invention]
[0009] [First Embodiment] Hereinafter, with reference to the drawings as appropriate, a game machine (pachinko game machine) 1 according to the first embodiment of the game machine of the present invention will be described.
[0010] [Example configuration of gaming machine 1] First, an example of the configuration of the gaming machine 1 will be described with reference to Figures 1 and 2. Here, Figure 1 is a front view of the gaming machine 1, and Figure 2 is a front view of the game board 2. As shown in Figures 1 and 2, the gaming machine 1 comprises a gaming machine frame 30 and a game board 2 mounted within the gaming machine frame 30. The gaming machine frame 30 is composed of a front frame 31 having a decorative surface, a main frame for mounting the game board 2, etc., 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 that is arranged parallel to the game board 2 at a predetermined distance, and this glass plate and the game board 2 form a game area 3 through which game balls can flow.
[0011] As shown in Figure 1, the front frame 31 is provided with a launching handle 32 for launching game balls, an upper tray 33 for storing game balls supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launching handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launching force corresponding to the rotation angle of the launching handle 32. The launched 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. There, they flow down the game area 3 along the game board 2, changing their direction of movement by coming into contact with game pins, windmills, etc., provided in the game area 3.
[0012] Furthermore, a ball return prevention piece 6 is provided at the end of the rail member 4, which prevents game balls that have entered the game area 3 from returning to the launching device. In addition, a stop button is provided in close proximity to the launching handle 32, allowing the player to temporarily stop the launch of game balls without having to return the launching handle 32 to its initial position by operating this stop button.
[0013] When a player rotates the launch handle 32 by a small angle ("left shot"), the game ball is launched with a relatively weak launch force, and this game ball flows down the left game area 3L. On the other hand, when a player rotates the launch handle 32 by a large angle ("right shot"), the game ball is launched with a relatively strong launch force, and this game ball moves along the rail member 4 located to the upper right of the center decorative body 10 before flowing down the right game area 3R.
[0014] In the left game area 3L, the path through which the game balls pass is provided with a first start opening 21, a second start opening 22, an opening / closing member 23, and three general prize openings 24 as mechanisms related to winning and determining the outcome (see Figure 2). In the right game area 3R, the path through which the game balls pass is provided with the above-mentioned second start opening 22, opening / closing member 23, one general prize opening 24, a gate 25, a first large prize opening 26, an opening / closing member 27, a second large prize opening 28, and an opening / closing member 29 as mechanisms related to winning and determining the outcome (see Figure 2).
[0015] When a game ball is launched from the launching device, it may enter one of the following locations along the game board 2 as it flows down the game area 3: the first starting port 21, the second starting port 22, the general prize port 24, the first large prize port 26, or the second large prize port 28. In this case, a predetermined number of prize balls corresponding to the location where the ball entered are dispensed into the upper tray 33 or the lower tray 34. For example, four prize balls are dispensed for each game ball that enters the first starting port 21, one prize ball is dispensed for each game ball that enters the second starting port 22, and five prize balls are dispensed for each game ball that enters the general prize port 24. Also, ten prize balls are dispensed for each game ball that enters the first large prize port 26, and ten prize balls are dispensed for each game ball that enters the second large prize port 28. Any game balls that do not win any prizes are discharged from the game area 3 through an outlet formed at the lower end of the game board 2.
[0016] A center ornament 10 is provided in the opening formed in the center of the game board 2. This center ornament 10 is composed of a stage section 11 having a game ball rolling surface on which game balls can roll, and a warp section 12 with a warp entrance and a warp exit at both ends. Game balls flowing down the left game area 3L may enter the warp section 12 from the warp entrance, and these game balls are discharged from the warp exit and guided to the stage section 11. Guide grooves are formed at the left and right center of the stage section 11 to guide game balls rolling on the stage section 11 toward the first start opening 21. For this reason, game balls guided to the stage section 11 via the warp section 12 are more likely to enter the first start opening 21 than game balls flowing down the left game area 3L without passing through the warp section 12.
[0017] The first starting port 21 is a starting area that is always open. The second starting port 22 is a starting area that is closed when the opening / closing member 23, which is a normal electric mechanism, is not operating, and is opened when the opening / closing member 23 operates. In the game machine 1, when a game ball enters the first starting port 21 (or the second starting port 22), it is determined whether or not to execute a special game (jackpot game) that is advantageous to the player. Then, in the first special symbol display 41 (or the second special symbol display 42), which will be described later, symbols are displayed in a changing manner, and a symbol indicating the result of the above determination (jackpot symbol or losing symbol) is displayed in a stopped state. If a jackpot symbol is displayed in a stopped state, a jackpot game is executed that opens the first large prize port 26 and the second large prize port 28.
[0018] In the following explanation, the judgment performed in response to a game ball entering the first starting opening 21 will be referred to as the "first special symbol judgment," the judgment performed in response to a game ball entering the second starting opening 22 will be referred to as the "second special symbol judgment," and these will be collectively referred to as the "special symbol judgment."
[0019] The first major prize opening 26 is a special prize area that is opened according to the result of the special symbol judgment. An opening / closing member 27, which is a plate that opens and closes the first major prize opening 26, is provided at the opening of the first major prize opening 26. Normally, the first major prize opening 26 is closed by the opening / closing member 27 because it maintains a closed position in which it forms the same plane as the game board 2. However, when the first special symbol (or the second special symbol) as the jackpot symbol is stopped and displayed on the first special symbol indicator 41 (or the second special symbol indicator 42), a jackpot game is executed in which the opening / closing member 27 is activated and the first major prize opening 26 is opened. During this jackpot game, a long-open round game is performed in which the opening / closing member 27 maintains an open position (see Figure 2) that opens the first major prize opening 26, and then returns to a closed position that closes the first major prize opening 26. The long-opening round game, in which the first large prize slot 26 is open, continues until a predetermined number of game balls (for example, 10) enter the first large prize slot 26, or until a predetermined time (for example, 25 seconds) has elapsed since the first large prize slot 26 was opened (without the predetermined number of game balls entering it). In this way, the long-opening round game, in which the first large prize slot 26 is open for an extended period, is played during a jackpot game. Therefore, by playing to the right during the long-opening round game in which the first large prize slot 26 is open for an extended period, players can obtain more prize balls than when a jackpot game is not being played.
[0020] The second large prize slot 28 is a special prize area that is opened according to the result of the special symbol judgment. An opening / closing member 29, which is a wing-type member that opens and closes the second large prize slot 28, is provided at the opening of the second large prize slot 28. The second large prize slot 28 is normally closed by this opening / closing member 29 (see Figure 4(A)). However, when the first special symbol (or the second special symbol) as the jackpot symbol is stopped and displayed on the first special symbol indicator 41 (or the second special symbol indicator 42), a jackpot game is executed in which the opening / closing member 29 is activated to open the second large prize slot 28. During this jackpot game, a round game is performed in which the opening / closing member 29 maintains an open position (see Figures 2, 4(B) and (C)) that opens the second large prize slot 28, and then returns to a closed position that closes the second large prize slot 28.
[0021] As will be explained in detail later, the round game that opens and closes the second large prize slot 28 includes a long-opening round game in which the second large prize slot 28 is kept open for a long time so that a predetermined number of game balls (for example, 10 balls) can easily enter the second large prize slot 28, and a short-opening round game in which the second large prize slot 28 is kept open for a short time so that it is extremely difficult for game balls to enter the second large prize slot 28. In the long-opening round game in which the second large prize slot 28 is kept open for a long time, 100 prize balls (= 10 balls x 10 counts) are dispensed when the player shoots to the right. Therefore, by shooting to the right during the long-opening round game in which the second large prize slot 28 is kept open for a long time, the player can obtain more prize balls than when a jackpot game is not being played.
[0022] In the gaming machine 1 of this embodiment, when the main CPU 81 determines that a jackpot game should be executed, the operation of the opening / closing members 27 and 29 is controlled, and a jackpot game is executed in which the player can acquire game balls as the game medium.
[0023] On the other hand, in this embodiment, with regard to the short-opening round game in which the second large prize opening 28 is briefly opened, the opening time, which is the time that the opening / closing member 29 maintains the open position of the second large prize opening 28, is set to an extremely short time of 0.1 seconds. Therefore, even if the player shoots to the right during the short-opening round game of the second large prize opening 28, the game ball will basically not enter the second large prize opening 28, and no prize balls will be paid out.
[0024] For the sake of explanation, Figure 2 shows the state in which the opening and closing members 27 and 29 are in the open position, opening the large prize slots 26 and 28, when the performance symbols are being displayed in a changing manner on the display screen 70 of the image display device 7. However, in reality, the opening and closing members 27 and 29 are never in the open position while the performance symbols are being displayed in a changing manner. Also, in each round of a jackpot game, either the first large prize slot 26 or the second large prize slot 28 is used, so in reality, these large prize slots are never opened simultaneously as shown in Figure 2.
[0025] An opening / closing member 23 (see Figure 2) is positioned close to the second start port 22. This opening / closing member 23 can change its position between a closed position, where it closes the second start port 22, and an open position, where it opens the second start port 22 (see Figure 2).
[0026] The second starting opening 22 is normally closed by the opening / closing member 23. However, when a game ball shot by a player to the right passes through the gate 25, although no prize balls are dispensed, a decision is made as to whether or not to open the second starting opening 22. If it is decided to open the second starting opening 22, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, the second starting opening 22 is difficult for game balls to pass through when the opening / closing member 23 is not operating, but becomes easy for game balls to pass through when the opening / closing member 23 is operating.
[0027] In the following explanation, the judgment performed when a game ball passes through gate 25 will be referred to as "normal symbol judgment".
[0028] The general prize slot 24 is always open, just like the first starting slot 21, and dispenses a predetermined number of prize balls (for example, 5 balls) when a game ball enters it. However, unlike the first starting slot 21, no judgment is made when a game ball enters the general prize slot 24.
[0029] [Example configuration of the main display unit 40] Figure 3 is an enlarged view of the main display unit 40 in Figure 2. As illustrated in Figure 3, the main display unit 40 is composed of a first special symbol display unit 41, a second special symbol display unit 42, a regular symbol display unit 43, a first special symbol hold display unit 44, a second special symbol hold display unit 45, a regular symbol hold display unit 46, a round display unit 47, a game status display unit 48, a launch direction display unit 49, and the like.
[0030] The first special symbol indicator 41 is composed of eight LEDs labeled "i" to "p". When a first special symbol determination is made, the indicator displays a changing symbol and then stops displaying the symbol indicating the determination result of the first special symbol determination. Specifically, for example, the changing symbol is displayed by sequentially lighting up the eight LEDs, and the stopped symbol is displayed by lighting up each LED for a predetermined set time (e.g., 0.5 seconds) in a combination corresponding to the determination result of the first special symbol determination.
[0031] The second special symbol indicator 42 is composed of eight LEDs labeled "a" to "h". When a second special symbol determination is made, the indicator displays a changing symbol and then stops the symbol indicating the determination result of the second special symbol determination. Specifically, for example, the changing symbol is displayed by sequentially lighting up the eight LEDs, and the stopped symbol is displayed by lighting up each LED for a predetermined set time (e.g., 0.5 seconds) in a combination corresponding to the determination result of the second special symbol determination.
[0032] The first special symbol indicator 41 (or the second special symbol indicator 42) displays either a "jackpot symbol" indicating a jackpot or a "losing symbol" indicating a loss, as symbols indicating the result of the first special symbol judgment (or second special symbol judgment). In the gaming machine 1, multiple jackpot symbols are prepared, each different from the other, depending on the type of jackpot. When a jackpot symbol is displayed, a jackpot game is played in which the first and second large prize pockets 26 and 28 are opened in an opening pattern corresponding to the type of jackpot symbol.
[0033] The normal symbol indicator 43 is composed of two LEDs indicated by "s" and "t". When a normal symbol is determined, the indicator displays a changing symbol and then stops the symbol indicating the result of the normal symbol determination, thereby notifying the player of the determination result. Specifically, for example, the two LEDs are lit alternately to display a changing symbol, and the symbol is stopped by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting pattern corresponding to the result of the normal symbol determination. If a winning symbol is displayed as stopped, an auxiliary game is performed in which the opening / closing member 23 is operated in an opening pattern corresponding to the current game state to open the second start opening 22.
[0034] In the following explanation, the symbols displayed on the first special symbol indicator 41 and the second special symbol indicator 42 will be referred to as "special symbols," and the symbols displayed on the regular symbol indicator 43 will be referred to as "regular symbols." In addition, the special symbols displayed on the first special symbol indicator 41 may be referred to as "first special symbols," and the special symbols displayed on the second special symbol indicator 42 may be referred to as "second special symbols" to distinguish between the two.
[0035] The first special symbol hold indicator 44 is composed of two LEDs labeled "u" and "v", and the lighting pattern of these LEDs indicates the number of holds for the first special symbol judgment. The second special symbol hold indicator 45 is composed of two LEDs labeled "w" and "x", and the lighting pattern of these LEDs indicates the number of holds for the second special symbol judgment. In this embodiment, the upper limit for the number of holds in each of these is set to "4". The regular symbol hold indicator 46 is composed of two LEDs labeled "q" and "r", and the lighting pattern of these LEDs indicates the number of holds for the regular symbol judgment.
[0036] The round indicator 47 displays the number of rounds in the jackpot game that will be played in accordance with the jackpot corresponding to the jackpot, when a jackpot symbol is stopped and displayed on the first special symbol indicator 41 or the second special symbol indicator 42. In the game machine 1 of this embodiment, there are cases in which a jackpot game including 3 rounds is played and cases in which a jackpot game including 10 rounds is played. For this reason, in this embodiment, the round indicator 47 is configured to have an LED for 3R and an LED for 10R, and the number of rounds is indicated by the lighting up of either of these LEDs.
[0037] The game state indicator 48 is composed of three LEDs labeled "a1 to a3", and the lighting pattern of these LEDs indicates the game state of the game machine 1. The launch direction indicator 49 is composed of two LEDs labeled "y to z", and the lighting pattern of these LEDs indicates the launch direction of the game ball. That is, it indicates whether the player should shoot to the left or to the right.
[0038] [Example of the configuration of the performance features included in gaming machine 1] As illustrated in Figures 1 and 2, the game board 2 and the front frame 31 are equipped with various elements for performing different effects, including decorative elements 13, movable decorative elements 14, frame lamps 37, speakers 38, effect indicators 125, first special effect symbol hold indicator 126, second special effect symbol hold indicator 127, etc. In addition, an image display device 7 is provided at the rear of the game board 2.
[0039] The decorative component 13 incorporates a panel lamp 5 (see Figure 5) which has multiple LEDs, and various light effects can be created by changing the lighting and flashing patterns of each LED or by changing the light color of each LED.
[0040] The movable decorative member 14 is positioned in front of the image display device 7 and behind the decorative member 13. The movable decorative member 14 has multiple LEDs built in, and the movable decorative member 14 performs a predetermined effect through both its own movement and / or light. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 of the image display device 7 in which the movable decorative member 14 can operate, and the movable decorative member 14 is configured to move up and down along the display screen 70. Normally, the movable decorative member 14 is positioned in an initial position (see Figure 2) in which most of it is hidden behind the decorative member 13 and only the lower end of the movable decorative member 14 is visible. In contrast, when a preview effect with a relatively high probability of a jackpot is executed using the image display device 7 or speaker 38, the movable decorative member 14 lights up in a predetermined light emission pattern and drops to an operating position that covers most of the display screen 70.
[0041] The frame lamp 37 is composed of multiple LEDs built into various locations on the front frame 31, and various lighting effects are created by changing the lighting and flashing patterns of each LED, or by changing the light color of each LED.
[0042] The image display device 7 is a liquid crystal display device that displays performance images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the game board 2. The display screen 70 displays performance images that include various display objects such as performance symbols that notify the result of the special symbol judgment, characters and items, hold images (hold icons) that are displayed in the same number as the number of holds for the first special symbol judgment (or second special symbol judgment), and variation indication images (the said icon) that indicate that the special symbol is currently changing. Note that the image display device 7 is not limited to a liquid crystal display device, but may be other image display devices such as an EL display device, as long as it is capable of displaying performance images.
[0043] The speaker 38 outputs sound effects such as music, voices, and sound effects in sync with or asynchronously with the display effects performed on the display screen 70 to create sound effects.
[0044] The performance indicator 125 is composed of two LEDs and displays changing symbols in accordance with the changing display of special symbols and performance symbols, and displays a stopped symbol indicating the result of the special symbol judgment in accordance with the stopping display of special symbols and performance symbols. The performance indicator 125 indicates the result of the special symbol judgment by the combination of lighting and extinguishing of each LED and the lighting color.
[0045] The first special symbol hold indicator 126 is composed of two LEDs, and the combination of lighting and extinguishing of each LED displays the same number of holds for the first special symbol judgment as displayed on the first special symbol hold indicator 44. The second special symbol hold indicator 127 is composed of two LEDs, and the combination of lighting and extinguishing of each LED displays the same number of holds for the second special symbol judgment as displayed on the second special symbol hold indicator 45.
[0046] [Example of the configuration of the input means provided by the gaming machine 1] As illustrated in Figure 1, the front frame 31 is provided with a first performance button 35 and a second performance button 36 as input means that can be used by the player. The first performance button 35 is a push button for inputting operation information by pressing it. The second performance button 36 is a push button for inputting operation information by grasping the gripping part of the second performance button 36 and pressing it down. In the gaming machine 1, performances may be displayed in response to the operation of the first performance button 35 or the second performance button 36.
[0047] It should be noted that the configuration of the input means is not limited to that exemplified in this embodiment, and other configurations are also possible. That is, for example, in this embodiment, the case in which the gaming machine 1 has two input means is described, but there may be one or three or more input means. Furthermore, the input means is not limited to push buttons, but may also be other input means such as a touch panel capable of detecting the player's touch operation, an optical sensor capable of detecting the player's hand held over the display screen 70, a joystick that can be moved forward, backward, left, and right to specify position and direction, or an operating means that the player can grasp and change the posture of.
[0048] [Example of the internal configuration of the second major prize winning slot 28] Figure 4 is an explanatory diagram illustrating the opening and closing control of the second large prize opening 28 and the V prize opening 287. An opening / closing member 29 for opening and closing the second large prize opening 28 is provided at the opening of the second large prize opening 28 (see Figures 1 and 4(A)). In addition, as illustrated in Figures 4(A) to (C), the second large prize opening sensor 281, the V prize opening sensor 283, the discharge port sensor 284, the sliding member 285, etc. are provided inside the second large prize opening 28.
[0049] The second large prize slot sensor 281 detects game balls that have entered the second large prize slot 28, and in this embodiment, 10 prize balls are dispensed each time a game ball passes through the second large prize slot sensor 281. The V prize slot sensor 283 detects the passage of game balls into the V prize slot 287, which is partitioned by the V prize slot sensor 283. The discharge port sensor 284 detects the passage of game balls into the discharge port, which is partitioned by the discharge port sensor 284. The sliding member 285 guides the game balls that have passed through the second large prize slot sensor 281 to the V prize slot 287 or the discharge port, and is configured to slide in the left-right direction (width direction of the game machine 1) in Figure 4. Figures 4(A) and (B) illustrate a state in which the slide member 285 is positioned to the right, closing the V-prize opening 287, while Figures 4(C) and (D) illustrate a state in which the slide member 285 is positioned to the left, opening the V-prize opening 287.
[0050] When a jackpot game is not being played, or during a long-open round game in which the first jackpot opening 26 is kept open for an extended period, the second jackpot opening 28 is closed by the opening / closing member 29, and the V-jackpot opening 287 is closed by the sliding member 285 (see Figure 4(A)). In contrast, during a round game in which the second jackpot opening 28 is opened and closed, the second jackpot opening 28 and the V-jackpot opening 287 may be in the following states.
[0051] Specifically, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figures 4(A) and (B), the opening / closing member 29 may rotate while the sliding member 285 remains in the right position, resulting in the second large prize opening 28 being opened. In this case, although the second large prize opening 28 is open, the V prize opening 287 is still blocked by the sliding member 285. Therefore, even if a game ball enters the second large prize opening 28, it will not pass through the V prize opening 287, but will instead pass through the discharge sensor 284.
[0052] Furthermore, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figures 4(B) and (C), the sliding member 285 may move from the right position to the left position while the second large prize opening 28 remains open, resulting in the V prize opening 287 also being opened. In this case, since both the second large prize opening 28 and the V prize opening 287 are open, any game ball that enters the second large prize opening 28 will pass through the V prize opening 287 (i.e., be detected by the V prize opening sensor 283).
[0053] The V-entry slot sensor 283 functions as a so-called probability change switch. As described above, if a game ball enters the V-entry slot (the game ball is detected by the V-entry slot sensor 283) while both the second large entry slot 28 and the V-entry slot 287 are open, the game will be controlled in the "probability change game state" described later after the jackpot game in which the V-entry occurred has ended. On the other hand, if a game ball does not enter the V-entry slot while both the second large entry slot 28 and the V-entry slot 287 are open, the game will be controlled in the "time-saving game state" described later after the jackpot game has ended.
[0054] Furthermore, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figure 4(D), the second large prize opening 28 may be closed because the opening / closing member 29 is not operating, and the sliding member 285 may move from the right position to the left position, opening the V prize opening 287. In this case, although the V prize opening 287 is open, the second large prize opening 28 is difficult to enter, so no game balls will enter the second large prize opening 28.
[0055] Furthermore, in the transparent member located in a position corresponding to the area containing the second large prize slot sensor 281, the V prize slot sensor 283, the discharge port sensor 284, the sliding member 285, etc., the letter "V" is inscribed in a position corresponding to the V prize slot sensor 283 (see Figure 2). Therefore, players can easily identify the position of the V prize slot sensor 283 (the position of the V prize slot 287) by looking at this letter "V".
[0056] [Configuration of the control device provided by the gaming machine 1] Figure 5 is a block diagram showing an example of the configuration of the control device provided by the gaming machine 1. A control device for controlling the operation of the gaming machine 1 is provided on the back of the game board 2. As illustrated in Figure 5, the control device of the gaming machine 1 consists of a main control board 80 that controls the progress of the game using game balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, and a lamp control board 120 that controls the effects using various lamps and movable members. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, the image and sound control board 100, and the lamp control board 120 function as effect control units that control the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, the image and sound control board 100, and the lamp control board 120 may be configured on a single board.
[0057] <Example configuration 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 calculations related to judgment and the number of prize balls to be paid out based on the program stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used by the main CPU 81 when executing the above program, and as a work area for data processing, etc.
[0058] The main control board 80 is connected to the first start port sensor 211, the second start port sensor 221, the gate sensor 251, the first major prize port sensor 261, the second major prize port sensor 281, the V prize port sensor 283, the discharge port sensor 284, the general prize port sensor 241, the second start port solenoid 222, the first major prize port solenoid 262, the second major prize port solenoid 282, and the V prize port solenoid 286. In this embodiment, the game machine 1 is equipped with four general prize port sensors 241 corresponding to the four general prize ports 24, but in Figure 5, for the sake of explanation, only one general prize port sensor 241 is shown.
[0059] The first start port sensor 211 detects when a game ball enters the first start port 21 and outputs a detection signal to the main control board 80. The second start port sensor 221 detects when a game ball enters the second start port 22 and outputs a detection signal to the main control board 80. The gate sensor 251 detects when a game ball passes through gate 25 and outputs a detection signal to the main control board 80. The first large prize port sensor 261 detects when a game ball enters the first large prize port 26 and outputs a detection signal to the main control board 80. The second large prize port sensor 281 detects when a game ball enters the second large prize port 28 and outputs a detection signal to the main control board 80. The V prize port sensor 283 detects when a game ball passes through V prize port 287 and outputs a detection signal to the main control board 80. The discharge port sensor 284 detects when a game ball passes through the discharge port and outputs a detection signal to the main control board 80. The general prize entry port sensor 241 detects when a game ball enters the general prize entry port 24 and outputs a detection signal to the main control board 80.
[0060] The second start port solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second start port 22. The first large prize port solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large prize port 26. The second large prize port solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large prize port 28. The V prize port solenoid 286 is an electric solenoid connected to the sliding member 285 so as to be able to transmit driving force, and operates the sliding member 285 based on a control signal from the main control board 80 to open and close the V prize port 287.
[0061] Although not shown in the diagram, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends game balls from a ball tank located on the back side of the game board 2 to supply game balls to the upper tray 33 or lower tray 34. When the main CPU 81 receives detection signals from the first start port sensor 211, the second start port sensor 221, the first large prize port sensor 261, the second large prize port sensor 281, or the general prize port sensor 241, it instructs the payout control board to pay out a predetermined number of prize balls corresponding to the location where the game ball has entered, and also manages the number of prize balls to be paid out based on the information from the payout control board.
[0062] Furthermore, the main CPU 81 acquires various random numbers as acquired information when a detection signal is input from the first start port sensor 211, and uses the acquired random numbers to perform a first special symbol determination. Also, the main CPU 81 acquires various random numbers as acquired information when a detection signal is input from the second start port sensor 221, and uses the acquired random numbers to perform a second special symbol determination. Here, the various random numbers specifically refer to the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number.
[0063] The jackpot random number is used to determine whether it is a jackpot or a miss. The symbol random number is used to determine the type of jackpot (such as the number of rounds in the jackpot game or the game state after the jackpot game ends) when it is determined to be a jackpot. The reach random number is used to determine whether a reach animation is performed or not when it is determined to be a miss. The variation pattern random number is used to determine the variation pattern of the special symbols when they are displayed in a variation state.
[0064] The main CPU 81 acquires these random numbers when a game ball enters the first starting slot 21 (or second starting slot 22), and first determines whether to execute a jackpot game based on whether the acquired jackpot random number matches a predetermined random number (winning value) stored in the main ROM 82. If it is determined to execute a jackpot game based on the fact that the jackpot random number matches a winning value, the type of jackpot is determined based on which of the predetermined random numbers (which are compared with the symbol random number) stored in the main ROM 82 matches the symbol random number acquired along with the jackpot random number.
[0065] On the other hand, if the main CPU 81 determines that it will not perform a jackpot game based on the fact that the acquired jackpot random number does not match the winning value, it decides whether to perform a reach animation or a non-reach animation based on whether the reach random number acquired along with the jackpot random number matches a predetermined random value stored in the main ROM 82 (which is compared with the reach random number). Furthermore, in both cases where the main CPU 81 determines to perform a jackpot game based on the acquired jackpot random number, and where it determines not to perform a jackpot game, it determines the variation pattern of the special symbols when displaying the special symbols based on the variation pattern random number acquired along with the jackpot random number. Specifically, the main ROM 82 stores a variation pattern selection table for selecting the variation pattern of the special symbols, and when the main CPU 81 acquires a variation pattern random number along with the jackpot random number in response to a game ball entering the first start opening 21 (or second start opening 22), it selects the variation pattern of the special symbols by reading the variation pattern associated with the same random value as the acquired variation pattern random number from the variation pattern selection table. In this way, the variation time of the special symbol is determined by the selection of one variation pattern for the special symbol.
[0066] The variable pattern selection table includes a variable pattern selection table for jackpots, a variable pattern selection table for missed reaches, and a variable pattern selection table for misses without reaches. When the main CPU 81 determines that it will execute a jackpot game, it refers to the jackpot variable pattern selection table and selects a variable pattern for the special symbols by reading from this jackpot variable pattern selection table that has the same random value as the acquired variable pattern random number. Also, when the main CPU 81 determines that it will not execute a jackpot game and decides to perform a reach-enabled animation, it refers to the missed reach variable pattern selection table and selects a variable pattern for the special symbols by reading from this missed reach variable pattern selection table that has the same random value as the acquired variable pattern random number. Furthermore, if the main CPU 81 determines that it will not perform a jackpot game and decides to perform a no-reach animation, it refers to the no-reach miss animation pattern selection table and selects a special symbol animation pattern by reading from this no-reach miss animation pattern selection table an animation pattern that has the same random value as the acquired random number for the animation pattern.
[0067] While a detailed explanation of each variation pattern selection table is omitted, if it is determined that a jackpot game will be played, there is a tendency for longer variation patterns to be selected and shorter variation patterns to be selected less frequently. Furthermore, if it is determined that a jackpot game will not be played, and it is decided that a reach-in-the-jackpot sequence will be played, there is a tendency for longer variation patterns to be selected and shorter variation patterns to be selected more frequently compared to when a jackpot game is determined. In addition, if it is determined that a jackpot game will not be played, and it is decided that a non-reach-in-the-jackpot sequence will be played, a variation pattern with an even shorter variation time will be selected because no reach-in-the-jackpot sequence will be played.
[0068] From these observations, it can be said that the longer the special symbols change, the more likely a winning notification animation (an animation that announces a big win) is to be performed, and the shorter the special symbols change, the more likely a losing notification animation (an animation that announces a loss) is to be performed. Various reach animations will be described in detail later, but for example, when a reach animation takes a relatively long time to perform, such as progressing from a normal reach to an SP reach and then to an SPSP reach, a winning notification animation is more likely to be performed, and when the time required for a reach animation, such as one that only involves a normal reach, is relatively short, a losing notification animation is more likely to be performed. In other words, rather than the win or loss being announced in a normal reach animation, it can be said that the reliability of a big win is higher when the win or loss is announced after progressing from a normal reach to an SP reach or SPSP reach, or when it progresses from a normal reach to an SP reach (or directly to an SPSP reach without going through an SP reach).
[0069] As described above, when the main CPU 81 determines that it is time to execute a jackpot game, it determines the type of jackpot based on the symbol random numbers acquired along with the jackpot random numbers. Then, the first special symbol display 41 (or second special symbol display 42) displays the first special symbol (or second special symbol) in a variation pattern selected based on the variation pattern random numbers, and then displays the jackpot symbol corresponding to the determined type of jackpot. Subsequently, according to the determined type of jackpot, the main CPU 81 controls the opening and closing of the first large prize slot 26 via the first large prize slot solenoid 262 (operation of the opening / closing member 27), controls the opening and closing of the second large prize slot 28 via the second large prize slot solenoid 282 (operation of the opening / closing member 29), and controls the opening and closing of the V prize slot 287 via the V prize slot solenoid 286 (operation of the sliding member 285), thereby executing a jackpot game according to the type of jackpot.
[0070] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and uses the acquired normal symbol random number to perform normal symbol determination. If the result of this normal symbol determination determines that the second start opening 22 should be opened, the CPU 81 controls the opening and closing of the second start opening 22 (operation of the opening / closing member 23) via the second start opening solenoid 222, thereby performing an auxiliary game to open the second start opening 22.
[0071] Furthermore, the main control board 80 is connected to a first special symbol indicator 41, a second special symbol indicator 42, a regular symbol indicator 43, a first special symbol hold indicator 44, a second special symbol hold indicator 45, a regular symbol hold indicator 46, a round indicator 47, a game status indicator 48, and a launch direction indicator 49. The main CPU 81 controls these indicators 41 to 49 that constitute the main display unit 40 to execute the display processing described above based on Figure 3.
[0072] <Example configuration of sub-control board 90> The sub-control board 90 includes a sub-CPU 91, sub-ROM 92, sub-RAM 93, and RTC (real-time clock) 94. The sub-CPU 91 performs calculations to control the performance based on the program stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area to temporarily store various data used by the sub-CPU 91 when executing the above program, and as a work area for data processing. The RTC 94 measures the current date and time.
[0073] The sub-control board 90 is connected to a first performance button detection sensor 96 and a second performance button detection sensor 97. The first performance button detection sensor 96 outputs operation information (operation signal) to the sub-control board 90 when the first performance button 35 (see Figure 1) is operated. The second performance button detection sensor 97 outputs operation information (operation signal) to the sub-control board 90 when the second performance button 36 (see Figure 1) is operated.
[0074] The sub-CPU 91 sets the performance content based on game information such as special symbol judgment, normal symbol judgment, and jackpot gameplay transmitted from the main control board 80. In doing so, it may also accept input of operation information from the first performance button 35 and the second performance button 36 and set the performance content according to that operation information. The sub-CPU 91 sends commands to the image and sound control board 100 and the lamp control board 120 to instruct them to execute the performance content that has been set.
[0075] <Example configuration 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 sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.
[0076] The control ROM 102 is composed of a mask ROM and stores various tables, including the control program for the image and sound control CPU 101, a display list generation program for generating a display list, and a display list creation table used in the process of creating the display list. Here, the display list consists of a set of commands for instructing the execution of drawing on a frame-by-frame basis and includes various parameters such as the type of image to be drawn, the position (coordinates) where the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used by the image and sound control CPU 101 when executing the above control program, and as a work area for data processing.
[0077] The image and sound control CPU 101 instructs 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 performed by outputting the display list. The image and sound control CPU 101 also instructs the sound DSP 107 to output the sound data stored in the sound ROM 108 from the speaker 38.
[0078] CGROM105 stores the necessary performance data for executing performances associated with the display of special symbols and performances associated with jackpot games. This CGROM105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image file) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32x32 pixels), movie data consisting of a collection of multiple image files, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. In addition, CGROM105 stores uncompressed palette data, etc., in which color number information that specifies a color number is associated with display color information for actually displaying the color.
[0079] Furthermore, it is also possible to compress only a portion of the image data stored in CGROM105. Various known compression methods, such as MPEG4, can be used to compress the movie data.
[0080] VRAM106 is composed of SRAM that can write and read image data at high speed, and although not shown in the diagram, it is configured to include a display list memory area, an expanded memory area, a frame buffer, etc.
[0081] The display list storage area temporarily stores the display list output from the image and sound control CPU 101. The decompression storage area stores the image data that has been decompressed after being read from the CGROM 105. The frame buffer is a frame buffer used for both drawing and displaying the image data shown on the display screen 70.
[0082] The VDP104 decompresses the image data stored in the CGROM105 in a compressed state and stores the decompressed image data in the decompression storage area. The VDP104 also uses the image data stored in the decompression storage area to perform drawing processing on the frame buffer based on the display list stored in the display list storage area. The VDP104 also generates an RGB signal, which is 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] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voices, sound effects, warning sounds, etc. The SDRAM 109 is used as a workspace for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image and audio control CPU 101 from the audio ROM 108 to the SDRAM 109, performs data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume according to instructions regarding 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, we describe a case where the VDP is responsible for rendering management and the audio DSP is responsible for sound management. However, in other embodiments, a configuration in which the VDP is responsible for both rendering management and sound management may be adopted. In this case, it is not necessary to provide a separate audio DSP.
[0085] <Example configuration of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the first special feature hold indicator 126, and the second special feature hold indicator 127. The lamp ROM 122 stores the program executed by the lamp CPU 121, light emission pattern data, operation pattern data, etc. Here, the light emission pattern data is data indicating the light emission patterns of the LEDs built into 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] The lamp CPU 121 performs calculations to control the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the first special feature hold indicator 126, the second special feature hold indicator 127, etc., based on the program stored in the lamp ROM 122.
[0087] The lamp CPU 121 reads light emission pattern data corresponding to a command received from the sub-control board 90 from the light emission pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the illumination of the LEDs built into the frame lamp 37, the panel lamp 5, and the movable decorative member 14. In addition, the lamp CPU 121 reads operation pattern data corresponding to a command received from the sub-control board 90 from the operation pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the drive of the motor that operates the movable decorative member 14.
[0088] Furthermore, the lamp CPU 121 controls the display of changing and stopping symbols on the performance indicator 125 based on commands from the sub-control board 90. The lamp CPU 121 also controls the display of the number of reserved symbols related to the first special symbol determination by the first special symbol reserved indicator 126 and the display of the number of reserved symbols related to the second special symbol determination by the second special symbol reserved indicator 127, based on commands from the sub-control board 90.
[0089] [Regarding the game state] Next, the game states of the gaming machine 1 will be described. In the gaming machine 1 of this embodiment, the game is controlled in one of three game states: "normal game state," "probability variation game state," and "time reduction game state."
[0090] The "normal game state" is a game state in which special symbol judgment is performed in a low-probability state where the probability of executing a jackpot game is relatively low, and support functions that support the entry of game balls into the second start port 22 (functions commonly called "electric support") are not provided. In the normal game state, the probability of executing a jackpot game by special symbol judgment is set to a relatively low probability (for example, 1 / 210) (see Figure 6(A)). In addition, the probability of opening the second start port 22 by normal symbol judgment is set to a relatively low probability (for example, 1 / 11), the variation time of normal symbols 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 is set to a relatively short time (for example, 0.1 seconds x 1 time).
[0091] The "probability variation game state" is a game state in which special symbol judgment is performed in a high-probability state where the probability of executing a jackpot game is relatively high, and the above support functions are added. In other words, in the probability variation game state, the probability of executing a jackpot game by special symbol judgment is set to a relatively high probability (for example, 1 / 60) (see Figure 6(A)). In addition, the probability of opening the second start gate 22 by normal symbol judgment is set to a relatively high probability (for example, 11 / 11), the variation time of normal symbols is set to a relatively short time (for example, 1.5 seconds), and the opening time of the second start gate 22 when it is determined to open is set to a relatively long time (for example, 1.5 seconds x 3 times).
[0092] The "Shortened Play Mode" is a play mode in which special symbol judgment is performed in the low-probability state described above, and the electric reel support function is added. In other words, in the shortened play mode, the probability of determining that a jackpot game will be executed by special symbol judgment is set to a relatively low probability (for example, 1 / 210). Also, the probability of determining that the second start gate 12 will be opened by normal symbol judgment is set to a relatively high probability (for example, 11 / 11), the variation time of the normal symbols is set to a relatively short time (for example, 1.5 seconds), and the opening time of the second start gate 12 when it is determined that it will be opened is set to a relatively long time (for example, 1.5 seconds x 3 times).
[0093] When comparing these game states with respect to the variation time of special symbols, the variation time of special symbols in the "probability variation game state" and "time-saving game state" tends to be set to be relatively shorter compared to the variation time of special symbols in the "normal game state". It goes without saying that the probability of being judged to perform a special game (jackpot probability), the probability of being judged to open the second start port 22 (winning probability of normal symbol judgment), the variation time of normal symbols, and the opening time of the second start port 22, as shown in the description of each game state, are merely examples, and other probabilities and times may also be used.
[0094] In the following explanation, the state in which it is easy for game balls to enter the second starting port 22 due to the provision of the above support function will be referred to as the "high base state," and the state in which it is difficult for game balls to enter the second starting port 22 due to the lack of the support function will be referred to as the "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "probability variation game state" and the "time reduction game state" correspond to the high base state.
[0095] [How to play the game] When a player shoots a game ball to the right, it may not enter the first starting opening 21 but may enter the second starting opening 22. However, in a low base state, the second starting opening 22 is less likely to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in a low base state (which corresponds to the "normal game state" in this embodiment), the player will play by shooting to the left, aiming for the first starting opening 21.
[0096] When a game ball shot to the left during normal gameplay enters the first starting opening 21, the first special symbol judgment is performed. After the first special symbol is displayed in a rotating pattern, either a jackpot symbol or a losing symbol is displayed as the first special symbol indicating the judgment result of the first special symbol judgment.
[0097] If a losing symbol is displayed at the stop, the jackpot game will not be played, and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of rounds corresponding to that jackpot symbol, and after the jackpot game ends, the game will be controlled in either a "probability variation game state" or a "time reduction game state".
[0098] Furthermore, when the game state transitions to a "probability variation game state" or a "time reduction game state" following the end of a big win, that is, when the game state transitions from a low base state to a high base state, the above-mentioned support function that facilitates the entry of game balls into the second start opening 22 makes it easier for game balls to enter the second start opening 22 than the first start opening 21. For this reason, when the game is controlled in a high base state, the player will play by shooting to the right, aiming for the second start opening 22. Also, if both the right to judge the first special symbol and the right to judge the second special symbol are reserved, the judgment of the second special symbol will be executed with priority over the judgment of the first special symbol. For this reason, when the game is controlled in a probability variation game state or a time reduction game state, the judgment of the second special symbol will basically be performed.
[0099] If a jackpot symbol stops and is displayed as the second special symbol during a probability variation game or a time-saving game, the game will generally be controlled in the probability variation game state after the jackpot game ends, although it may also be controlled in the time-saving game state. On the other hand, if a jackpot is not hit during a probability variation game or a time-saving game, the game state will return from the probability variation game state (or time-saving game state) to the normal game state.
[0100] [Regarding the use of random numbers for determining special symbols] Next, the determination process using the jackpot random number and the symbol random number will be explained with reference to Figure 6. Here, Figure 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. Note that in the explanatory diagrams for each random number exemplified from Figure 6 onward, the range of possible random numbers is set to a smaller range than the actual range in order to simplify the explanation. In the gaming machine 1, when a game ball passes through the first start opening 21 (or the second start opening 22), acquired information such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number is obtained.
[0101] <Processing based on jackpot random numbers> The jackpot random numbers illustrated in Figure 6(A) are random numbers used in the jackpot determination process (step S308 in Figure 45) to determine whether or not to execute a jackpot game. These random numbers are set individually for both the low-probability state, where the probability of determining that a jackpot game will be executed is relatively low, and the high-probability state, where the probability of determining that a jackpot game will be executed is relatively high.
[0102] In this embodiment, four winning values for the low probability state are stored in the main ROM 82, and the main CPU 81 determines to execute a jackpot game when the acquired jackpot random number matches any of these four winning values while the game is being controlled in the low probability state (in this embodiment, this corresponds to the "normal game state" and the "time-saving game state"). In addition, fourteen winning values for the high probability state (in this embodiment, this corresponds to the "probability variation game state") are stored in the main ROM 82, and the main CPU 81 determines to execute a jackpot game when the acquired jackpot random number matches any of these fourteen winning values while the game is being controlled in the high probability state.
[0103] In this embodiment, the jackpot random number can take on 840 values from "0" to "839" in both the low probability state and the high probability state (see Figure 6(A)). Therefore, the jackpot probability in the low probability state is 1 / 210 (=4 / 840), and the jackpot probability in the high probability state is 1 / 60 (=14 / 840).
[0104] <Processing based on random numbers for the design> When the main CPU 81 determines that it is time to execute a jackpot game, it determines the type of jackpot based on which of the random numbers pre-set for each type of jackpot matches the random number of symbols obtained along with the jackpot random number used in the determination. In other words, it selects the first special symbol (or second special symbol) to be stopped and displayed on the first special symbol display 41 (or second special symbol display 42) as the jackpot symbol.
[0105] (Types of jackpots related to the determination of the first special symbol) As illustrated in Figure 6(B), in this embodiment, there are two types of jackpots that can be won when a game ball enters the first starting opening 21 during normal gameplay: "3R probability variation A" and "3R normal".
[0106] Here, "3R probability variation A" (see Figure 6(B)) is a jackpot in which, in response to the jackpot symbol X1 stopping and being displayed on the first special symbol display 41, a jackpot game is executed consisting of a total of three long-opening round games, including one long-opening round game (the first round game) in which the second large prize slot 28 is opened for a long time, and two long-opening round games (the second and third round games) in which the first large prize slot 26 is opened for a long time.
[0107] If the "3R probability variation A" is won, both the second large prize slot 28 and the V prize slot 287 will be opened wide during the first round of gameplay. As a result, the player can pass the game ball through the V prize slot 287 simply by shooting to the right, and if even one game ball is detected by the V prize slot sensor 283 during the first round of gameplay, the game will be controlled in "probability variation gameplay state" after the jackpot game ends.
[0108] In this embodiment, after the end of a jackpot game related to "3R probability variation A," the number of times the second special symbol judgment (or first special symbol judgment) and the variation display of the second special symbol (or first special symbol) are performed in the "probability variation game state" (the number of STs in Figure 6(B)) is set to 100. If a jackpot is not determined along the way, the probability variation game state continues until 100 special symbol judgments have been performed. If all 100 of these special symbol judgments are misses, then 100 time-saving game rounds are granted. Here, "time-saving game rounds" refers to a game that includes the second special symbol judgment (or first special symbol judgment) performed in the "time-saving game state" and the variation display of the second special symbol (or first special symbol) performed according to that special symbol judgment.
[0109] On the other hand, "3R Normal" (see Figure 6(B)) is a jackpot that, in response to the jackpot symbol X2 stopping and being displayed on the first special symbol display 41, is executed in a total of three rounds of jackpot games: one short-opening round game (the first round game) in which the second large prize slot 28 is briefly opened, and two long-opening round games (the second and third rounds) in which the first large prize slot 26 is opened for a longer period. When "3R Normal" is won, in the first round of jackpot games, no game balls are paid out because the game balls do not basically enter the second large prize slot 28. For this reason, when "3R Normal" is won, the number of long-opening round games executed during the jackpot game is two, so "3R Normal" can be said to be a jackpot of effectively two rounds.
[0110] If the "3R Normal" is won, a short-opening round game is executed as the first round game, in which the second large prize slot 28 is briefly opened. For this reason, no game balls enter the V-slot during the jackpot game related to "3R Normal", and after the jackpot game related to "3R Normal" ends, the game is controlled in a "time-saving game state". In the game machine 1 of this embodiment, the number of time-saving rounds for "3R Normal" is set to 100, and when a jackpot game is executed in response to the jackpot symbol X2 (which indicates that "3R Normal" has been won) being stopped and displayed on the first special symbol display 41, if a jackpot is not determined along the way, the game is controlled in a time-saving game state until 100 second special symbol judgments (or first special symbol judgments) are performed after the jackpot game ends.
[0111] Thus, "3R probability variation A" is a jackpot in which the number of ST rounds is "100" and the number of time-saving rounds (which are the number of time-saving game rounds) is "100", while "3R normal" is a jackpot in which the number of ST rounds is "0" and the number of time-saving rounds is "100" (see Figure 6(B)).
[0112] By the way, even though the right to control the game in "probability variation game state" after the jackpot game ends is acquired by winning "3R probability variation A", it is conceivable that a situation may occur where, for example, a ball jam in the game area 3 causes the game ball not to be detected by the V-entry port sensor 283 during the first round of the game. For this reason, in the game machine 1 of this embodiment, even if such a situation occurs, in order to allow the player to easily aim for a jackpot after the jackpot game ends, if the game ball does not enter the V-entry port during the first round of the game related to "3R probability variation A", 100 rounds of time-saving gameplay are granted after the jackpot game ends. In other words, the same game control as after the jackpot game related to "3R normal" is performed.
[0113] In this embodiment, when the result of the first special symbol judgment during normal gameplay is a jackpot, random values for determining the type of jackpot are stored in the main ROM 82. Specifically, as illustrated in Figure 6(B), 50 random values are stored for "3R probability variation A" and 50 random values are stored for "3R normal".
[0114] In this embodiment, the range of possible symbols for the random number is set to 100, from "0" to "99". When a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the first start opening 21, "3R probability variation A" is selected as the type of jackpot related to the first special symbol determination at a rate of 50% (=50 / 100×100), and "3R normal" is selected at a rate of 50% (=50 / 100×100) (see Figure 6(B)).
[0115] Therefore, when the result of the first special symbol judgment is a jackpot, the probability that the jackpot symbol X1 indicating "3R probability variation A" will stop and be displayed on the first special symbol display 41, and the probability that the jackpot symbol X2 indicating "3R normal" will stop and be displayed on the first special symbol display 41 are both 50%.
[0116] Thus, if the result of the first special symbol judgment during normal gameplay is either "3R probability change A" or "3R normal", in either case the game enters a high base state after the jackpot game ends, so the player will play by shooting to the right, aiming for gate 25 and the second start opening 22.
[0117] (Types of jackpots related to the second special symbol determination) As illustrated in Figure 6(C), there are four types of jackpots available for the second special symbol determination, which is performed when a game ball enters the second starting opening 22: "10R probability variation A", "10R probability variation B", "3R probability variation B", and "3R probability variation C".
[0118] Here, "10R probability variation A" (see Figure 6(C)) is a jackpot in which, in response to the jackpot symbol Y1 being displayed on the second special symbol display 42, a jackpot game is executed consisting of a total of 10 long-opening round games, including one long-opening round game (the first round game) in which the second large prize slot 28 (and the V prize slot 287) are opened for a long time, and nine long-opening round games (the second to tenth round games) in which the first large prize slot 26 is opened for a long time.
[0119] "10R Probability Change B" (see Figure 6(C)) is a jackpot in which, in response to the jackpot symbol Y2 being displayed on the second special symbol display 42, a jackpot game is executed consisting of a total of 10 long-opening round games, including one long-opening round game (the first round game) in which the second large prize slot 28 (and the V prize slot 287) are opened for a long time, and nine long-opening round games (the second to tenth round games) in which the first large prize slot 26 is opened for a long time, similar to when "10R Probability Change A" is won.
[0120] On the other hand, if you win "3R probability variation B", the jackpot symbol Y3 will stop and be displayed on the second special symbol display 42, and if you win "3R probability variation C", the jackpot symbol Y4 will stop and be displayed on the second special symbol display 42 (see Figure 6(C)). If you win "3R probability variation B" or "3R probability variation C", a total of three long-open round games will be executed, including one long-open round game (the first round game) in which the second large prize slot 28 (and V prize slot 287) are opened for a long time, and two long-open round games (the second and third round games) in which the first large prize slot 26 is opened for a long time, similar to when you win "3R probability variation A" (see Figure 6(B)).
[0121] Thus, in the case of winning "10R probability variation A", "10R probability variation B", "3R probability variation B", and "3R probability variation C", both the second large prize slot 28 and the V prize slot 287 are opened wide during the first round of gameplay. Therefore, as long as the player is shooting to the right during the first round of gameplay related to these big wins, they can easily acquire the right to play in "probability variation game state" after the end of the big win game.
[0122] Furthermore, for these four types of jackpots related to the second special symbol judgment, the ST count and time reduction count are set as follows: For "10R probability change A" and "3R probability change B," both the ST count and time reduction count are set to "100," while for "10R probability change B" and "3R probability change C," the ST count is set to "100" and the time reduction count is set to "0." Therefore, if you win "10R probability change B" or "3R probability change C," and all 100 special symbol judgments after the jackpot game ends are misses, the game state will return to "normal game state." On the other hand, if you win "10R probability change A" or "3R probability change B," and all 100 special symbol judgments after the jackpot game ends are misses, the game state will transition from "probability change game state" to "time reduction game state."
[0123] Therefore, in a high-base state, the probability of a player hitting the jackpot is higher when winning "10R probability variation A" or "3R probability variation B" than when winning "10R probability variation B" or "3R probability variation C".
[0124] In this embodiment, when the result of the second special symbol judgment is a jackpot, random values for determining the type of jackpot are stored in the main ROM 82. Specifically, as illustrated in Figure 6(C), 30 random values are stored for "10 probability variation A", 45 random values are stored for "10 probability variation B", 10 random values are stored for "3 probability variation B", and 15 random values are stored for "3 probability variation C".
[0125] In this embodiment, as described above, the range of possible symbols for the random number is set to 100 numbers from "0" to "99". When a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the second starting opening 21, the types of jackpots related to the second special symbol determination are as follows: "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 Figure 6(C)).
[0126] Therefore, when the result of the second special symbol judgment is a jackpot, the probability that the jackpot symbol Y1 indicating "10R probability variation A" will stop and be displayed on the second special symbol display 42 is 30%, the probability that the jackpot symbol Y2 indicating "10R probability variation B" will stop and be displayed on the second special symbol display 42 is 45%, the probability that the jackpot symbol Y3 indicating "3R probability variation B" will stop and be displayed on the second special symbol display 42 is 10%, and the probability that the jackpot symbol Y4 indicating "3R probability variation C" will stop and be displayed on the second special symbol display 42 is 15%.
[0127] <Processing based on reach random numbers> If the main CPU 81 determines that it will not perform a jackpot game, it decides whether to perform a reach animation or a no-reach animation based on whether the reach animation obtained along with the jackpot random number used in that determination matches the random number corresponding to a reach animation or the random number corresponding to a no-reach animation.
[0128] Although not shown in the diagram, in this embodiment, the main ROM 82 stores 10 random values for reach-inducing animations, and the main CPU 81 decides to perform a reach-inducing animation if the acquired reach-inducing random number matches any of these 10 random values. In addition, 90 random values are stored for non-reach-inducing animations, and the main CPU 81 decides to perform a non-reach-inducing animation if the acquired reach-inducing random number matches any of these 90 random values. In this embodiment, the range of possible reach-inducing random numbers is set to "0" to "99", and when it is determined that a jackpot game will not be executed, the probability of a reach-inducing animation being performed is 10% (=10 / 100×100), and the probability of a reach-inducing animation not being performed (the probability of a non-reach-inducing animation being performed) is 90% (=90 / 100×100).
[0129] If the main CPU 81 decides to perform a reach-in-the-win animation, it selects a variation pattern for the special symbols that will be selected by the sub-control board 90 as the variation pattern for the animation symbols that will be involved in the reach-in-the-win animation. Conversely, if the main CPU 81 decides to perform a non-reach-in-the-win animation, it selects a variation pattern for the special symbols that will be selected by the sub-control board 90 as the variation pattern for the animation symbols that will not be involved in the reach-in-the-win animation.
[0130] [Regarding the flow of the game] Next, the flow of the game will be explained with reference to Figure 7. Here, Figure 7 is an explanatory diagram for explaining the flow of the game in the game machine 1. Due to the configuration of the game board 2, game balls launched into the left game area 3L can enter the first starting opening 21, while game balls launched into the right game area 3R cannot enter the first starting opening 21. Also, in the normal game state, the second starting opening 22 is unlikely to open, and even if it does open, the opening time of the second starting opening 22 is extremely short, making it very unlikely that a game ball will enter the second starting opening 22. For this reason, there is no advantage for the player to shoot to the right in the normal game state. As is clear from these points, the normal game state is a left-side advantageous state where it is easier to hit a jackpot (special symbol judgment is more likely to be performed) by launching the game ball into the left game area 3L than by launching it into the right game area 3R. For this reason, the player shoots to the left in the normal game state.
[0131] When a game ball shot to the left enters the first starting opening 21 during normal gameplay, the first special symbol judgment is performed. The first special symbol is then displayed on the first special symbol display 41, and after the first special symbol is displayed in a variable manner, the first special symbol indicating the result of the first special symbol judgment is displayed in a stopped position. If the result of the first special symbol judgment is "miss," the miss symbol is displayed as the first special symbol. On the other hand, if the result of the first special symbol judgment is "jackpot," one of the jackpot symbols X1 to X2 (see Figure 6(B)) is displayed as the jackpot symbol, and the jackpot game corresponding to the displayed jackpot symbol is executed. These jackpot games are as described above based on Figure 6(B).
[0132] When the result of the first special symbol judgment in normal gameplay is "jackpot", there are two possibilities: when the jackpot symbol that indicates a probability variation jackpot (jackpot symbol X1: see Figure 6(B)) stops and is displayed (see Figure 7(A)); and when the jackpot symbol that indicates a normal jackpot (jackpot symbol X2: see Figure 6(B)) stops and is displayed (see Figure 7(D)).
[0133] If the jackpot symbol X1, which signals a probability-increasing jackpot, is displayed at this point, the jackpot game described above will be executed based on Figure 6(B). If this jackpot game is executed, and the game ball enters the V-entry point during the long-open round game (during the first round of the game) in which the second large entry point 28 and the V-entry point 287 are kept open for an extended period, the game will be controlled in a probability-increasing game state after the jackpot game ends (see Figure 7(B)). As described above, this probability-increasing game state will continue until 100 special symbol judgments (and special symbol variation displays) are performed, unless a jackpot is determined along the way. On the other hand, even if a jackpot game including the above-mentioned long-open round game is played, if the game ball does not enter the V-zone due to, for example, a ball jam in game area 3, the game is controlled in a time-saving game state after the jackpot game ends, which may continue until the second special symbol judgment (or first special symbol judgment) is performed 100 times (see Figure 7(C)).
[0134] In the probability variation game state, the probability of winning the normal symbol judgment, which is performed on the condition that the game ball passes through gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of the second start opening 22 when the normal symbol judgment is won is set to a relatively long time (1.5 seconds x 3 times in this embodiment). For this reason, the probability variation game state is a right-side advantageous state in which it is easier to hit a jackpot (special symbol judgment is more likely to be performed) by shooting the game ball into the right game area 3R than by shooting it into the left game area 3L. For this reason, when the game is controlled in the probability variation game state, the player shoots to the right. This is also true when the game is controlled in the time-saving game state, which is a high base state similar to the probability variation game state.
[0135] When a game ball shot to the right enters the second start port 22 while the game is controlled in a probability variation state, a second special symbol judgment is performed, and the second special symbol is displayed in the second special symbol display 42, and then the second special symbol indicating the result of the second special symbol judgment is displayed. If the result of the second special symbol judgment is "miss", the miss symbol is displayed as the second special symbol. On the other hand, if the result of the second special symbol judgment is "jackpot", one of the jackpot symbols Y1 to Y4 (see Figure 6(C)) is displayed as the jackpot symbol for a probability variation jackpot (see Figure 7(F)), and the jackpot game corresponding to the displayed jackpot symbol is executed. Here, if a game ball enters the V-zone during a jackpot game, the game will be controlled again in a probability variation state after the jackpot game ends (see Figure 7(B)). If a game ball does not enter the V-zone during a jackpot game, the game will be controlled in a time-saving state after the jackpot game ends (see Figure 7(C)).
[0136] Furthermore, when the game is controlled in the time-saving game state and a game ball shot to the right enters the second start opening 22, a second special symbol judgment is performed, and the second special symbol is displayed in the second special symbol display 42, and then the second special symbol indicating the result of the second special symbol judgment is displayed in a stopped position. If the result of the second special symbol judgment is "miss", the miss symbol is displayed as the second special symbol. On the other hand, if the result of the second special symbol judgment is "jackpot", one of the jackpot symbols Y1 to Y4 (see Figure 6(C)) is displayed as the jackpot symbol for a probability-changing jackpot (see Figure 7(I)), and the jackpot game corresponding to the displayed jackpot symbol is executed. Here, if a game ball enters the V-zone during a jackpot game, the game is controlled in a probability variation state after the jackpot game ends (see Figure 7(J)). If a game ball does not enter the V-zone during a jackpot game, the game is controlled again in a time-saving state after the jackpot game ends (see Figure 7(K)).
[0137] Furthermore, if no jackpot is determined during the time-saving game state, which continues until 100 special symbol judgments (and special symbol variation displays) have been made, the game state will be returned from the time-saving game state to the normal game state (see Figure 7(L)).
[0138] Furthermore, as described above based on Figure 6(C), the jackpots related to the second special symbol judgment include "10R probability change A" and "3R probability change B," which grant 100 rounds of probability change games followed by 100 rounds of time-saving games, and "10R probability change B" and "3R probability change C," which do not grant time-saving games after 100 rounds of probability change games. Therefore, if the game transitions to a probability change game state upon the end of a jackpot game related to "10R probability change A" or "3R probability change B," and no jackpot is determined until 100 rounds of special symbol judgment (and display of special symbol fluctuations) have been performed, the game will transition to a time-saving game state that continues until 100 rounds of time-saving games have been performed (see Figure 7(H)). On the other hand, if the game transitions to a probability variation game state upon the end of a jackpot game related to "10R probability variation B" or "3R probability variation C," and no jackpot is determined even once until 100 special symbol judgments (and special symbol variation displays) have been performed, the game state will return from the probability variation game state to the normal game state (see Figure 7(G)).
[0139] [About the variable animations] In the gaming machine 1 of this embodiment, various effects are performed on the display screen 70 as the first special symbol (or second special symbol) is displayed in a variable state and then stopped. Here, we will explain the variable effect performed on the display screen 70 in conjunction with the variable display of the first special symbol.
[0140] In the game machine 1, when a game ball enters the first start opening 21 and the first special symbol judgment is performed, the first special symbol is displayed in a variable manner on the first special symbol display 41, and then the first special symbol indicating the judgment result of the first special symbol judgment is displayed in a stopped manner. The display screen 70 is provided with a performance symbol display area 73 (see Figure 2) where performance symbols that notify the judgment result of the first special symbol judgment (or second special symbol judgment) are displayed, and on the display screen 70, a variable performance is performed, including the variable display of performance symbols, in conjunction with the variable display of the first special symbol (see Figure 2). Then, when the first special symbol is displayed in a variable manner for a variable time corresponding to the variable pattern selected when the first special symbol judgment was performed, the first special symbol is displayed in a stopped manner, and the performance symbols indicating the judgment result of the first special symbol judgment are displayed in a stopped manner.
[0141] During the display of these changing symbols, a so-called "reach" effect may occur. Specifically, in the display area 73 of the display screen 70, for example, a portion of the symbol rows of the symbols, in which the numbers 1 to 9 are written vertically from bottom to top, are displayed horizontally in three columns. When the changing display of the first special symbol begins, these symbol rows are displayed as if scrolling from top to bottom (see, for example, Figure 9(B)). In contrast, when a reach effect occurs, before all the symbols are displayed as stopped, for example, the symbols in the left column (left symbols) and the symbols in the right column (right symbols) are pseudo-stopped sequentially or simultaneously, without stopping completely. Figure 2 illustrates a state in which three symbols are pseudo-stopped as the left symbols, and three symbols are pseudo-stopped as the right symbols, while the middle column of symbols continues to scroll. In addition, a pseudo-stop is a type of animation where the symbols are swayed in place without moving them much. In the following explanation, the term "pseudo-stop" may be used to distinguish it from a true stop (sometimes simply called a "stop display"), which completely freezes the symbols.
[0142] When the same special effect symbols appear to stop on the active payline as the left and right symbols, a reach is established, and a reach animation is performed that makes the player expect three identical special effect symbols to line up. One example of this reach animation is one in which the special effect symbols that make up the middle row of symbols (middle symbols) are scrolled slowly so that the player can identify them, while the reach symbols (left and right symbols) are stopped in a pseudo-stop, and finally, the middle symbols that are the same as the reach symbols, or different from the reach symbols, are stopped on the active payline to announce whether it is a win or a loss.
[0143] While a detailed explanation will be omitted, these reach-out sequences utilize other display objects such as characters and items in addition to the symbols used in the sequence. Furthermore, in the following explanation, the sequences that occur before a reach is achieved in a spinning sequence where a reach-out sequence is performed may be referred to as "pre-reach sequences."
[0144] The types of reach animations will be described in detail later, but if the result of the first special symbol judgment is "miss," three animation symbols indicating a reach miss (for example, "323") will pseudo-stop to notify the player of the miss, and these three animation symbols will then actually stop as the miss symbol is displayed as the first special symbol. On the other hand, if no reach animation is performed, three animation symbols indicating a scattered combination (for example, "629") will pseudo-stop to notify the player of the miss, and these three animation symbols will then actually stop as the miss symbol is displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be performed, that is, if the result of the special symbol judgment is "miss," a miss notification animation will be performed in which three animation symbols indicating a reach miss or scattered combination will pseudo-stop before actually stopping to notify the player of the miss (that a jackpot game will not be performed).
[0145] If this losing notification animation is executed, the jackpot game will not be played. If the right to determine the first special symbol is reserved, the first special symbol and the animation symbols will be displayed for a predetermined confirmation time (for example, 0.5 seconds) before the reserved determination of the first special symbol is performed, and the next display of the first special symbol corresponding to this determination will begin.
[0146] On the other hand, if the result of the first special symbol judgment is "jackpot," a reach animation is usually performed while the first special symbol is displayed, and three animation symbols showing matching numbers (for example, "333") are pseudo-stopped to announce the jackpot. Then, as the jackpot symbol is displayed as the first special symbol, these three animation symbols actually stop. In this way, if it is determined that a jackpot game will be played, that is, if the result of the special symbol judgment is "jackpot," a win notification animation is performed in which the three animation symbols pseudo-stop in a manner indicating a jackpot, and then actually stop to announce the jackpot (that a jackpot game will be played). When this win notification animation is performed, the jackpot game is played.
[0147] [Screen configuration of display screen 70] Figure 2 illustrates the screen configuration of the display screen 70 in normal gameplay. When the game is controlled in normal gameplay, a hold icon display area 71, the icon display area 72, and the performance symbol display area 73 are formed on the display screen 70, as illustrated in Figure 2. The performance symbol display area 73 is a display area in which the left symbol constituting the left column of symbols, the middle symbol constituting the middle column of symbols, and the right symbol constituting the right column of symbols are displayed, as described above.
[0148] <Hold icon display area 71> The hold icon display area 71 is a display area where a hold icon is displayed to indicate that the first special symbol judgment is pending. In the gaming machine 1, if a game ball enters the first start port 21 in a situation where the special symbol judgment and the special symbol fluctuation display cannot be started immediately, such as when the special symbol fluctuation display is in progress or during a jackpot game, the right to judge the first special symbol is pending up to a predetermined number (four in this embodiment).
[0149] Thus, when the right to determine the first special symbol is reserved, the number of reserved icons in the reserved icon display area 71 is the same as the number of reserved first special symbol determinations indicated by the first special symbol reserved indicator 44. Figure 2 shows an example where two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".
[0150] Furthermore, if a reserve icon is displayed in the reserve icon display area 71 while a highly reliable reach animation, such as the SPSP reach described later, is being performed, it not only limits the display area used for the reach animation, but the display of the reserve icon may also reduce the excitement of the reach animation. For this reason, in the gaming machine 1 of this embodiment, the display objects (in this embodiment, the base of the reserve icon) and the reserve icon that make up the reserve icon display area 71 are displayed during normal reaches and SP reaches, while as the reach animation progresses from a normal reach or SP reach to an SPSP reach, the display objects and the reserve icon that make up the reserve icon display area 71 are removed from the display screen 70, and after the SPSP reach ends, the display objects and the reserve icon that make up the reserve icon display area 71 are displayed again.
[0151] Furthermore, when the game is controlled in the normal game state, the game ball will not enter the second start port 22 in principle. For this reason, in the normal game state, the right to judge the second special symbol is not reserved in principle, and the reserved icon related to the judgment of the second special symbol is not displayed on the display screen 70, nor is a display area for displaying this reserved icon formed.
[0152] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggestion image that indicates that the first special symbol is being displayed in a variation state. The icon is displayed in the icon display area 72 when the variation state of the first special symbol begins, and is removed from the icon display area 72 when, for example, the first special symbol is displayed in a stopped state. However, the timing of the removal of the icon is not limited to this, and the icon may be removed while the variation state of the first special symbol is being displayed, for example, when the SPSP reach develops or in the middle of the SPSP reach, as described later.
[0153] Incidentally, if a game ball enters the first start opening 21 while the special symbol variation display is not being performed and the right to determine the special symbol is not reserved, the icon will be displayed in the icon display area 72 as the variation display of the first special symbol begins. On the other hand, if a reserved icon is displayed in the reserved icon display area 71, and the variation display of the symbol corresponding to the icon displayed in the icon display area 72 ends, the first special symbol determination corresponding to the earliest reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed in the position closest to the icon display area 72) will be performed. Then, as the variation display of the first special symbol begins in response to the execution of this first special symbol determination, the earliest reserved icon will shift from the reserved icon display area 71 to the icon display area 72 and be displayed as the new icon. In this way, the reserved icon that has shifted to the icon display area 72 (in this case, the icon) will be displayed larger than when it was displayed in the reserved icon display area 71 (see Figure 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the hold icon displayed in the hold icon display area 71.
[0154] Furthermore, if a different hold icon from the first hold icon mentioned above is displayed in the hold icon display area 71, as the first hold icon shifts to the icon display area 72, the other hold icons in the hold icon display area 71 will shift toward the icon display area 72. As is clear from the above explanation, in the gaming machine 1, the icon corresponding to the hold icon that was displayed in the hold icon display area 71 may be displayed in the icon display area 72. Therefore, in the following explanation, when there is no distinction between the hold icon and the icon in question, they may be collectively referred to simply as "icons."
[0155] (Regarding the icon change animation) By the way, the hold icon is usually displayed as a white hold icon (the default hold icon). However, when a hold icon is displayed in the hold icon display area 71, an icon change animation may occur in which the color of the hold icon changes. When this icon change animation occurs, the white hold icon changes to a hold icon of a color that suggests the probability of a big win, such as blue, green, or red. The colors that suggest the probability of a big win, as exemplified here, are listed in order from the lowest probability of a big win to the highest probability of a big win. Red is more likely to be selected when the result of the first special symbol judgment corresponding to that red hold icon is a "big win," or when it is a "miss" but the special symbol's variation time is set to a relatively long time. Green is more likely to be selected when it is a "big win," or when it is a "miss" but the special symbol's variation time is set to a medium time. Blue is more likely to be selected when it is a "miss," or when it is a "miss" and the special symbol's variation time is set to a relatively short time. In this embodiment, the probability of hitting the jackpot is set to approximately 1% for white hold icons, approximately 3% for blue hold icons, approximately 15% for green hold icons, and approximately 45% for red hold icons.
[0156] In this explanation, we have described an example where an icon change effect occurs in which the display color of a hold icon changes only once when it is displayed in the hold icon display area 71. However, in the gaming machine 1 of this embodiment, other icon change effects may also occur. That is, for example, when a white hold icon is displayed in the hold icon display area 71, it may change to a blue hold icon, and then to a green hold icon, so an icon change effect may occur in which the display color of a single hold icon changes multiple times. In addition, 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, an icon change effect may occur in which its display color changes.
[0157] In addition, there are cases where the display color of the icon changes in both the hold icon display area 71 and the icon display area 72, such as when the display color of the hold icon displayed in the hold icon display area 71 changes, and then the display color of that hold icon changes when it shifts to the icon display area 72 and is displayed as that icon. There are also cases where the hold icon is displayed in a color other than white from the beginning (for example, blue), or where the display color of a hold icon whose initial color is other than white is changed.
[0158] As described above, the gaming machine 1 of this embodiment displays reserved information on the display screen 70 indicating that the right to determine a special symbol is reserved, and the display manner of the reserved information can be changed. In the following description, reserved icons that are displayed in a color other than white, or such icons, may be referred to as "special icons" to distinguish them from normal reserved icons that are displayed in white, or such icons.
[0159] [Variations on display control of pending information] The display control of the pending information is not limited to the example given in this embodiment, but may also be as follows. That is, in this embodiment, for the sake of explanation, the display colors of the icons (pending icon and the icon in question) are described as being four colors: white, blue, green, and red. However, in other embodiments, other colors may be available, such as gold, which suggests an even higher probability of a jackpot than red, or rainbow colors, which are selected only when a "jackpot" is achieved.
[0160] Furthermore, in this embodiment, the example described is an icon change effect that changes the display color of an icon (such as a hold icon or the icon itself). However, the icon change effect is not limited to the effect exemplified in this embodiment, as long as it changes the display manner of the icon. It may also be an icon change effect that changes the shape or size of the icon, or an icon change effect that changes the display color in addition to the shape or size of the icon, etc.
[0161] Furthermore, in this embodiment, we will describe a case in which, in addition to an icon change animation targeting the hold icon displayed in the hold icon display area 71, an icon change animation targeting the same icon displayed in the icon display area 72 can be performed. However, in other embodiments, a configuration may be adopted in which only the former icon change animation can be performed without providing the icon display area 72 (without displaying the icon).
[0162] Furthermore, in this embodiment, a case is described as one in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. In contrast, in other embodiments, for example, four color LEDs whose emission color can be changed may be provided, and the same number of LEDs as the number of holds in the first special symbol judgment may be lit, and the display manner of the hold information may be changed by changing the emission color of any of the LEDs.
[0163] [Flow of the effects accompanying the display of the first special symbol] Figure 8 is an explanatory diagram illustrating the flow of various main effects, such as reach effects. When the first special symbol judgment is performed in the normal game state, the first special symbol is displayed in a variable state and then stopped to show the result of the first special symbol judgment. In response to this, on the display screen 70, as the variable display of the first special symbol begins, the scrolling display of the three symbol rows in the effect symbol display area 73 begins (see Figure 8(A)).
[0164] Here, if the result of the first special symbol judgment is "miss," for example, different performance symbols may pseudo-stop on the active line as the left and right symbols, and a no-reach performance (see Figure 8(B)) may be performed in which only the middle row of symbols is scrolled in this non-reach manner. When this no-reach performance is performed, three performance symbols indicating scattered symbols will pseudo-stop at the end of the variation display of the first special symbol, and a miss notification performance (see Figure 8(C)) will be performed in which these three performance symbols will actually stop as the losing symbol is displayed as the first special symbol.
[0165] On the other hand, if the result of the first special symbol judgment is a "jackpot," or if it is a "miss" but it has been decided to perform a reach-inducing animation, or if the variation pattern of the first special symbol that executes the descent start animation (see Figure 8(J) described later) is selected, a pre-reach animation (see Figure 8(D)) is performed in which the three rows of symbols are scrolled to avoid forming a reach. Here, if the result of the first special symbol judgment is a "jackpot," or if it is a "miss" but it has been decided to perform a reach-inducing animation, the same left and right symbols will pseudo-stop on the active line, and a reach will be established (see Figure 8(E)). Then, when a reach is established in this way, a predetermined reach animation is performed that makes the player expect the middle symbol, which is the same animation symbol as the reach symbols (left and right symbols), to stop on the active line and the symbols will line up.
[0166] In this embodiment, three types of reach sequences are provided that can be executed in conjunction with the display of the first special symbol: a normal reach, an SP reach, and an SPSP reach (see Figure 8).
[0167] Normal reach (see Figure 8(F)) is a reach animation with a relatively low probability of winning the jackpot (for example, probability of winning the jackpot: approximately 2%). When a reach is established, a normal reach is performed first, and during the normal reach, the scrolling speed of the middle row of symbols, which was displayed at high speed between the two reach symbols (left symbol and right symbol), gradually decreases.
[0168] Here, if the result of the first special symbol judgment is "miss," and for example, a variation pattern with a variation time of 20 seconds is selected at the start of the variation display of the first special symbol, a variation of the middle symbol different from the reach symbol is pseudo-stopped on the active line, causing three effect symbols indicating a reach miss (for example, "434") to be pseudo-stopped, and these effect symbols are then actually stopped in a miss notification effect (see Figure 8(G)).
[0169] On the other hand, if the result of the first special symbol judgment is "jackpot," and for example, a variation pattern with a variation time of 30 seconds is selected at the start of the variation display of the first special symbol, then a win notification effect (see Figure 8(G)) is performed in which the same middle symbol as the reach symbol is pseudo-stopped on the active line, causing three effect symbols that show a repeating number (for example, "444") to be pseudo-stopped, and these effect symbols are then actually stopped.
[0170] Thus, when a normal reach is performed, either a win notification animation or a loss notification animation may be performed afterward. However, since a normal reach is a reach animation with a relatively low probability of winning, a loss notification animation is usually performed, and it is rare for a win notification animation to be performed during a normal reach.
[0171] On the other hand, if a variation pattern with a relatively long variation time for the first special symbol is selected, in a normal reach, no win notification or loss notification animation will be performed, and the middle symbol, which is the same animation symbol as the reach symbol, will pass over the active line. After that, the scrolling speed of the middle row of symbols will increase, and it may develop into an SP reach (see Figure 8(H)) or an SPSP reach (see Figure 8(I)).
[0172] Furthermore, when the game progresses to a high-reliability reach sequence such as an SP reach or SPSP reach, the left symbol, which was previously in a pseudo-stop position, shrinks and moves to the upper left position on the display screen 70, while the right symbol, which was previously in a pseudo-stop position, shrinks and moves to the upper right position on the display screen 70. These left and right symbols then pseudo-stop at their new positions, and the middle row of symbols remains hidden until the end of the high-reliability reach sequence (see, for example, Figure 10). In addition, the display objects and hold icons that form the hold icon display area 71 also become hidden. As a result, it becomes possible to perform the high-reliability reach sequence in a display area wider than the sequence symbol display area 73, thereby improving the entertainment value of the high-reliability reach sequence.
[0173] In this embodiment, both the SP Reach and SPSP Reach performed in the game machine 1 are structured as battle sequences in which the player's character fights an enemy character. The SP Reach is positioned as the first half of the battle, and the SPSP Reach as the second half of the battle. The enemy character fought is the same in both the first and second halves of the battle. That is, for example, if a battle sequence in which the player fights an enemy character takes place in the SP Reach (first half of the battle), and then progresses to the SPSP Reach (second half of the battle), the SPSP Reach will also feature a battle sequence in which the player fights an enemy character (the same as in the SP Reach).
[0174] When comparing these SP Reach and SPSP Reach, the SPSP Reach (jackpot reliability: approximately 41%) has a higher jackpot reliability than the SP Reach (jackpot reliability: approximately 24%), and the jackpot notification animation is more likely to be performed when it develops to the SPSP Reach compared to when it only develops to the SP Reach.
[0175] In the gaming machine 1 of this embodiment, a normal reach (see Figure 8(F)) develops into an SP reach in the first half of the battle (see Figure 8(H)), and a win notification (or loss notification) animation shown in Figure 8(G) may occur at the end of this SP reach. In addition, there are cases where a normal reach develops into an SPSP reach (see Figure 8(I)) via an SP reach, and cases where a normal reach develops directly into an SPSP reach without going through an SP reach. In these cases, a win notification (or loss notification) animation shown in Figure 8(G) will occur at the end of the SPSP reach that was ultimately developed.
[0176] Up to this point, we have described the three types of reach effects performed in the gaming machine 1 of this embodiment. In the gaming machine 1, after a pre-reach effect (see Figure 8(D)) is performed in which three rows of symbols are scrolled to avoid forming a reach, a descent start effect (see Figure 8(J)) may be performed. In this embodiment, this descent start effect is configured to show a person hanging from a balloon beginning to descend from above (for example, see Figure 15(B)).
[0177] When the descent start animation is performed, a descent animation (see Figure 8(K)) may follow. This descent animation is an animation that may be performed following the descent start animation, and in this embodiment, it is configured to show a person hanging from a balloon gradually descending from the sky (see, for example, Figures 15(C) to (E)). As is clear from the notation in Figures 15(C) to (E), the descent animation is a special reach animation that is different from normal reaches, SP reaches, and SPSP reaches, and it may develop from the establishment of a reach to the descent animation without going through the descent start animation (see Figure 8(J)) (see Figures 8(E) and (K)).
[0178] When this descent animation occurs, the game may then proceed to either a win notification animation (see Figure 8(G)), a loss notification animation (see Figure 8(G)), or an SPSP reach (see Figure 8(I)). However, the descent animation is not always performed when the descent start animation occurs; sometimes, even if the descent start animation occurs, the game may not proceed to the descent animation and instead show a loss notification animation (see Figures 8(J) and (C)). These descent start animations and descent animations will be described in detail later based on Figures 12 to 20.
[0179] On the other hand, after the scrolling display of the three symbol rows begins when the first special symbol starts to change, the first mission sequence may be performed (see Figures 8(A) and (L)). This first mission sequence (see Figure 8(L)) is structured as a sequence in which the main character moves from the starting point to a designated point A and carries out a mission to search for an ally character. If this first mission sequence is performed, a win / loss notification sequence (see Figure 8(M)) is then executed. If the ally character is successfully found in the first mission sequence, a win notification sequence is performed as the win / loss notification sequence. If the ally character is not found in the first mission sequence, a loss notification sequence may be performed as the win / loss notification sequence.
[0180] Furthermore, depending on the variation pattern of the first special symbol selected by the main CPU 81, the presentation may progress from the first mission presentation (see Figure 8(L)) to the second mission presentation (see Figure 8(N)). This second mission presentation is related in content to the first mission presentation. In this embodiment, the second mission presentation is structured so that the main character, who failed to find an ally character at a predetermined point A, reunites with a companion character (ally character), and then moves to point B with the companion character to continue searching for the ally character (see Figures 36(E)~(F)). If the ally character is successfully found in this second mission presentation, a win notification presentation (see Figure 8(M)) is then executed. If the ally character is not found, a loss notification presentation (see Figure 8(M)) is then executed.
[0181] As illustrated in Figure 8, the first mission sequence (see Figure 8(L)) may progress to the one-shot chance sequence (see Figure 8(O)). This one-shot chance sequence is a sequence that notifies the player of whether they have won or lost based on the operation of the second sequence button 36. After the one-shot chance sequence, a win notification sequence or a loss notification sequence is performed (see Figures 8(O) and (M)). These first mission sequence, second mission sequence, and one-shot chance sequence will be described in detail later based on Figures 35 to 40.
[0182] Up to this point, we have explained the main sequence of effects performed by the gaming machine 1, referring to Figure 8. However, which of these effects exemplified in Figure 8 will be performed and in what sequence will they be performed is set by the sub-CPU 91 in the variable effect pattern setting process in step S163 of Figure 56. Note that the types of reach effects, how they develop, and the sequence of effects exemplified in Figure 8 are merely examples, and the types of reach effects, how they develop, and the sequence of effects may be different.
[0183] [Regarding pre-determination processing] In the gaming machine 1 of this embodiment, if the right to determine the first special symbol is reserved during normal gameplay, a pre-determination process may be performed to determine whether or not to execute a jackpot game before the first special symbol determination is made for that right. Specifically, the main CPU 81 acquires information such as a jackpot random number in response to a game ball entering 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 in the first special symbol determination that is performed when the variation display of the first special symbol begins (see step S308 in Figure 45), and determines in advance whether or not it will be determined to be a "jackpot" when the first special symbol determination is performed. In addition, based on the variation pattern random number acquired together with the jackpot random number, the same process as the variation pattern selection process described above (see step S309 in Figure 45) is performed to determine in advance which variation pattern will be selected when the first special symbol determination is performed.
[0184] In this manner, when the main CPU 81 performs a pre-determination process in response to the right to determine the first special symbol being reserved, it sends a reserved command to the sub-control board 90 that includes pre-determination information indicating the result of the pre-determination. In response, the sub-CPU 91 decides whether or not to execute the icon change animation described above based on the pre-determination information included in the reserved command. If it decides to execute the icon change animation, it decides what kind of change pattern to use to change the display manner (in this embodiment, the color of the icon) of the icon (reserved icon or the icon in question), and causes the image and sound control board 100 to execute the icon change animation based on the result of that decision.
[0185] [Specific examples of effects that are performed during normal gameplay] Next, with reference to Figures 9 and 10, we will explain specific examples of effects in normal gameplay. Figures 9 and 10 are screen diagrams illustrating effects in normal gameplay. Here, we will explain the effects that are executed when a variation pattern is selected for the first special symbol in normal gameplay that results in a win notification effect in an SPSP reach that develops directly from a normal reach. Furthermore, here we will explain using as an example the case in which four types of notification effects—the first notification effect, the second notification effect, the third notification effect, and the fourth notification effect—are executed as notification effects (different from reach effects) that foreshadow the possibility of a big win (i.e., the possibility of a win notification effect) occurring while the first special symbol is displayed in variation during normal gameplay.
[0186] Figure 9(A) illustrates a state in the display screen 70 where, with one hold icon (for example, a red hold icon) displayed in the hold icon display area 71, the losing symbol is displayed as the first special symbol to indicate that the result of the first special symbol judgment corresponding to the icon displayed in the icon display area 72 is a "miss." At the same time, the performance symbol showing the scattered numbers "526" is displayed. In this way, after a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol, the first special symbol judgment corresponding to the earliest hold icon displayed in the hold icon display area 71 (in this case, a red hold icon) is performed. If the result of this first special symbol judgment is a "jackpot," and a variation pattern is selected in which a normal reach (see Figure 8(F)) or an SPSP reach (see Figure 8(I)) is executed as the variation pattern of the first special symbol, the following performance will be performed.
[0187] In other words, when the first special symbol determination corresponding to the earliest held icon is performed, the display of the first special symbol changes, and the earliest held icon displayed in the held icon display area 71 shifts to the icon display area 72, and consequently, the scrolling display of the three symbol rows begins (see Figures 9(A) and (B)). After a predetermined amount of time has elapsed since the scrolling display of these three symbol rows began, the first pre-announcement effect may be performed (see Figure 9(C)). For example, as the first pre-announcement effect, a step-up pre-announcement is performed in which the display mode of the effect image (first pre-announcement effect image) related to the step-up pre-announcement displayed in the central area of the display screen 70 is changed in stages, and the effect sound related to the step-up pre-announcement is output from the speaker 38.
[0188] Following the first pre-announcement sequence described above, a pseudo-consecutive sequence may be executed (see Figure 9(D)). Here, the pseudo-consecutive sequence is a sequence that makes it appear as if the sequence symbols displayed in the sequence symbol display area 73 have been displayed multiple times during the display of a single sequence of special symbols (in this case, the first special symbol). The following sequence displays are performed for this pseudo-consecutive sequence.
[0189] In other words, the scrolling speed of the left column of symbols decreases, causing the left symbol (for example, the 6 symbol) to pseudo-stop, followed by the scrolling speed of the right column of symbols decreasing, causing the right symbol (for example, the 4 symbol) (different from the left symbol that pseudo-stopped earlier) to pseudo-stop, and then the scrolling speed of the middle column of symbols decreases, causing the 7 symbol to pseudo-stop as the middle symbol that signals the execution of a pseudo-consecutive-symbol effect (see Figure 9(D)).
[0190] Thus, after different symbols appear to stop as the left and right symbols, if the 7 symbol appears to stop in the middle column, the second pseudo-reel spin sequence begins, following the first pseudo-reel spin sequence. Specifically, the characters "×2" indicating the start of the second pseudo-reel spin sequence are displayed largely in the central area of the display screen 70, and then these "×2" characters are displayed more faintly in the upper left area of the display screen 70. Consequently, the scrolling display of the three symbol rows in the symbol display area 73 resumes (see Figures 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 the state in which a predetermined character utters a dialogue is displayed in the central region of the display screen 70, and 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 variation display of the first special symbol this time is executed (see FIG. 9(G)). Specifically, as illustrated in FIG. 9(G), the scroll speed of the symbol column in the left column decreases and the left symbol (for example, the 2 symbol) pseudo stops, and then, the scroll speed of the symbol column in the right column decreases and the right symbol (for example, the 5 symbol) pseudo stops, and then, the scroll speed of the symbol column in the middle column decreases and the 7 symbol as the middle symbol pseudo stops.
[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 small displayed in the upper left region of the display screen 70, and accordingly, the scroll display of the three symbol columns in the production symbol display region 73 is restarted (see FIGS. 9(G) and (H)).
[0194] Then, when a predetermined time elapses after the pseudo third consecutive variation effect is started in this way, the scroll speed of the symbol column in the left column decreases and the left symbol (for example, the 3 symbol) pseudo stops, and then, the scroll speed of the symbol column in the right column decreases and the right symbol (the same as the left symbol, here the 3 symbol) pseudo stops and a reach is established (see FIG. 9(I)).
[0195] In this explanation, we have used the example of a "pre-reach pseudo-consecutive display" where the scrolling display of each symbol row is resumed before a reach is achieved. However, there are also cases where a "post-reach pseudo-consecutive display" is performed, where the scrolling display of each symbol row is resumed after a reach is achieved.
[0196] As described above, when the same symbols appear to stop as the left and right symbols, resulting in a reach, a normal reach is performed (see Figure 10(A)). Specifically, after a reach is achieved, the scrolling speed of the middle row of symbols gradually decreases, and a visual effect is displayed showing the middle symbols (in this case, the middle 3 symbols) that are the same as the reach symbols (in this case, the left 3 symbols and the right 3 symbols) approaching the valid line defined by the reach symbols.
[0197] Here, if a normal reach directly develops into an SPSP reach, the following visual effect is displayed. That is, while the middle row of symbols is scrolling, the same middle symbol (in this case, the 3 symbol) as the reach symbol passes over the active line, and consequently the scrolling speed of the middle row of symbols increases, making it difficult to identify the middle symbol, and a development effect is displayed that suggests development into an SPSP reach (see Figure 10(B)). Specifically, as illustrated in Figure 10(B), the left 3 symbols shrink as they move to the upper left area of the display screen 70, rotating 1 clockwise with the scrolling direction as the axis before moving to the upper left area, and at the same time, the right 3 symbols shrink as they move to the upper right area of the display screen 70, rotating 1 clockwise with the scrolling direction as the axis before moving to the upper right area. Subsequently, until the end of the variation display of the first special symbol, the three symbols on the left are displayed as pseudo-stops in the upper left area, and the three symbols on the right are displayed as pseudo-stops in the upper right area (see Figures 10(C) to (H)). Figures 10(B) and (C) illustrate how the reserve bases that serve as the bases for each reserve icon displayed in the reserve icon display area 71 are erased prior to the development 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 transition effect is performed to make the player expect that the above-described third notice 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 an effect display for making other effect images non-displayed is performed.
[0199] Following this transition effect, as a third notice effect, for example, a group notice may be performed (see FIG. 10(D)). Specifically, as illustrated in FIG. 10(D), an effect display representing a state where a number of characters are moving from right to left on the display screen 70 is performed, and along with this, a predetermined effect sound related to the group notice is output from the speaker 38.
[0200] Note that such a third notice effect is not necessarily executed whenever a transition effect is performed. There are cases where the SPSP reach is started after the third notice effect is executed following the transition effect, and cases where the SPSP reach is started without the third notice effect being executed following the transition effect. The former case has a higher jackpot reliability than the latter case.
[0201] Thus, when the SPSP reach is started, an SPSP reach effect image, which is an effect image related to the SPSP reach, is displayed on the display screen 70 (see FIG. 10(E)). Thereby, for example, an effect display representing a state where the player's character and the enemy character are engaged in an offensive and defensive battle is performed. Then, when approaching the end of the SPSP reach, a first effect button operation promotion effect for prompting the player to operate the first effect button 35 is performed (see FIG. 10(F)). Specifically, a first effect button image imitating the first effect button 35 and an effective period gauge indicating the remaining time of the effective period during which the operation of the first effect button 35 is valid are displayed.
[0202] In this first performance button operation promotion performance, when the first performance button 35 is operated during its validity period, or when the validity period ends without the first performance button 35 being operated, a fourth pre-announcement performance is performed, for example, by superimposing a predetermined cut-in image onto the performance image (other than the reach symbol) displayed on the display screen 70 (see Figure 10(G)). This cut-in is a performance that indicates the likelihood of a big win, and there are cases where a green cut-in is superimposed with a green cut-in image, a red cut-in is superimposed with a red cut-in image, and a gold cut-in is superimposed with a gold cut-in image. If these cut-ins are arranged in order from the lowest to the highest likelihood of a big win, the order is green cut-in, red cut-in, and gold cut-in.
[0203] When a cut-in occurs and the SPSP reach reaches its final stages, a second-stage button operation prompting animation is performed to encourage the player to operate the second-stage button 36 (see Figure 10(H)). Specifically, as illustrated in Figure 10(H), during the effective period of the second-stage button operation prompting animation, an image of the second-stage button 36, the words "Press!" indicating the operation of the second-stage button 36, and an effective period gauge showing the remaining time are displayed.
[0204] If the second performance button 36 is pressed during the effective period of this second performance button operation promotion performance, a winning notification performance will be performed in which three performance symbols indicating matching numbers are pseudo-stopped before being permanently stopped as an operation-response performance corresponding to that operation (see Figure 10(I)).
[0205] In this case, the jackpot pattern is selected by referring to the jackpot pattern selection table when the first special symbol starts to change. Therefore, a win notification is performed as an action in response to the player's input. On the other hand, if, for example, the first special symbol's change pattern is selected by referring to the reach-miss change pattern selection table, then a loss notification is performed as an action in response to the player's input, in which three symbols indicating a reach-miss combination (for example, "343") are pseudo-stopped before being stopped.
[0206] It should be noted that the first to fourth preview sequences and their execution timings, as explained based on Figures 9 and 10, are merely examples. Other preview sequences may be executed as these preview sequences, or each preview sequence may be executed at a different timing than that explained based on Figures 9 and 10.
[0207] [Regarding the special effects that occur during jackpot gameplay] As described above, if the result of the first special symbol judgment in the normal game state is "jackpot", one of the jackpot symbols X1 to X2 (see Figure 6(B)) will be stopped and displayed on the first special symbol display 41. Accordingly, three performance symbols showing repeating numbers, such as "222", will be stopped on the display screen 70. Here, in the game machine 1 of this embodiment, the repeating numbers "777" and "333" are performance symbols that definitively notify that the game will be controlled in a probability variation game state after the jackpot game ends. In some cases when 3R probability variation A is selected as the type of jackpot related to the first special symbol judgment (when jackpot symbol X1 is stopped and displayed), three performance symbols showing either of these repeating numbers ("777" or "333") will be stopped on the display screen 70 as three performance symbols that notify a probability variation jackpot.
[0208] Thus, when the jackpot symbol X1 stops and the three special symbols showing the numbers "777" or "333" which definitively announce a probability variation jackpot, stop, a jackpot game is executed, including a long-opening round game in which the second large prize slot 28 and the V prize slot 287 are opened for an extended period, as described above based on Figure 6(B). For this reason, during the opening period of the jackpot game, an opening animation is executed that definitively announces that a probability variation jackpot has been won (see Figure 11(A)). Figure 11(A) shows an example of an opening animation that displays the words "RUSH Bonus" in the center of the display screen 70 to announce that a probability variation jackpot has been won. As described above, if a player wins a jackpot in the bonus round, the first round of play following the opening period will be a long-open round, during which the second large prize slot 28 will be opened for an extended period. During this long-open round, a launch-prompt animation (see Figures 11(B) and (C)) will be performed to encourage the player to launch the balls towards the V prize slot 287. When a ball passes through the V prize slot 287 during this long-open round, the launch-prompt animation ends, and a V prize notification animation (see Figure 11(D)) will be performed to announce that the ball has entered the V prize slot. Figure 11(D) shows an example of a V prize notification animation depicting two characters happily holding up a star-shaped emblem made up of the letter "V".
[0209] Thus, when a V-entry notification is performed during the first round of gameplay to announce that a game ball has entered the V-entry zone, a predetermined interval period occurs, and during the subsequent second round of gameplay (a round of gameplay where the first large entry point 26 is fully open), the star-shaped emblem is displayed in small size in the lower left area of the display screen 70 (see Figure 11(E)). Although not shown in Figure 11, the same in-round performance as during the second round of gameplay takes place during the third round of gameplay. Then, as the jackpot game ending period follows the third round of gameplay, the words "Entering the Battle Rush!" are displayed in large size in the central area of the display screen 70, and the voice "Entering the Battle Rush!" is output from speaker 38 to announce that a performance mode called "Battle Rush," which definitively announces that the player is in a "probability variation game state," has begun.
[0210] On the other hand, when 3R probability variation A is selected as the type of jackpot related to the first special symbol determination, and when 3R normal (see Figure 6(B)) is selected, one of the seven types of repeating numbers, excluding "777" and "333", will stop on the display screen 70: "111", "222", "444", "555", "666", "888", and "999". If the three symbols representing "777" or "333" stop here, a probability variation confirmation notification will be performed during the opening period of the jackpot game to definitively announce that it is a probability variation jackpot. This is as described above based on Figure 11(A). On the other hand, if three symbols representing any of the seven types of matching numbers mentioned above stop in this position, during the opening period of the jackpot game, an action prompting animation will be performed to encourage the player to operate, for example, the first animation button 35. Depending on the operation of the first animation button 35, either a success animation (an animation indicating a probability variation jackpot) or a failure animation (an animation indicating a regular jackpot) will be performed. Specifically, if the type of jackpot is 3R probability variation A, a success animation will be performed in response to the operation of the first animation button 35, and if the type of jackpot is 3R regular, a failure animation will be performed in response to the operation of the first animation button 35.
[0211] As described above, when the above-described probability variation determination notification effect or the success effect (according to the operation of the first effect button 35) is executed during the opening period of the big win game (when winning the 3R probability variation A), a three-round long opening round game including a long opening round game in which the second big winning opening 28 and the V winning opening 287 are opened for a long time is executed. This three-round long opening round game is as described above based on FIG. 6(B) and the like. On the other hand, when the above-described failure effect is executed during the opening period of the big win game (when winning the 3R normal), as described above based on FIG. 6(B), a first-round round game in which the second big winning opening 28 is opened for a short time and two long opening round games in which the first big winning opening 26 is opened for a long time are executed.
[0212] [Regarding the landing challenge effect] Next, referring 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 illustrating 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 and the land mode selection table. FIG. 20 is an explanatory diagram for explaining the descent area search effect pattern selection table.
[0213] The landing challenge sequence performed in the gaming machine 1 of this embodiment (see Figure 12) is a pre-read sequence that is performed based on the result of a pre-determination process (pre-determination result) performed on the pre-determination when the right to judge the first special symbol is reserved while the game is being controlled in the normal game state. This landing challenge sequence can be performed in the "pre-read target variation" without using the "pre-target variation" (see Figures 13(B) and (D)), or it can be performed across the "pre-target variation" and the "pre-read target variation" (see Figures 13(A), (C), and (E)).
[0214] Here, "pre-read target variation" refers to the variation display of the first special symbol that occurs when the first special symbol judgment corresponding to the right for the first special symbol judgment, for which the above pre-determination process has been performed, is executed. Also, "pre-target variation" refers to the variation display of the first special symbol that occurs before the pre-read target variation. The flow of the landing challenge performance is generally as follows.
[0215] The main elements that make up the landing challenge sequence are the descent area exploration sequence (see Figure 12(A)), the descent start sequence (see Figure 12(C)), and the descent sequence (see Figure 12(D)). There are various sequences available for the landing challenge sequence, but in the landing challenge sequence, these sequences may be executed in the following order: descent area exploration sequence (see Figure 12(A)), descent start sequence (see Figure 12(C)), and descent sequence (see Figure 12(D)).
[0216] <Regarding the descent effect> The descent animation (an example of the "third animation": see Figure 12(D)) is an animation performed during the pre-read target variation and is designed to make the player anticipate the execution of the aforementioned winning notification animation. In this embodiment, the descent animation is structured as a game animation in which a player hanging from a balloon gradually descends from the sky, aiming for a successful landing (see Figures 15(C)~(E), 16(B)~(C)). Towards the end of this descent animation, either a successful landing animation (an example of the "second animation result": see Figure 12(E)) showing the player successfully landing, or a failed landing animation (an example of the "first animation result": see Figure 12(G)) showing the player failing to land, is executed as a result of the descent animation. Figure 15(F) illustrates the execution of the successful landing animation towards the end of the descent animation, and Figure 16(D) illustrates the execution of the failed landing animation towards the end of the descent animation.
[0217] Thus, the descent animation in this embodiment branches into either a successful landing animation or a failed landing animation at its final stage. The descent animation can be described as an animation in which the result is either a first animation result (failed landing in this embodiment) or a second animation result different from the first animation result (successful landing in this embodiment). In this embodiment, the case where the descent animation has two possible results, a first animation result and a second animation result, is explained as an example, but the descent animation is not limited to two results; it may have three or more.
[0218] Returning to the explanation of Figure 12, if the successful landing animation (see Figure 12(E)) is performed, the winning notification animation (see Figure 12(F)) will always be performed afterward. On the other hand, if the failed landing animation (see Figure 12(G)) is performed, either the losing notification animation (see Figure 12(H)) or the development animation (see Figure 12(I)) will be performed afterward. Here, if the development animation is performed, it will develop into the SPSP reach described above (see Figure 12(J)) based on Figures 10(E) to (I), and the win / loss notification animation (winning notification animation or losing notification animation) will be performed at the end of the SPSP reach (see Figure 12(K)).
[0219] Thus, in the landing challenge effect of this embodiment, even if a landing failure effect (see Fig. 12(G)) is executed, although there is a possibility that a winning notification effect (see Fig. 12(K)) will be executed thereafter, when the landing failure effect is executed, a losing notification effect (see Fig. 12(H)) will be executed with a higher probability than the development effect (see Fig. 12(I)). Therefore, after the descent effect starts, the player can enjoy the game while expecting a landing success effect rather than a landing failure effect. Although the possibility is low, even when the landing failure effect is executed, if the effect progresses to the development effect, there is a possibility that the winning notification effect will be executed thereafter. Therefore, even if a landing failure effect rather than a landing success effect is executed, the player can enjoy the game while expecting the effect to progress to the development effect.
[0220] <Regarding the descent start effect> The descent start effect (an example of the "second effect": see Fig. 12(C)) is an effect that can be executed prior to the descent effect in the prediction target variation, and is an effect that suggests the possibility that the effect result of the descent effect will be the second effect result, that is, the possibility that a landing success effect will be executed at the end of the descent effect. Fig. 15(B) exemplifies a descent start effect representing a state in which 75% of the entire area spreading below the descender is land, and the land is represented using gold. Fig. 16(A) exemplifies a descent start effect representing a state in which 25% of the entire area spreading below the descender is land, and the land is represented using green. Thus, in the descent start effect, the ratio of the land where the descender landing in the descent effect is variable, as well as the display color of the land. Therefore, based on the ratio and display color of the land displayed by the descent start effect, the player can easily recognize the degree of possibility that the landing success effect will be executed.
[0221] Furthermore, the descent animation can be either when a beginner jumper descends (see Figures 15(C)-(E)) or when a veteran jumper descends (see Figures 16(B)-(C)). The latter case has a higher probability of triggering the successful landing animation (and the win notification animation) compared to the former case. If a descent start animation is performed prior to the descent animation, it will be announced whether the jumper is a veteran or a beginner. Figure 15(B) shows an example of a veteran jumper starting their descent, and Figure 16(A) shows an example of a beginner jumper starting their descent.
[0222] As is clear from the explanation so far, the descent start animation announces the percentage of land where the descentr can land and whether the descentr is a veteran or a beginner. Therefore, players can easily recognize the likelihood of a successful landing animation (and a win announcement animation) occurring based on the land percentage and the type of descentr announced in the descent start animation. In addition, since the display color of the land changes as the land percentage changes, players can intuitively recognize the likelihood of a successful landing animation (and a win announcement animation) occurring based on the display color of the land.
[0223] It should be noted that the descent animation (see Figure 15(D)) is not always executed if the descent start animation (see Figure 15(C)) is performed. Even if the descent start animation (see Figure 15(C)) is performed, the descent animation (see Figure 15(D)) may not be performed, and the losing notification animation (see Figure 15(L)) may be executed instead. Thus, a descent start animation that does not subsequently result in the descent animation lacks the function of announcing the start of the descent animation, and can therefore be considered a false alarm for the descent start animation. This false alarm for the descent start animation will be described in more detail later, based on Figure 17(C), etc.
[0224] <Regarding the descent area exploration sequence> The descent area search animation (an example of the "first animation": see Figure 12(A)) is an animation that can be performed prior to the descent start animation, in which the player searches for an area to begin their descent while being carried by the wind (see, for example, Figures 14(E)~(I) and Figure 15(A)). This descent area search animation can suggest that the possibility suggested by the descent start animation (the possibility of the successful landing animation being performed) has changed. In other words, the descent area search animation may include a land increase animation (see Figure 12(B)) that shows the proportion of land increasing. In the gaming machine 1 of this embodiment, as illustrated in Figure 16(A), the descent start animation may be performed to announce that the proportion of land is 25% (i.e., the proportion of water is large at 75%, and the possibility of the successful landing animation being performed is low). In contrast, during the descent area exploration sequence, multiple land area increase sequences may be executed, for example, so that the percentage of land, which was initially 25%, gradually changes to 50%, 75%, and so on (see Figures 14(E)~(I) and 15(A)).
[0225] Thus, the descent area exploration animation is an animation in which the land area increase animation can be executed, and therefore it can suggest that the probability (the probability of a successful landing animation being executed) suggested by the descent start animation has changed from a first level (low probability of successful landing) to a second level (high probability of successful landing), which is higher than the first level. For this reason, players can enjoy the game while expecting the descent area exploration animation (including the land area increase animation) to be executed prior to the descent start animation.
[0226] The number of times the descent area search animation is performed varies between 0 and 2. The descent area search animation may be performed during "pre-target fluctuation" but not during "pre-read target fluctuation" (see Figure 13(A)), in which case the descent area search animation is performed once. Also, the descent area search animation may not be performed during "pre-target fluctuation" but be performed during "pre-read target fluctuation" (see Figure 13(B)), in which case the descent area search animation is also performed once. Furthermore, the descent area search animation may be performed during both "pre-target fluctuation" and "pre-read target fluctuation" (see Figures 13(C) and (E)), in which case the descent area search animation is performed twice. Finally, the descent area search animation may not be performed during either "pre-target fluctuation" or "pre-read target fluctuation" (see Figure 13(D)), in which case the descent area search animation is performed zero times. In each of these descent area exploration sequences, there are times when the land area increase sequence is executed and times when it is not. Therefore, the number of times the land area increase sequence is executed is variable, ranging from 0 to 2 times.
[0227] (The flow of the landing challenge sequence) Up to this point, we have explained the characteristics of the main elements that make up the landing challenge sequence, such as the descent sequence, the descent start sequence, and the descent area exploration sequence. The descent challenge sequence generally proceeds as follows: When the descent area exploration sequence shown in Figure 12(A) begins, a land increase sequence (see Figure 12(B)) may be executed towards the end of the sequence to indicate that the land area has increased (see, for example, Figures 14(E) to (F)). On the other hand, even if the descent area exploration sequence begins, the land increase sequence may not be executed towards the end of the sequence. In this case, the descent area exploration sequence will be executed to indicate that the proportion of land has not changed.
[0228] As mentioned above, the number of times the descent area search animation is executed in this embodiment is variable between 0 and 2 times, meaning that the descent area search animation is not executed, is executed only once, or is executed twice (see Figures 12(A) to (C)). Therefore, the number of times the land area increase animation is executed is also variable, meaning that the land area increase animation is not executed, is executed only once, or is executed twice.
[0229] When the descent start animation (see Figure 12(C)) is executed, there are three possible scenarios: the descent start animation is executed without the descent area search animation being executed; the descent start animation is executed after the descent area search animation is executed once; and the descent start animation is executed after the descent area search animation is executed twice.
[0230] Thus, if the descent area search animation is not performed, or if the descent start animation (see Figure 12(C)) is performed after the descent area search animation has been performed once or twice, then either the descent animation (see Figure 12(D)) or the failure notification animation (see Figure 12(L)) will be performed.
[0231] By the way, if a descent area exploration animation, including a land area increase animation, is executed, and for example, the land area ratio increases to 50% and land areas represented in red (see, for example, Figure 14(F)) are displayed, but a failure notification animation (see Figure 12(L)) is executed after the descent start animation (see Figure 12(C)), it may cause discomfort to players who were expecting the descent animation to start, and could actually reduce the effectiveness of the animation.
[0232] Therefore, in this embodiment, if the land increase animation is not executed even once and the descent start animation is executed while the land area remains at 25%, the failure notification animation (see Figure 12(L)) can be executed afterward. On the other hand, if the land increase animation is executed once or twice and the land area becomes 50% or more before the descent start animation is executed, the descent animation (see Figure 12(D)) will always follow. By adopting such a configuration, it is possible to easily suppress the occurrence of the above-mentioned problems.
[0233] Returning to the explanation of Figure 12, in some cases where the result of the first special symbol judgment related to the pre-read target variation is "jackpot", a successful landing animation (see Figure 12(E)) is performed at the end of the descent animation, followed by a win notification animation (see Figure 12(F)). Also, in some cases where the result of the first special symbol judgment related to the pre-read target variation is "miss", a failed landing animation (see Figure 12(G)) is performed at the end of the descent animation, followed by a miss notification animation (see Figure 12(H)). Furthermore, in some cases where the result of the first special symbol judgment related to the pre-read target variation is "jackpot" and in some cases where it is "miss", a failed landing animation (see Figure 12(G)) is performed at the end of the descent animation, followed by a development animation (see Figure 12(I)) and an SPSP reach (see Figure 12(J)), after which a win notification animation or a miss notification animation is performed (see Figure 12(K)).
[0234] <Regarding the multiple presentation patterns for the landing challenge> As is clear from the explanation so far based on Figure 12, the landing challenge presentation in this embodiment has multiple presentation patterns. The main of these presentation patterns will be explained based on Figure 13.
[0235] (A pattern in which the descent area search animation is executed based on the pre-target fluctuations.) Figure 13(A) illustrates a sequence of animations in which the descent area search animation is performed during the pre-target fluctuation, and then, starting midway through the predictive target fluctuation (for example, 7 seconds after the start of the predictive target fluctuation), the descent start animation, descent animation, landing failure animation, and miss notification animation are performed. These animations that constitute the landing challenge animation are as described above based on Figure 12. As illustrated in Figure 13(A), if the descent area search animation is performed during the pre-target fluctuation and not during the predictive target fluctuation, a predetermined aerial waiting animation (labeled "aerial waiting" in Figure 13) is performed during the period from the end of the pre-target fluctuation (and descent area search animation) until the start of the descent start animation in the predictive target fluctuation. This aerial waiting animation is a display animation that shows the descentr, who has been carried through the air by the wind during the descent area search animation, waiting at a predetermined position in the air without starting to descend (see Figure 14(G)).
[0236] If, for example, after executing the descent area search animation during the pre-target change, no animation related to the landing challenge animation is performed until the descent start animation is started during the predictive target change, there is a concern that the lack of continuity between the descent area search animation and the descent start animation will result in an unnatural animation. In contrast, in this embodiment, if the descent area search animation is performed during the pre-target change but not during the predictive target change (as in Figure 13(A)), an aerial waiting animation is executed that starts at the end of the pre-target change (and descent area search animation) and ends at the start of the descent start animation. Therefore, even if the descent area search animation and the descent start animation are not consecutive, the aerial waiting animation can smoothly connect these animations, allowing the series of animations related to the landing challenge animation to proceed naturally, and as a result, the above-mentioned problem can be effectively suppressed.
[0237] (A pattern in which the descent area exploration animation is executed based on predictive target changes.) 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 consecutive to each other, the above-described hovering-in-air standby effect is not performed.
[0238] Note that in Figs. 13(A) and (B), cases where the landing failure effect and the miss notification effect are performed following the descending effect are illustrated. However, there may also be cases where the landing success effect and the hit notification effect are performed following the descending effect, or cases where a development effect, SPSP reach, and a win / loss notification effect (hit notification effect or miss notification effect) are performed following the 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] Figure 13(C) shows that, similar to the landing challenge animation in Figure 13(B), the second descent area search animation begins immediately after the start of the pre-read target change (for example, 1.5 seconds after the start of the pre-read target change). Here, since the first descent area search animation performed by the pre-target change and the second descent area search animation performed by the pre-read target change are not consecutive, it is conceivable to adopt a configuration in which the second descent area search animation begins at the end of the first descent area search animation in order to make these descent area search animations consecutive.
[0241] However, if such a configuration is adopted without careful consideration, the player may mistakenly believe that the first special symbol and the performance symbol are still in motion during the period when the first special symbol and the performance symbol are stopped. This is because the second descent area search animation will show the descending figure moving through the air on the display screen 70. Furthermore, even if the first descent area search animation is continued until the end of the stop display period following the target pre-spin (i.e., the start of the pre-read target spin), the same problem will occur.
[0242] Therefore, in this embodiment, as illustrated in Figure 13(C), when the first descent area search animation is performed during the pre-target change and the second descent area search animation is performed during the predictive target change, the above-mentioned waiting animation in the air is performed to show the descent pilot waiting at a predetermined position in the air without starting to descend during the period from the end of the first descent area search animation to the start of the second descent area search animation. By performing such a waiting animation in the air, it is possible to effectively represent the descent pilot taking a break after the first descent area search before performing the second descent area search (the descent area search being interrupted and then resumed), improving the continuity of each animation that makes up the landing challenge animation and allowing the series of animations to progress in a natural manner. Furthermore, in the aerial waiting animation, the descending figure waiting at a predetermined position in the air hardly moves from that position (it moves slightly as if floating in the air, but it doesn't appear to be moving), so there is little chance that a player who sees the aerial waiting animation performed during the stop display period will mistakenly believe that it is the period when the first special symbol and the animation symbols are changing. In addition, it is possible to easily suppress the above-mentioned problem by performing the descent area search animation during the stop display period.
[0243] (Pattern where the descent area exploration animation is not performed) Figure 13(D) illustrates a sequence of animations in which the descent area search animation is not executed in either the pre-target variation or the pre-read target variation, and the descent start animation, descent animation, successful landing animation, and win notification animation are executed midway through the pre-read target variation (for example, 7 seconds after the start of the pre-read target variation). Thus, in the gaming machine 1 of this embodiment, the descent start animation may begin without the descent area search animation being executed. This is explained above based on Figure 12.
[0244] Figures 13(C) and (D) illustrate cases where a successful landing animation and a win notification animation are performed after the descent animation. However, there are also cases where a failed landing animation and a loss notification animation are performed after the descent animation, or where a development animation, SPSP reach, and a win / loss notification animation (win or loss notification animation) are performed after the descent animation. These cases are also explained above based on Figure 12.
[0245] (A pattern where the landing failure sequence is followed by an SPSP reach) Figure 13(E) illustrates a sequence of animations in which the first descent area search animation is performed during the pre-target variation, the aerial waiting animation is performed during the stop display period following the pre-target variation, and immediately after the pre-target prediction begins, the second descent area search animation, descent start animation, descent animation, landing failure animation, development animation, and SPSP reach are performed in succession. The landing challenge animation performed in the animation pattern exemplified in Figure 13(E) is performed in the same way as the landing challenge animation performed in the animation pattern described above based on Figure 13(C), except that the sequence of animations after the descent animation is different.
[0246] (Regarding the conditions for performing the landing challenge sequence) Up to this point, we have explained the main presentation patterns of the landing challenge presentation, referring to Figure 13. Regarding these landing challenge presentations, if a configuration is easily applied in which the descent area search presentation is executed in the pre-reach presentation, there is a concern that the descent area search presentation will interfere with the reach presentation. Also, although SPSP reach may be executed in the pre-read target presentation, the descent area search presentation, descent start presentation, descent presentation, etc. are executed. Therefore, if a configuration is easily applied in which the landing challenge presentation is executed in the pre-read target presentation when normal reach presentations such as normal reach or SP reach are performed, there is a concern that the landing challenge presentation will interfere with the normal reach presentation.
[0247] Therefore, in the gaming machine 1 of this embodiment, in order to prevent these problems from occurring, the landing challenge animation is executed under the following conditions: that no reach animation is performed in the pre-target animation (no reach animation is performed), and that the pre-read target animation is a variation pattern of the first special symbol that corresponds to the landing challenge animation, which does not correspond to the normal reach animation (variation pattern for the landing challenge animation), and that this can be determined based on the pre-determination result related to the pre-read target animation.
[0248] Furthermore, the false descent start animation described above, based on Figure 12, which performs the descent start animation but does not proceed to the actual descent animation, can be executed when a different variation pattern for the first special symbol is selected than the variation pattern for the landing challenge animation. In this way, when the variation pattern for the landing challenge animation is not selected, a false descent start animation, which is related to the descent animation and its content, may be executed. Therefore, when the variation pattern for the landing challenge animation is not selected for a long time, it is possible to give the player a reasonable sense of anticipation that the descent animation may develop.
[0249] <Specific examples of landing challenge sequences that ultimately show a successful landing> Next, referring to Figures 14 and 15, we will explain a specific example of a landing challenge sequence in which a successful landing sequence is ultimately performed. Here, based on Figure 13(C) as described above, we will explain a specific example of a landing challenge sequence in which the sequences proceed in the following order: the first descent area search sequence, the waiting sequence in the air, the second descent area search sequence, the descent start sequence, the descent sequence, the successful landing sequence, and the win notification sequence, using Figures 14 and 15. Note that in Figures 14 and 15, the hold icon (or the icon) indicated by the arrow extending from the words "before target" corresponds to the hold icon (or the icon) corresponding to the "before target change" described above based on Figure 13, etc., and the hold icon (or the icon) indicated by the arrow extending from the words "pre-read target" corresponds to the hold icon (or the icon) corresponding to the "pre-read target change" described above based on Figure 13, etc.
[0250] Figure 14(A) illustrates the state before the "pre-target variation" described above begins, based on Figure 13, etc. Specifically, it illustrates that with the hold icon corresponding to the pre-target variation (the earliest hold icon in the hold icon display area 71) displayed, the left 6 symbols pseudo-stop while the display of the variation of the first special symbol (and performance symbol) preceding the pre-target variation is active, and the middle and right column symbols are scrolled. Under these circumstances, a game ball newly enters the first starting opening 21, and the right to judge the first special symbol corresponding to the "pre-read target variation" described above is held. Consequently, 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 Figure 14(A)). If it is decided to execute the landing challenge performance based on the pre-judgment result corresponding to this right, the following performance will be performed.
[0251] Figure 14(B) illustrates a state where, after the display of the first special symbol (and performance symbols) immediately preceding the "pre-target variation" has finished, and the losing symbol is displayed as the first special symbol, the three performance symbols indicating the "624" combination have come to a complete stop. In this way, once a predetermined confirmation time (for example, 0.5 seconds) has elapsed since the first special symbol was displayed and the three performance symbols came to a complete stop, the first special symbol determination corresponding to the earliest held icon (here, the held icon indicated by the arrow extending from the words "pre-target" in Figure 14(B)) is performed.
[0252] Thus, when the first special symbol determination corresponding to the "pre-target variation" is performed, the variation display of the first special symbol begins. Consequently, the earliest reserved icon displayed in the reserved icon display area 71 (in this case, the reserved icon corresponding to the "pre-target variation") shifts to the icon display area 72, and the scrolling display of the three symbol rows begins (see Figures 14(B) and (C)). In addition, the reserved icon corresponding to the "pre-read target variation," which was displayed as the second reserved icon, shifts to the left and is displayed in the reserved icon display area 71 as the earliest reserved icon (see Figures 14(B) and (C)).
[0253] When the "pre-target variation" is initiated in this way, the following effect is performed prior to the execution of the first descent area search effect. Specifically, a background change effect is performed that switches the background image displayed on the display screen 70 from a predetermined normal background to an aerial background (see Figure 14(D)). Although not shown in the figure, when this background change effect is executed, a full-screen image of clouds floating in a blue sky is displayed on the display screen 70, and the words "~Above the Sky~" are displayed in the center of the display screen 70. By executing such a background change effect, the player can recognize in advance that the descent area search effect is about to begin.
[0254] Furthermore, as the above background change effect is executed, the size and display area of the effect symbols are changed. Specifically, as shown in Figures 14(C) to (D), the effect symbols that were displayed large in the effect symbol display area 73 (see Figure 2) are reduced in size and displayed as smaller symbols in the upper right display area (upper right area) of the display screen 70. This display of smaller effect symbols in the upper right area continues until the landing success effect, landing failure effect, or development effect is executed in the pre-read target variation (see Figures 15(F) to (G), Figures 16(D) to (E), (G) to (H)).
[0255] Furthermore, as the above background change effect is executed, the display objects constituting the hold icon display area 71 (four hold base images that serve as the base for the hold icon) and the hold icon, as well as the display objects constituting the icon display area 72 (the base image that serves as the base for the icon) and the icon itself, will be temporarily hidden (see Figures 14(C) to (D)). Note that the hiding of these display objects and icons will continue until the win notification effect, the loss notification effect, or the continuation effect is executed, and the display objects constituting the icon display area 72 and the icon itself will remain hidden until just before the win notification effect (or loss notification effect) is executed, or just before the development effect is executed (see Figures 14(D) to (I), Figures 15(A) to (G), Figures 16(A) to (E), (G), (H)).
[0256] Next, after a predetermined time (for example, 2 seconds) has elapsed since the target pre-change and background change effects began, the first descent area search effect starts (see Figures 14(D) to (E)). In the first descent area search effect, the descender, suspended from a balloon and positioned in the air, the land below the descender, and the rippling water surface are displayed first (see Figure 14(E)).
[0257] Figure 14(E) shows an example of a veteran descentr who is accustomed to descending, but a beginner descentr who is unfamiliar with descending (see, for example, Figure 16(A)) may also be displayed. When comparing the cases where a veteran descentr is displayed with those where a beginner descentr is displayed, the former has a higher probability of a big win than the latter. In other words, the former is more likely to trigger the successful landing animation (see Figure 12(E)) and the win notification animation (see Figure 12(F)), and when the animation progresses to the development animation (see Figure 12(I)), the win notification animation (see Figure 12(K)) is more likely to be triggered at the end of the SPSP reach (see Figure 12(J)).
[0258] Furthermore, Figure 14(E) illustrates that at the start of the first descent area exploration sequence, 25% of the total area below the descentr is land, and the remaining 75% is water. In this embodiment, the land displayed in the landing challenge sequence changes color depending on the proportion of land to the total area. Specifically, as illustrated in Figure 19, when the proportion of land is 25%, land is displayed in green; when the proportion of land is 50%, land is displayed in red; when the proportion of land is 75%, land is displayed in gold; and when the proportion of land is 100%, land is displayed in gold. The probability of a successful landing (i.e., the probability that the landing success sequence will be executed following the descent sequence) is represented by the proportion of land (and the color of the land display).
[0259] In the example shown in Figure 14(E), at the start of the first descent area search animation, land accounts for only 25% of the total area, and the land is represented in green. Therefore, players can intuitively recognize, based on the proportion of land and the color of the land, that the descent is likely to land in the water and that the probability of a successful landing animation is low.
[0260] When the first descent area search animation begins, a visual representation is shown depicting the player being carried to the right by the wind (see Figure 14(E)). Then, from the middle of the descent area search animation onwards, the land area increase animation described above is performed based on Figure 12(B), etc. (see Figure 14(F)). As is clear from the notation in Figures 14(E) to (F), the land area increase animation is performed during the first descent area search animation, increasing the proportion of land from 25% to 50%, and the display color of the land changes from green to red. Therefore, players can intuitively recognize that the proportion of land has increased and the probability of a successful landing animation being performed has increased, based on the proportion of land and the display color of the land.
[0261] Figures 14(E) to (F) illustrate the land area increase animation, where the land area percentage increases from 25% to 50%. However, in similar scenarios, the land area percentage may increase from 25% to 75%, or even from 25% to 100%. Furthermore, the land area percentage before the animation begins is not limited to 25%; it may start when the land area percentage is 50%, or when it is 75%.
[0262] Returning to the explanation of Figure 14, as the pre-target variation accompanied by the first descent area search animation ends, the system transitions to the stop display period described above, based on Figure 13. During this stop display period, in order to inform that the result of the first special symbol judgment performed at the start of the pre-target variation was a "miss," the first special symbol (in this case, the losing symbol) is displayed stopped for a predetermined confirmation time (for example, 0.5 seconds), and accordingly, on the display screen 70, the three animation symbols indicating the scattered numbers remain in a stopped state (see Figure 14(G)). Figure 14(G) illustrates the state in which the three animation symbols indicating the scattered numbers "254" remain in a stopped state while still displayed as small symbols, in order to inform that the result of the first special symbol judgment performed at the start of the pre-target variation was a "miss."
[0263] Thus, the above-mentioned aerial waiting animation is executed based on Figures 13(C) and (E) during the stop display period in which the three animation symbols indicating scattered symbols are displayed in their current state (see Figure 14(G)). Figure 14(G) illustrates the situation in which a descender (in this case, a veteran descender) who has moved through the air while being carried by the wind during the first descent area search animation (including the land increase animation) is waiting at a predetermined position in the air without beginning to descend. In this constant waiting animation, as described above, although the descender is moving slightly, their display position does not change significantly. Therefore, by executing the aerial waiting animation during the stop display period, it is possible to suppress the problem of players seeing the descender mistakenly believing that the first special symbol (and animation symbols) are in the process of changing.
[0264] Furthermore, when the landing challenge animation is performed using the animation patterns exemplified in Figures 14 and 15, the second descent area search animation (see Figure 14(I)) is performed 1.5 seconds after the start of the predictive target change following the stop display period. Therefore, the aerial waiting animation (see Figure 14(G)) that started with the start of the stop display period continues until 1.5 seconds have passed since the start of the predictive target change. This is illustrated in Figures 13(C) and (E) above.
[0265] During the stop display period, when the first special symbol is stopped and displayed for a predetermined confirmed time (for example, 0.5 seconds), and the three performance symbols indicating the scattered "254" combination are also stopped and displayed, a first special symbol determination corresponding to the hold icon (see Figure 14(C)) which was displayed before the start of the landing challenge performance and suggests that the "pre-read target variation" is being held is performed. In response to this, the variation display of the first special symbol on the first special symbol display unit 41 and the variation display of the performance symbols on the display screen 70 begin. Figure 14(H) shows an example of what happens immediately after the pre-read target variation begins. Since the pre-read target variation is the variation that occurs after the pre-target variation, if the pre-target variation is called "hold 1 variation", then the pre-read target variation can be called "hold 2 variation". Figures 14(G) to (H) illustrate how the three symbols indicating the "254" scattered pattern start to change while remaining in their small symbol state as the pre-read target change begins, and how the three symbol rows scroll. Figure 14(H) also illustrates how the aerial waiting animation shown in Figure 14(G) continues, as it is before the second descent area search animation begins after the pre-read target change has started.
[0266] Next, 1.5 seconds after the start of the predictive target change, the aerial waiting animation ends and the second descent area search animation begins (see Figures 14(H) to (I)). Figure 14(I) illustrates how the descentrs who were waiting in the air move to the right again, carried by the wind. Immediately after the start of this second descent area search animation, the proportion of land is still 50%, and the land display color remains red (see Figures 14(F) to (I)).
[0267] After the second descent area exploration sequence begins, a second land area increase sequence may occur midway through this sequence (see Figure 15(A)). As is clear from the notation in Figures 14(I) and 15(A), the second land area increase sequence increases the proportion of land from 50% to 75%, and the color of the land changes from red to gold. Therefore, players can intuitively recognize, based on the proportion of land and the color of the land, that the probability of a successful landing sequence has increased further, and that the probability of a successful landing sequence occurring has also increased. This effectively enhances the player's expectation of a successful landing sequence occurring.
[0268] Here, we will explain using the example of a case where a land area increase animation is performed during the second descent area exploration animation. However, there are also cases where the second descent area exploration animation does not include a land area increase animation. In the latter case, even after the second descent area exploration animation is performed, the land area percentage remains at 50% and its display color remains red.
[0269] Figure 15(B) illustrates the process after the second descent area search animation (see Figure 15(A)), which includes a land area increase animation, has finished, and the descent start animation described above is executed based on Figure 12(C), etc. Figure 15(B) illustrates a veteran player about to begin descending from the sky, with land area accounting for 75% of the total area and displayed in gold color, and the words "Descent Start!" displayed in the center of the display screen 70. In this descent start animation, a veteran player is displayed as the player, so players can easily recognize that the probability of a successful landing (the likelihood of the successful landing animation being executed) is higher compared to when a beginner player begins their descent. Furthermore, since the land area, which initially accounted for 25% of the area and was displayed in green (see Figure 14(E)), has changed to a land area with a proportion of 75% and a display color of gold (see Figure 15(B)), players can easily and intuitively recognize that the probability of a successful landing is quite high based on the display color of the land and the proportion of land in the overall area.
[0270] Thus, when the descent start animation suggests the state of the descender as they begin their descent, the descent animation described above is executed based on Figure 12(D), etc. (see Figures 15(C) to (E)). This descent animation is structured to represent the descent of a person hanging from a balloon as they gradually descend from the sky. As mentioned above, the descent animation in this embodiment is a special reach animation that differs from normal reaches, SP reaches, and SPSP reaches. Therefore, during the descent animation, the animation symbols change, with two common animation symbols (left and right symbols) appearing to be pseudo-stopped, and the middle row of symbols scrolling (see Figures 15(C) to (E)). Figures 15(C) to (E) illustrate the state in which the left 5 symbols and the right 5 symbols appear to be pseudo-stopped, and the middle row of symbols is scrolling.
[0271] Figure 15(C) illustrates how an experienced paratrooper gradually descends, being carried to the right by the wind. Figure 15(D) illustrates how an experienced paratrooper continues to descend gradually, being carried to the left by a headwind. Finally, Figure 15(E) illustrates how an experienced paratrooper has descended to directly above the leftmost of the three landmasses.
[0272] In this embodiment, the example described is that the proportion of land and the display color do not change during the descent animation. However, the proportion of land and the display color may be changed during the descent animation. For example, by increasing the proportion of land and the display color during the descent animation, it is possible to effectively increase the player's expectation that a successful landing animation will be performed. Conversely, by decreasing the proportion of land and the display color during the descent animation, it is possible to create a sense of urgency in the player that they might fail to land, thereby increasing the level of interest.
[0273] Here, if the result of the first special symbol judgment performed at the start of the descent start animation or the start of the pre-read target variation in which the descent animation takes place is "jackpot", the landing success animation described above may be performed after the descent animation, based on Figure 12(E), etc. (see Figures 15(E)~(F)). This landing success animation is an animation that notifies that the descender has successfully landed, and Figure 15(F) shows an example of the display objects related to the landing success animation, which include three landmasses with a gold display color, a veteran descender celebrating the successful landing on the leftmost landmass, and the words "Landing Successful!".
[0274] Furthermore, as the descent animation is a special reach animation as described above, if the result of the first special symbol judgment related to the pre-read target variation is "jackpot", the three animation symbols indicating the same number will be pseudo-stopped when the landing success animation begins (see Figures 15(E)~(F)). Figures 15(E)~(F) illustrate how, after the scrolling display of the middle row of symbols ends, the left 5 symbol and the right 5 symbol, as well as the middle 5 symbol, pseudo-stop, and the three animation symbols indicating the same number "555" pseudo-stop while remaining in their small symbol display state.
[0275] Once this successful landing animation is complete and there are a few seconds remaining in the pre-read target variation, three animation symbols showing the repeating number "555" are displayed in a large pseudo-stop in the animation symbol display area 73 (see Figure 2) (see Figure 15(G)). As the pre-read target variation ends and a losing symbol is displayed as the first special symbol, a winning notification animation is executed that causes these three animation symbols to actually stop (see Figures 15(G)~(H)).
[0276] Here, we have explained using the example where the result of the first special symbol judgment related to the pre-read target variation is "jackpot," and the landing success animation is executed following the descent animation. However, if the result of the first special symbol judgment related to the pre-read target variation is "miss," the landing failure animation and the miss notification animation will be executed following the descent animation shown in Figures 15(C) to (E), or the landing failure animation, development animation, SPSP reach, and win / loss notification animation (in this case, the miss notification animation) will be executed following the descent animation shown in Figures 15(C) to (E). This is explained above based on Figure 12.
[0277] Furthermore, even if the result of the first special symbol judgment related to the predictive target fluctuation is "jackpot," the landing success animation is not necessarily executed after the descent animation. Even if it is a "jackpot," the landing success animation may not be executed, and the landing failure animation, development animation, SPSP reach, or win / loss notification animation (in this case, the win notification animation) may be executed instead. This is also explained above based on Figure 12.
[0278] <Specific examples of landing challenge sequences that include a landing failure scene> Next, with reference to Figure 16, we will explain specific examples of landing challenge sequences in which a landing failure sequence is performed. Here, Figure 16 is a screen diagram showing specific examples of landing challenge sequences in which a landing failure sequence is performed, illustrating two patterns: one in which a landing failure sequence (see Figure 12(G)) is followed by a loss notification sequence (see Figure 12(H)), and another in which the landing failure sequence is followed by a development sequence (see Figure 12(I)) and then develops into an SPSP reach (see Figure 12(J)).
[0279] Here, we will explain using the example of the case where the descent start animation is executed without the descent area search animation being performed. However, even if the descent area search animation is performed prior to the descent start animation, if the land area percentage and display color do not rank up from a state where the land area percentage is 25% and the display color is green, an animation similar to the one exemplified in Figure 16 may be performed.
[0280] Figure 16(A) illustrates how the descent start animation described above is executed based on Figure 12(C), etc., 1.5 seconds after the start of the predictive target change. Figure 16(A) illustrates how a beginner player is about to start descending from the sky, with land accounting for 25% of the area and displayed in green, and the words "Descent Start!" displayed in the center of the display screen 70. In this descent start animation, a beginner player is displayed as the player, so players can easily recognize that the probability of a successful landing (the likelihood of the successful landing animation being executed) is lower compared to when a veteran player starts descending (see Figure 15(B)). Also, since land accounts for 25% and the display color remains green, players can easily and intuitively recognize that the probability of a successful landing is low based on the display color of the land and the proportion of land in the overall area.
[0281] Thus, when the descent start animation suggests the state in which the descender begins their descent, the descent animation described above is executed based on Figure 12(D), etc. (see Figures 16(B)~(C)). As this descent animation is a special reach animation as described above, during the descent animation, the animation symbols change, with the two animation symbols common to the left and right symbols appearing to be pseudo-stopped, and the middle row of symbols scrolling (see Figures 16(B)~(C)). Figures 16(B)~(C) illustrate the state in which the left four symbols and the right four symbols appear to be pseudo-stopped, and the middle row of symbols is scrolling.
[0282] Figure 16(B) illustrates how a beginner descenter is lifted upwards and to the right by the wind. Figure 16(C) illustrates how a beginner descenter loses control and plummets downwards and to the right.
[0283] Figures 16(B) to (C) illustrate how a beginner jumper moves differently from a veteran jumper in the jump animation described above, based on Figures 15(C) to (E). Thus, in this embodiment, the jumper's movements in the jump animation differ depending on the type of jumper, but it is also possible to have the jumper perform the same movements regardless of the type of jumper. Furthermore, since the proportion of land at the start of the jump animation is variable, for example, the jumper's movement pattern (jump pattern) for each proportion of land may be stored in the sub-ROM 92, and the movement pattern corresponding to the proportion of land at the start of the jump animation may be read from the sub-ROM 92 and the jumper may be made to descend using that movement pattern.
[0284] Here, if the result of the first special symbol judgment performed at the start of the descent animation or the start of the pre-read target variation in which the descent animation is performed is "miss", the landing failure animation described above will be performed after the descent animation, based on Figure 12(G), etc. (see Figure 16(D)). This landing failure animation is an animation that notifies that the descender has failed to land, and Figure 16(D) shows an example of the display objects related to the landing failure animation, which include a landmass with a green display color, a beginner descender who has not been able to land and has sunk into the water, and the words "Landing Failure...".
[0285] Furthermore, as the descent animation is a special reach animation as described above, if the result of the first special symbol judgment related to the pre-read target variation is "miss", the three animation symbols indicating a reach miss will be pseudo-stopped when the landing failure animation begins (see Figures 16(C)~(D)). Figures 16(C)~(D) illustrate how, after the scrolling display of the middle row of symbols ends, a middle symbol different from the left 4 symbols and right 4 symbols (in this case, the middle 5 symbol) pseudo-stops, and the three animation symbols indicating the "454" reach miss pseudo-stop while remaining in their small symbol display state.
[0286] Furthermore, if the result of the first special symbol judgment related to the pre-read target fluctuation is "jackpot," the game may progress to an SPSP reach via a landing failure animation and a development animation. Therefore, even if it is a "jackpot," a landing failure animation may occur, accompanied by a pseudo-stop display of three animation symbols indicating a reach failure, similar to the example shown in Figure 16(D).
[0287] Here, if the result of the first special symbol judgment related to the pre-read target variation is "miss", the landing failure animation in Figure 16(D) ends and when there are a few seconds remaining in the pre-read target variation, the three animation symbols indicating the "454" reach miss are displayed in large pseudo-stops in the animation symbol display area 73 (see Figure 2) (see Figure 16(E)). As the pre-read target variation ends and the miss symbol is displayed as the first special symbol, a miss notification animation is executed that causes these three animation symbols to actually stop (see Figures 16(E) to (F)).
[0288] Furthermore, if the result of the first special symbol judgment related to the predictive target fluctuation is "jackpot" or "miss," the landing failure animation shown in Figure 16(D) may be executed, followed by a development animation (see Figures 16(G) and (H)) which may lead to an SPSP reach (see Figure 16(I)). Figure 16(G) illustrates the first half of the development animation, showing an allied character appearing on land, uttering the line "I've come to help!", and then performing a rescue animation to rescue a beginner descentr who has landed on the water. In this case, since the descentr who landed on the water is a beginner, a rescue animation to rescue a beginner descentr is performed. However, if the descentr who landed on the water is a veteran, a rescue animation to rescue that veteran descentr will be performed.
[0289] Next, in the middle of the development sequence, the development sequence illustrated in Figure 16(H) takes place. This development sequence is similar to the one described above based on Figure 10(B), but specifically, first, the three symbols indicating the "454" reach miss move to the center of the display screen 70 while being enlarged. Then, the left four symbols move to the upper left area of the display screen 70 while being reduced in size, rotating 1 clockwise with the scroll direction as the axis before moving to the upper left area. Simultaneously, the right four symbols move to the upper right area of the display screen 70 while being reduced in size, rotating 1 clockwise with the scroll direction as the axis before moving to the upper right area, and the middle five symbols move downwards, initiating the scrolling display of the middle row of symbols. Subsequently, until the end of the variation display of the first special symbol, the four symbols on the left are displayed as pseudo-stops in the upper left area, the four symbols on the right are displayed as pseudo-stops in the upper right area, and the middle row of symbols remains hidden until the end of the SPSP reach in order to secure a display area for the display effects related to the SPSP reach. Furthermore, when the development effect shown in Figure 16(H) is executed, the display objects (the base image that serves as the base for the icon) and the icon itself, which were previously hidden, become visible as they make up the icon display area 72.
[0290] Furthermore, the SPSP reach (see Figure 16(I)) which is performed via the development sequence shown in Figures 16(G) to (H) is performed in the same way as the SPSP reach described above, based on Figures 10(E) to (I). However, if the result of the first special symbol judgment related to the pre-read target variation is a "jackpot," a win notification sequence will be performed at the end of the SPSP reach, and if it is a "miss," a loss notification sequence will be performed.
[0291] Furthermore, the first special symbol, which is the target of pre-announcement fluctuations such as the start of descent and descent fluctuations, has fluctuation patterns that execute a successful landing (and win notification) fluctuation pattern following the descent fluctuation, a failed landing (and loss notification) fluctuation pattern following the descent fluctuation, and a failed landing, development fluctuation, SPSP reach, and win / loss notification (win notification or loss notification) fluctuation pattern following the descent fluctuation. Depending on the fluctuation pattern selected by the main CPU 81, the animation pattern (the sequence of events) of the landing challenge will differ.
[0292] <Specific examples of landing challenge sequences that do not proceed to the descent sequence> Next, with reference to Figure 17, we will explain a specific example of a landing challenge sequence that does not proceed to the descent sequence. Here, Figure 17 is a screen diagram showing a specific example of a landing challenge sequence that does not proceed to the descent sequence, illustrating how, after the descent area search sequence and the descent start sequence (see Figure 12(C)), a failure notification sequence (see Figure 12(L)) is executed instead of the descent sequence (see Figure 12(D)).
[0293] Figures 17(A) and (B) illustrate the first descent area search animation in a predictive target change. In this descent area search animation, with a percentage of 25% and green land displayed, an animation is performed in which a veteran descenter is blown to the right by the wind, and then blown to the left by a headwind. Furthermore, in some cases where the aforementioned land increase animation (see, for example, Figure 14(H)) does not occur in this descent area search animation, a false descent start animation is performed (see Figure 17(C)).
[0294] In a normal descent start animation, as shown above based on Figure 15(B), the descender hanging from the balloon, the land and water surface, and the words "Descent Start!" are displayed. In contrast, in the fake descent start animation illustrated in Figure 17(C), the descender hanging from the balloon is displayed as in the normal descent start animation, but the land and water surface are not displayed, and the words "Descent Start?" are displayed instead of "Descent Start!". Thus, in a fake descent start animation, some of the display objects that are displayed in the normal descent start animation (in this case, the land and water surface) are not displayed, and different text is displayed. For this reason, players who see a fake descent start animation can easily recognize that the descent animation will not start.
[0295] The landing challenge sequence, which includes the descent sequence, is executed when one of the variation patterns of the first special symbol, which can be selected by the main CPU 81, is selected. For this reason, the landing challenge sequence, which includes the descent sequence, is a sequence that does not appear very often. In contrast, the gaming machine 1 of this embodiment is configured to execute a false descent start sequence when a variation pattern other than the aforementioned variation pattern (a variation pattern in which the sequence after the descent sequence in Figure 12 is not executed) is selected. Therefore, even if one of the aforementioned variation patterns is not selected for a long time, by executing a false descent start sequence when the aforementioned variation pattern is selected, it is possible to make the player moderately aware of the descent sequence, and effectively suppress the problem of the player's expectation of the descent sequence to be executed after the descent start sequence gradually decreasing.
[0296] Returning to the explanation of Figure 12, following the false alarm for the start of the descent (see Figure 17(C)), the whiteout effect is executed (see Figure 17(D)). In this whiteout effect, as illustrated in Figure 17(D), a solid white background image is displayed in full screen on the display screen 70, and only three rows of symbols, which are displayed as small symbols and scroll across this background image, are superimposed on it.
[0297] When this white animation is displayed for a predetermined time (for example, 3 seconds), the ending animation for the landing challenge is executed (see Figure 17(E)). In this ending animation for the landing challenge, as illustrated in Figure 17(E), a figure of a descender falling to the ground and the words "Was it all a dream..." are displayed, and to inform the player that the special reach animation, the descent animation, will not progress and will result in a loss, three animation symbols, for example, showing the scattered numbers "214", are displayed in a pseudo-stop state while remaining as small symbols. Therefore, players can easily recognize from the ending animation that the descent animation did not progress.
[0298] When the ending animation for this landing challenge animation is performed, a losing animation is performed (see Figures 17(E) to (G)). Figure 17(F) illustrates the state in which three large animation symbols indicating the scattered "214" combination are pseudo-stopped in the animation symbol display area 73 at the end of the variation display of the first special symbol that is in progress, and Figure 17(G) illustrates the state in which the three large animation symbols indicating the scattered "214" combination are actually stopped when the losing symbol is stopped and displayed as the first special symbol.
[0299] As is clear from the notation in Figures 17(E) and (F), when the losing notification animation begins, the base image of the icon in question, which serves as the base for the icon, and the four reserve base images that serve as the bases for the reserve icons, which were temporarily hidden, are displayed again. In addition, the icon in question is displayed in the reserve icon display area 71, and one reserve icon is also displayed in the reserve icon display area 71.
[0300] Thus, at the end of the symbol variation in which the false effect of the descent start effect is executed, one right to determine the first special symbol is reserved. Therefore, when the losing notification effect in Figure 17(G) continues to be executed for a predetermined confirmation time (0.5 seconds in this embodiment), the first special symbol determination corresponding to this right is executed, and the next symbol variation begins (see Figures 17(G) and (H)).
[0301] <Processing executed at the start of the pre-read target change> In the gaming machine 1 of this embodiment, when a game ball enters the first start port 21 during the display of the first special symbol during normal gameplay, acquisition information such as a jackpot random number is acquired, and this acquired information is stored in one of the special symbol 1 first reserve storage area 831 to special symbol 1 fourth reserve storage area 834 (see Figure 41(A)) as information that reserves the right to judge the first special symbol. Here, when the main CPU 81 has acquired information stored in the special symbol 1 first reserve storage area 831 (i.e., at least one right to judge the first special symbol is reserved), it terminates the display of the first special symbol that is currently running, and displays a losing symbol as the first special symbol for a predetermined confirmation time (0.5 seconds in this embodiment), and then shifts the acquired information stored in the special symbol 1 first reserve storage area 831 to the judgment storage area 830 (see Figure 41(A)).
[0302] Next, the main CPU 81 executes the jackpot determination process in step S308 and the variation pattern selection process in step S309 based on the acquired information stored in the determination memory area 830. Then, it sends a variation start command to the sub-control board 90, which includes the special symbol setting information set in step S308 (information indicating a jackpot symbol or a losing symbol), information indicating whether this special symbol setting information relates to the first special symbol determination or the second special symbol determination, the variation pattern setting information selected in step S309, and information regarding the game state of the gaming machine 1.
[0303] In response to this, 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 the variation performance pattern setting process (see Figure 57) described later, based on the information contained in this variation start command. This variation performance pattern setting process includes determining whether or not to execute the special reach performance, the descent performance (see Figure 12(D)), and if the descent performance is to be executed, determining the sequence in which the performances after the descent performance (see Figures 12(D) to (K)) will proceed. If the performances after the descent performance are to be executed, a variation performance start command containing information instructing the execution of these performances is sent to the image and sound control board 100 (and the lamp control board 120), and the performances after the descent performance are executed in the aforementioned pre-read target variation.
[0304] <Processing executed when a prize is awarded in relation to the pre-read target change> By the way, as mentioned above based on Figures 14 to 16, the descent animation features descenders and land, but these descenders and land also appear in the descent area exploration animation and descent start animation, which may be executed prior to the descent animation. Furthermore, regarding land, its proportion and display color will change as the descent area exploration animation, including the land increase animation, is executed. Note that, as mentioned above based on Figure 13, the descent area exploration animation may be executed not only during the predictive target change but also during the pre-target change that precedes the predictive target change. Therefore, it is necessary to decide in advance the type of descender, the proportion and display color of land displayed in the descent start animation during the predictive target change, whether or not to execute the descent area exploration animation, the number of times to execute the descent area exploration animation if it is executed, and what kind of change pattern the proportion and display color of land should follow if the descent area exploration animation is executed.
[0305] Therefore, in the gaming machine 1 of this embodiment, after the right to determine the first special symbol related to the "pre-target variation" is reserved, the right to determine the first special symbol related to the "pre-read target variation" is reserved (for example, at approximately the same time that the second reserved icon, indicated by the arrow extending from the words "pre-read target" in Figure 14(C), is displayed), the following process is executed.
[0306] In the normal game state, when a game ball enters the first start port 21 with acquired information related to the "pre-target variation" stored in the special figure 1 first reserve memory area 831 (see Figure 41(A)), the main CPU 81 acquires acquired information such as the jackpot random number. Then, it stores this acquired information in the special figure 1 second reserve memory area 832 (see Figure 41(A)) as information that reserves the right to judge the first special symbol related to the "pre-read target variation". In this way, when the main CPU 81 acquires the acquired information related to the "pre-read target variation" that will be stored in the special figure 1 second reserve memory area 832, it performs a pre-determination process that determines in advance whether or not to execute a jackpot game based on the acquired information, and also determines in advance which variation pattern will be selected as the variation pattern of the first special symbol. In other words, the system performs a process to determine in advance whether the result of the first special symbol judgment, which is performed at the start of the "pre-read target variation," will be a "jackpot," and also to determine in advance which variation pattern will be selected as the variation pattern for the first special symbol related to the "pre-read target variation."
[0307] In this manner, the main CPU 81 performs a pre-determination process in response to the right to determine the first special symbol being reserved during normal gameplay, and sends a hold command containing pre-determination information indicating the result of that pre-determination process to the sub-control board 90 (see Figure 5).
[0308] Incidentally, the sub-ROM 92 of the sub-control board 90 stores a variation performance pattern selection table that associates variation patterns of the first special symbol with variation performance patterns of variation performances that include performances that change the performance symbols. That is, for some of the variation patterns of the first special symbol defined in the variation performance pattern selection table, the performance patterns of the performances after the descent performance described above are associated based on Figures 12(D) to (K), etc. Therefore, the sub-CPU 91 can determine in advance whether or not a descent performance will be performed in the pre-read target variation, and if so, what kind of performance will be performed following the descent performance. This is done by identifying the variation pattern of the first special symbol that will be selected when the pending first special symbol determination is executed based on the pre-determination information contained in the pending command received from the main control board 80, and by reading the variation performance pattern corresponding to the identified variation pattern of the first special symbol from the variation performance pattern selection table.
[0309] (Regarding the selection of those who descend) As described above, when the sub-CPU 91 determines that a descent animation will be performed in a pre-read target variation based on the pre-determination information contained in the hold command from the main control board 80, it performs the following processing to select either "veteran" or "beginner" as the descent character. Specifically, the sub-CPU 91 obtains a random number for selecting the descent character and stores it in the sub-RAM 93. In other words, the sub-CPU 91 obtains the value of the random number for selecting the descent character at the time it receives the hold command from the main control board 80, which is updated as appropriate each time the random number update process is performed in the sub-control board 90, and stores it in the sub-RAM 93 as the random number for selecting the descent character. Then, it reads the descent character selection table from the sub-ROM 92 and sets it in a predetermined area of the sub-RAM 93.
[0310] In this descent selection table, as illustrated in Figure 18, the type of win / loss, the type of win / loss indication animation, and a random value are associated. The types of win / loss include "Big Win" and "Loss". The types of win / loss indication animations include "Successful Landing Animation", "SPSP Reach Win", "Failed Landing Animation", and "SPSP Reach Loss". Here, "Successful Landing Animation" means that after the descent animation (see Figure 12(D)), the successful landing animation (see Figure 12(E)) and the win notification animation (see Figure 12(F)) are performed. "SPSP Reach Win" means that after the descent animation, the failed landing animation (see Figure 12(G)), the development animation (see Figure 12(I)), the SPSP Reach (see Figure 12(J)), and the win notification animation (see Figure 12(K)) are performed. "Failed Landing Sequence" means that after the descent sequence, the successful landing sequence and the miss notification sequence (see Figure 12(H)) are performed. "SPSP Reach Miss" means that after the descent sequence, the failed landing sequence, development sequence, SPSP reach, and miss notification sequence (see Figure 12(K)) are performed.
[0311] The random values in Figure 18 are random values that are compared with the random number selected by the descender. In this embodiment, the range of possible values for this random number selected by the descender is set to 100, from "0" to "99". When the sub-CPU 91 receives a hold command relating to the right to determine the first special symbol, it stores the pre-determination information contained in the hold command in a predetermined area of the sub-RAM 93. Then, based on the symbol setting information contained in this pre-determination information, it determines whether the result of the first special symbol determination, which is performed at the start of the pre-read target variation, is a "jackpot" or a "miss".
[0312] Next, as described above, the sub-CPU 91 determines, based on the pre-determination information and the variation pattern selection table, whether or not a descent animation will be performed in the pre-read target variation, and if so, what kind of animation will be performed following the descent animation. Based on this determination, it then determines the type of win / loss indication animation that will be performed after the descent animation. For example, if a successful landing animation (see Figure 12(E)) and a win notification animation (see Figure 12(F)) are performed after a descent animation (see Figure 12(D)), the win / loss indication animation type will be "successful landing animation". Also, if a failed landing animation (see Figure 12(G)) and a loss notification animation (see Figure 12(H)) are performed after a descent animation (see Figure 12(D)), the win / loss indication animation type will be "failed landing animation". Furthermore, if the following sequences are performed after the descent sequence (see Figure 12(D)): a landing failure sequence (see Figure 12(G)), a development sequence (see Figure 12(I)), an SPSP reach (see Figure 12(J)), and a win notification sequence (see Figure 12(K)), the type of win / loss indication sequence will be "SPSP reach win". Also, if the following sequences are performed after the descent sequence (see Figure 12(D)): a landing failure sequence (see Figure 12(G)), a development sequence (see Figure 12(I)), an SPSP reach (see Figure 12(J)), and a loss notification sequence (see Figure 12(K)), the type of win / loss indication sequence will be "SPSP reach loss".
[0313] In this way, the sub-CPU 91 reads from the descender selection table a descender type that matches the type of descender identified based on the pre-determination information, the type of success / failure indication performance, and the acquired descender selection random number, thereby selecting either "veteran" or "beginner" as the descender.
[0314] As illustrated in Figure 18, when the win / loss type is "Big Win" and the win / loss indication animation type is "Successful Landing Animation," 62 random values are associated with veterans, and 38 random values are associated with beginners. Therefore, when the win / loss type is "Big Win" and the win / loss indication animation type is "Successful Landing Animation," veterans are selected 62% of the time (=62 / 100×100) and beginners are selected 38% of the time (=38 / 100×100).
[0315] Furthermore, as illustrated in Figure 18, when the win / loss type is "Big Win" and the win / loss indication animation type is "SPSP Reach Win," 70 random values are associated with veterans, and 30 random values are associated with beginners. Therefore, when the win / loss type is "Big Win" and the win / loss indication animation type is "SPSP Reach Win," veterans are selected 70% of the time (=70 / 100 × 100) and beginners are selected 30% of the time (=30 / 100 × 100).
[0316] Furthermore, as illustrated in Figure 18, when the win / loss type is "Loss" and the win / loss indication animation type is "Failed Landing Animation," 41 random values are associated with veterans, and 59 random values are associated with beginners. Therefore, when the win / loss type is "Loss" and the win / loss indication animation type is "Failed Landing Animation," veterans are selected 41% of the time (=41 / 100 × 100) and beginners are selected 59% of the time (=59 / 100 × 100).
[0317] Furthermore, as illustrated in Figure 18, when the win / loss type is "Loss" and the win / loss indication animation type is "SPSP Reach Loss," 23 random values are associated with veterans, and 77 random values are associated with beginners. Therefore, when the win / loss type is "Loss" and the win / loss indication animation type is "SPSP Reach Loss," veterans are selected 23% of the time (=23 / 100×100) and beginners are selected 77% of the time (=77 / 100×100).
[0318] From these observations, the following can be concluded: When the win / loss type is "Big Win," veterans are more likely to be selected than beginners, and when the win / loss type is "Loss," beginners are more likely to be selected than veterans. Therefore, in the descent area exploration, descent start, and descent sequences, when veteran descentrs appear, the win notification sequence is more likely to be executed at the end of the pre-read target variation (i.e., the reliability of a big win is higher) compared to when beginner descentrs appear.
[0319] Furthermore, when comparing the cases where the successful landing animation is performed with the cases where it is not, although the relative proportion of veteran and beginner descents is reversed, beginners are selected at a relatively high rate of 38% when the successful landing animation is performed. Therefore, even if the descent is by a beginner, it is possible to make players expect the successful landing animation (and the winning notification animation) to be performed.
[0320] Furthermore, when the landing failure animation (and the losing animation) is performed, the selection rate of veterans is relatively high at 41%, indicating that there is a fair chance that the landing failure animation will be performed even if the person descending is a veteran. In contrast, when an SPSP reach is successful, veterans are selected as the person descending at an extremely high rate of 70%, while when an SPSP reach is unsuccessful, the selection rate of veterans is extremely low at 23%. Therefore, when the person descending is a veteran and the game progresses from the landing failure animation to an SPSP reach via a development animation, there is a very high probability that the final winning animation of the SPSP reach will be performed. This effectively increases the player's expectation of a big win when the game progresses from the landing failure animation to an SPSP reach via a development animation.
[0321] (Regarding the selection of the land display animation during the descent start sequence) Next, referring to Figure 19, we will explain the process of selecting the land appearance (proportion and display color) displayed during the descent start animation (see Figure 12(C)). Here, Figure 19 is an explanatory diagram for explaining the land appearance selection table during the descent start animation.
[0322] After selecting the type of descender, the sub-CPU 91 performs the following process to select the land presentation pattern (proportion and display color) to be displayed in the descent start animation (see Figure 12(C)). Specifically, the sub-CPU 91 obtains a random number for land presentation pattern selection and stores it in the sub-RAM 93. That is, regarding the random number for land presentation pattern selection, which is updated as appropriate each time the random number update process is performed in the sub-control board 90, the sub-CPU 91 obtains the value at the time it receives a hold command from the main control board 80 and stores it in the sub-RAM 93 as the random number for land presentation pattern selection. Then, it reads the land presentation pattern selection table from the sub-ROM 92 and sets it in a predetermined area of the sub-RAM 93.
[0323] In this descent start animation / land configuration selection table, as illustrated in Figure 19, the success / failure type, the type of descender, the land percentage, the land color (the display color of the land), and the random value compared with the land configuration selection random number are associated. The success / failure type and the type of descender are as described above based on Figure 18. The land percentage represents the proportion of land displayed in the descent start animation, when the total area including both land and water is considered 100%. As illustrated in Figure 19, in this embodiment, it can be 25% (25% land and the remaining 75% water), 50% (50% land and the remaining 50% water), 75% (75% land and the remaining 25% water), or 100% (100% land and no water).
[0324] The land colors are the colors used to indicate land, and each land color is associated with a certain percentage of land. Specifically, as illustrated in Figure 19, the land color "green" is associated with a land percentage of "25%", the land color "red" is associated with a land percentage of "50%", the land color "gold" is associated with a land percentage of "75%", and the land color "rainbow" is associated with a land percentage of "100%".
[0325] In Figure 19, the random values represented by numbers are random values that are compared with the land pattern selection random number. In this embodiment, the range of possible values for this land pattern selection random number is set to 100, from "0" to "99". The sub-CPU 91 reads the "land ratio" and "land color" corresponding to the judgment result (win / lose type) of the first special symbol judgment performed at the start of the pre-read target variation, which is identified based on the pre-judgment information contained in the hold command received from the main control board 80, the type of descender (descendant type) selected by referring to the descender selection table (see Figure 18), and the acquired land pattern selection random number, from the land pattern selection table set in the sub-RAM 93, thereby selecting the land pattern (land ratio and land color) to be displayed in the descent start animation.
[0326] As illustrated in Figure 19, in the case where the success / failure type is "Big Win" and the drop-off type is "Beginner," 19 random values are associated with a land percentage of "25%" and land color "Green," 37 random values are associated with a land percentage of "50%" and land color "Red," 41 random values are associated with a land percentage of "75%" and land color "Gold," and 3 random values are associated with a land percentage of "100%" and land color "Rainbow." Therefore, if the winning / losing category is "Big Win" and the disembarking category is "Beginner," then a land area ratio of "25%" and land color "green" will be selected at a rate of 19% (=19 / 100×100), a land area ratio of "50%" and land color "red" will be selected at a rate of 37% (=37 / 100×100), a land area ratio of "75%" and land color "gold" will be selected at a rate of 41% (=41 / 100×100), and a land area ratio of "100%" and land color "rainbow" will be selected at a rate of 3% (=3 / 100×100).
[0327] Furthermore, as illustrated in Figure 19, in the case where the success / failure type is "Big Win" and the dropper type is "Veteran," 10 random values are associated with a land percentage of "25%" and land color "Green," 33 random values are associated with a land percentage of "50%" and land color "Red," 50 random values are associated with a land percentage of "75%" and land color "Gold," and 7 random values are associated with a land percentage of "100%" and land color "Rainbow." Therefore, if the selection category is "Big Win" and the dropper category is "Veteran," then a land area ratio of "25%" and land area color "green" will be selected at a rate of 10% (=10 / 100×100), a land area ratio of "50%" and land area color "red" will be selected at a rate of 33% (=33 / 100×100), a land area ratio of "75%" and land area color "gold" will be selected at a rate of 50% (=50 / 100×100), and a land area ratio of "100%" and land area color "rainbow" will be selected at a rate of 7% (=7 / 100×100).
[0328] On the other hand, as illustrated in Figure 19, when the success / failure type is "failure" and the drop-off type is "beginner," 49 random values are associated with a land percentage of "25%" and land color "green," 36 random values are associated with a land percentage of "50%" and land color "red," 15 random values are associated with a land percentage of "75%" and land color "gold," and no random values are associated with a land percentage of "100%" and land color "rainbow." Therefore, if the acceptance / rejection type is "Unsuccessful" and the disembarkation type is "Beginner," then a land area ratio of "25%" and land area color "Green" will be selected at a rate of 49% (=49 / 100×100), a land area ratio of "50%" and land area color "Red" will be selected at a rate of 36% (=36 / 100×100), a land area ratio of "75%" and land area color "Gold" will be selected at a rate of 15% (=15 / 100×100), and a land area ratio of "100%" and land area color "Rainbow" will never be selected.
[0329] Furthermore, as illustrated in Figure 19, when the success / failure type is "failure" and the paratrooper type is "veteran," 41 random values are associated with a land percentage of "25%" and land color "green," 33 random values are associated with a land percentage of "50%" and land color "red," 26 random values are associated with a land percentage of "75%" and land color "gold," and no random values are associated with a land percentage of "100%" and land color "rainbow." Therefore, if the acceptance / rejection type is "Unsuccessful" and the parachute drop type is "Veteran," then a land area ratio of "25%" and land area color "green" will be selected at a rate of 41% (=41 / 100×100), a land area ratio of "50%" and land area color "red" will be selected at a rate of 33% (=33 / 100×100), a land area ratio of "75%" and land area color "gold" will be selected at a rate of 26% (=26 / 100×100), and a land area ratio of "100%" and land area color "rainbow" will never be selected.
[0330] From these observations, the following can be concluded: When the win / loss type is "Big Win," although the probability is low, a land percentage of "100%" and a land color of "Rainbow" can be selected for both "Beginner" and "Veteran" types of descenders (3% for "Beginner" and 7% for "Veteran"). On the other hand, when the win / loss type is "Loss," regardless of whether the descender type is "Beginner" or "Veteran," a random value is not associated with a land percentage of "100%" and a land color of "Rainbow," so a land percentage of "100%" and a land color of "Rainbow" will not be selected. Therefore, in the descent area search animation, descent start animation, and descent animation, the animation that displays land with a percentage of 100% and a display color of rainbow is a definitive notification animation that definitively indicates that a win notification animation will be performed.
[0331] Furthermore, as illustrated in Figure 19, when the success / failure type is "Big Win," excluding the land area ratio of "100%" and land area color "Rainbow," regardless of whether the paratrooper type is "Beginner" or "Veteran," the most frequently selected option is the land area ratio of "75%" and land area color "Gold," followed by the land area ratio of "50%" and land area color "Red," with the lowest selection rate for the land area ratio of "25%" and land area color "Green." Conversely, when the success / failure type is "Loss," regardless of whether the paratrooper type is "Beginner" or "Veteran," the most frequently selected option is the land area ratio of "25%" and land area color "Green," followed by the land area ratio of "50%" and land area color "Red," with the lowest selection rate for the land area ratio of "75%" and land area color "Gold." Therefore, when these land area percentages and land area colors are arranged in order from the lowest to the highest probability of hitting the jackpot, the order is as follows: land area percentage "25%" and land area color "green", land area percentage "50%" and land area color "red", land area percentage "75%" and land area color "gold", and land area percentage "100%" and land area color "rainbow".
[0332] Furthermore, as illustrated in Figure 19, when the win / loss type is "Big Win" and the descentr type is "Veteran," a land ratio of "100%" and land color "Rainbow" are selected 7% of the time, and a land ratio of "75%" and land color "Gold" are selected 50% of the time. On the other hand, when the win / loss type is "Big Win" and the descentr type is "Beginner," a land ratio of "100%" and land color "Rainbow" are selected 3% of the time, and a land ratio of "75%" and land color "Gold" are selected 41% of the time. Thus, even with the same win / loss type, "Big Win," when the descentr type is "Veteran," the likelihood of a successful landing animation following the descent animation is relatively higher, suggesting that land ratios of "100%" and land color "Rainbow" or land ratios of "75%" and land color "Gold" are more likely to be selected. Therefore, by displaying veteran players during the descent area exploration sequence, it is possible to effectively increase the player's anticipation for the display of golden land (75% probability) or rainbow-colored land (100% probability) during the descent start sequence.
[0333] In the landing challenge animation of this embodiment, a descent start animation (see Figure 12(C)) is performed prior to the descent animation (see Figure 12(D)). As is clear from the explanation so far based on Figure 19, there is a 25% chance that a descent start animation displaying green land will be performed, suggesting that the probability of a successful landing animation (see Figure 12(E)) following the descent animation is relatively low, and there is a 50% chance that a descent start animation displaying red land will be performed, suggesting that the probability of a successful landing animation following the descent animation is moderate. Furthermore, there is a 75% chance that a descent start animation displaying golden land will be performed, suggesting that the probability of a successful landing animation following the descent animation is relatively high, and there is a 100% chance that a descent start animation displaying rainbow-colored land will be performed, suggesting that the probability of a successful landing animation following the descent animation is extremely high (100% in this embodiment).
[0334] Furthermore, in the landing challenge sequence of this embodiment, a landing area exploration sequence (see Figure 12(A)) may be performed prior to the descent start sequence. By performing the landing area exploration sequence, including the land area increase sequence described above, based on Figures 14(F) and 15(A), it is possible to suggest that the probability suggested by the descent start sequence (the probability of the landing success sequence being performed) has increased before the start of the descent start sequence.
[0335] <Regarding the selection of animation patterns for the descent area exploration animation> Next, referring to Figure 20, we will explain the process of selecting the animation pattern for the descent area search animation (see Figure 12(A)). Here, Figure 20 is an explanatory diagram for explaining the descent area search animation pattern selection table.
[0336] As described above, the sub-CPU 91 selects the type of descender by referring to the descender selection table (see Figure 18), and then selects the type of land (land area ratio and display color) to be displayed in the descent start animation by referring to the descent start animation / land area configuration selection table (see Figure 19). After that, it performs the following processing to select the animation pattern for the descent area search animation (and land area increase animation).
[0337] In other words, the sub-CPU 91 acquires a random number for selecting the descent area search animation pattern and stores it in the sub-RAM 93. Specifically, the sub-CPU 91 acquires the value of the random number for selecting the descent area search animation pattern, which is updated as appropriate each time the random number update process is performed on the sub-control board 90, at the time it receives a hold command from the main control board 80, and stores it in the sub-RAM 93 as the random number for selecting the descent area search animation pattern. Then, it reads the descent area search animation pattern selection table (see Figure 20) from the sub-ROM 92 and sets it in a predetermined area of the sub-RAM 93.
[0338] In this descent area search animation pattern selection table, as illustrated in Figure 20, the number of increments, the descent area search animation pattern, the land area percentage and land display color in the descent start animation, and the random value compared with the random number selected for the descent area search animation pattern are associated. Here, the number of increments is the number of times the land area increase animation is executed. An increment of "0" means that the land area increase animation is not executed in either the pre-target change or the pre-read target change. An increment of "1" means that the land area increase animation is executed in either the pre-target change or the pre-read target change. An increment of "2" means that the land area increase animation is executed in both the pre-target change and the pre-read target change.
[0339] The descent area exploration animation patterns (see Figure 20) show how the land area percentage changes as a result of the descent area exploration animation. Here, the descent area exploration animation pattern "-" means that the descent area exploration animation (and land area increase animation) is not performed, or that the descent area exploration animation is performed without the land area increase animation. The descent area exploration animation pattern "25%→50%" means that the descent area exploration animation is performed which includes a land area increase animation that increases the land area percentage from 25% to 50%. The descent area exploration animation pattern "25%→75%" means that the descent area exploration animation is performed which includes a land area increase animation that increases the land area percentage from 25% to 75% without passing through 50% or 75%. The descent area exploration animation pattern "25%→100%" means that the descent area exploration animation is performed which includes a land area increase animation that increases the land area percentage from 25% to 100% without passing through 50% or 75%.
[0340] Furthermore, in Figure 20, the descent area exploration animation pattern "50% → 50%" means that a descent area exploration animation is performed in which the land area percentage does not change from 50% (a descent area exploration animation that does not include a land area increase animation). Also, the descent area exploration animation pattern "50% → 75%" means that a descent area exploration animation is performed in which a land area increase animation is included in which the land area percentage increases from 50% to 75%. Also, the descent area exploration animation pattern "50% → 100%" means that a descent area exploration animation is performed in which a land area increase animation is included in which the land area percentage increases from 50% to 100% without going through 75%.
[0341] Furthermore, in Figure 20, the descent area exploration animation pattern "75%→75%" means that a descent area exploration animation is performed in which the land area percentage does not change from 75% (a descent area exploration animation that does not include a land area increase animation). Also, the descent area exploration animation pattern "75%→100%" means that a descent area exploration animation is performed in which a land area increase animation is performed in which the land area percentage increases from 75% to 100%. Also, the descent area exploration animation pattern "100%→100%" means that a descent area exploration animation is performed in which the land area percentage does not change from 100% (a descent area exploration animation that does not include a land area increase animation).
[0342] Furthermore, in Figure 20, the land area ratio and the display color of the land in the descent start animation are as described above based on Figure 19. The random values represented by numbers in Figure 20 are random values that are compared with the random number for selecting the descent area search animation pattern. In this embodiment, the range of possible values for this random number for selecting the descent area search animation pattern 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 obtains a random number for selecting the descent area search animation pattern, selects the type of descentr by referring to the descentr selection table (see Figure 18), and then selects the animation pattern for the descent area search animation by referring to the descent start animation / land configuration selection table (see Figure 19) to select the proportion of land and the display color to be shown in the descent start animation. Specifically, it reads the descent area search animation pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93. Then, by referring to the descent start animation / land configuration selection table to select the land proportion and land color in the descent start animation, and the obtained random number for selecting the descent area search animation pattern, it reads the corresponding descent area search animation pattern from the descent area search animation pattern selection table and selects 1 descent area search animation pattern.
[0344] (When the descent start animation shows that the land area makes up 25% of the terrain and the land area is green) By the way, the land area percentage of "25%" is the base value (minimum value) for land area percentage, and the land area color "green" is the base color for land area. There are no land area percentages lower than "25%", nor are there any land area colors lower than "green". Therefore, when displaying land with a land area percentage of "25%" and a land area color of "green" in the descent start animation, even if the descent area exploration animation is performed prior to the descent start animation, it is necessary to avoid performing a land area increase animation (i.e., perform a descent area exploration animation in which the land area percentage and land area color do not change from "25%" and "green"). For this reason, in the descent area exploration animation pattern selection table exemplified in Figure 20, for the land area percentage of "25%" and land area color "green" in the descent start animation, random values are associated only with descent area exploration animation patterns where the number of increases is only "0", and both the pre-target change and the pre-predicted target change are "-". Therefore, if the land area ratio and land area color in the pre-selected descent start animation are "25%" and "green," the descent area search animation pattern in which both the pre-target change and the pre-predicted target change are "-" is selected 100% of the time (=100 / 100×100).
[0345] Thus, if a descent area search animation pattern is selected where both the pre-target variation and the pre-predicted target variation are "-", then in the pre-target variation, the descent area search animation will either not be performed, or a descent area search animation that does not include the land increase animation (a descent area search animation in which the land percentage and land color do not change from a land percentage of "25%" and land color of "green") will be performed. Similarly, in the pre-predicted target variation, the descent area search animation will either not be performed, or a descent area search animation that does not include the land increase animation (a descent area search animation in which the land percentage and land color do not change from a land percentage of "25%" and land color of "green") will be performed. It is conceivable that one of the two options—whether to not perform the descent area search animation or to perform a descent area search animation that does not include the land increase animation—could be selected, for example, by a random number lottery.
[0346] (When the descent start animation shows that land makes up 50% of the area and the land color is red) Next, in the descent start animation, if the land area percentage is "50%" and the land area color is "red," the number of increases will be "0" or "1" (see Figure 20). This is because there are two cases: one in which the land area increase animation changes a land area percentage of "25%" and land area color to a land area percentage of "50%" and land area color to "red"; and another in which, even if the descent area exploration animation is performed, the land area percentage and land area color do not change from a land area percentage of "50%" and land area color "red" (i.e., a descent area exploration animation that does not include a land area increase animation).
[0347] In the descent area search animation pattern selection table illustrated in Figure 20, for the land area percentage "50%" and land area color "red" in the descent start animation, 20 random values are associated with descent area search animation patterns where the number of increases is "0" or "1" and both the pre-target change and the pre-read target change are "-", 40 random values are associated with descent area search animation patterns where the pre-target change is "25%→50%" and the pre-read target change is "50%→50%", and 40 random values are associated with descent area search animation patterns where the pre-target change is "-" and the pre-read target change is "25%→50%".
[0348] Therefore, if the land area ratio and land area color in the pre-selected descent start animation are "50%" and "red", then a descent area search animation pattern in which both the pre-target change and the pre-read target change are "-" is selected 20% (=20 / 100×100), a descent area search animation pattern in which the pre-target change is "25%→50%" and the pre-read target change is "50%→50%" is selected 40% (=40 / 100×100), and a descent area search animation pattern in which the pre-target change is "-" and the pre-read target change is "25%→50%" is selected 40% (=40 / 100×100).
[0349] If a descent area search animation pattern is selected where both the pre-target variation and the pre-predicted target variation are "-", then for the pre-target variation, the descent area search animation will either not be performed, or a descent area search animation that does not include a land increase animation (a descent area search animation in which the land percentage and land color do not change from a land percentage of "50%" and land color of "red") will be performed. Similarly, for the pre-predicted target variation, the descent area search animation will either not be performed, or a descent area search animation that does not include a land increase animation (a descent area search animation in which the land percentage and land color do not change from a land percentage of "50%" and land color of "red") will be performed. On the other hand, if a descent area exploration animation pattern is selected where the pre-target change is "25% → 50%" and the pre-predicted target change is "50% → 50%", then a descent area exploration animation including a land increase animation that increases the land percentage from 25% to 50% (and consequently changes the land color from green to red) is executed in the pre-target change, while a descent area exploration animation that does not include a land increase animation (a descent area exploration animation in which the land percentage does not change from 50% and the land color does not change from red) is executed in the pre-predicted target change. Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "-" and the pre-predicted target change is "25%→50%", then in the pre-target change, the descent area exploration animation will either not be executed, or if it is executed, it will be a descent area exploration animation that does not include a land increase animation (a descent area exploration animation in which the land percentage and land color do not change from a land percentage of "25%" and land color of "green"), while in the pre-predicted target change, a descent area exploration animation will be executed that includes a land increase animation that increases the land percentage from 25% to 50% (and consequently changes the land color from green to red).
[0350] (When the descent start animation shows that land makes up 75% of the area and the land color is gold) Next, in the descent start animation, if the land area percentage is "75%" and the land area color is "gold," the number of increases will be "0," "1," or "2" (see Figure 20). This is because there are cases where a total of two land area increase animations are performed, such as when the first land area increase animation is performed to increase the land area percentage from 25% to 50%, and then the second land area increase animation is performed to increase the land area percentage from 50% to 75%; when only one land area increase animation is performed to increase the land area percentage from 25% (or 50%) to 75%; and when a descent area exploration animation is performed, but the land area percentage and land area color do not change from the land area percentage of "75%" and the land area color of "gold" (i.e., a descent area exploration animation that does not include a land area increase animation).
[0351] In the descent area exploration animation pattern selection table illustrated in Figure 20, for the land area percentage "75%" and land area color "gold" in the descent start animation, 10 random values are associated with descent area exploration animation patterns where the number of increases is "0", "1", or "2", and both the pre-target change and the pre-read target change are "-", and 10 random values are associated with descent area exploration animation patterns where the pre-target change is "25%→75%" and the pre-read target change is "75%→75%", and 10 random values are associated with descent area exploration animation patterns where the pre-target change is "-" and the pre-read target change is "25%→75% Ten random values are associated with the descent area search animation pattern where the value is "%", fifteen random values are associated with the descent area search animation pattern where the pre-target change is "50%→75%" and the pre-read target change is "75%→75%", fifteen random values are associated with the descent area search animation pattern where the pre-target change is "-" and the pre-read target change is "50%→75%", and forty random values are associated with the descent area search animation pattern where the pre-target change is "25%→50%" and the pre-read target change is "50%→75%".
[0352] Therefore, if the land area ratio and land area color in the pre-selected descent start animation are "75%" and "gold," then a descent area search animation pattern in which both the pre-target change and the pre-read target change are "-" is selected 10% (=10 / 100×100), a descent area search animation pattern in which the pre-target change is "25%→75%" and the pre-read target change is "75%→75%" is selected 10% (=10 / 100×100), and a descent area search animation pattern in which the pre-target change is "-" and the pre-read target change is "25%→75%" is selected 10% (=10 / 100×100). Additionally, a descent area search animation pattern where the pre-target fluctuation is "50%→75%" and the pre-read target fluctuation is "75%→75%" is selected 15% (=15 / 100×100), a descent area search animation pattern where the pre-target fluctuation is "-" and the pre-read target fluctuation is "50%→75%" is selected 15% (=15 / 100×100), and a descent area search animation pattern where the pre-target fluctuation is "25%→50%" and the pre-read target fluctuation is "50%→75%" is selected 40% (=40 / 100×100).
[0353] If a descent area search animation pattern is selected where both the pre-target variation and the pre-predicted target variation are "-", then for the pre-target variation, the descent area search animation will either not be performed, or a descent area search animation that does not include a land increase animation (a descent area search animation in which the land percentage and land color do not change from a land percentage of "75%" and land color of "gold") will be performed. Similarly, for the pre-predicted target variation, the descent area search animation will either not be performed, or a descent area search animation that does not include a land increase animation (a descent area search animation in which the land percentage and land color do not change from a land percentage of "75%" and land color of "gold") will be performed. On the other hand, if a descent area exploration animation pattern is selected where the pre-target change is "25% → 75%" and the pre-predicted target change is "75% → 75%", then a descent area exploration animation including a land increase animation that increases the land percentage from 25% to 75% (without going through 50%) (and consequently changes the land color from green to gold without going through red) is executed in the pre-target change, while a descent area exploration animation that does not include the land increase animation is executed in the pre-predicted target change (a descent area exploration animation where the land percentage does not change from 75% and the land color does not change from gold).
[0354] Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "-" and the pre-predicted target change is "25%→75%", then in the pre-target change, the descent area exploration animation will either not be executed, or if it is executed, it will be a descent area exploration animation that does not include a land increase animation (a descent area exploration animation in which the land percentage and land color do not change from a land percentage of "25%" and land color of "green"), and in the pre-predicted target change, a descent area exploration animation will be executed that includes a land increase animation that increases the land percentage from 25% to 75% without going through 50% (and consequently changes the land color from green to gold without going through red). Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "50% → 75%" and the pre-target change is "75% → 75%", a descent area exploration animation including a land increase animation that increases the land area ratio from 50% to 75% (and consequently changes the land area color from red to gold) will be executed during the pre-target change. During the pre-target change, a descent area exploration animation that does not include the land increase animation (a descent area exploration animation in which the land area ratio does not change from 75% and the land area color does not change from gold) will be executed.
[0355] Furthermore, if a descent area exploration animation pattern is selected where the pre-target variation is "-" and the pre-predicted target variation is "50%→75%", then in the pre-target variation, the descent area exploration animation will either not be executed, or if it is executed, it will be a descent area exploration animation that does not include a land increase animation (a descent area exploration animation in which the land percentage and land color do not change from a land percentage of "50%" and land color of "red"), while in the pre-predicted target variation, a descent area exploration animation will be executed that includes a land increase animation that increases the land percentage from 50% to 75% (and consequently changes the land color from red to gold). Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "25% → 50%" and the pre-target change is "50% → 75%", a descent area exploration animation including a land increase animation that increases the land area percentage from 25% to 50% (and consequently changes the land area color from green to red) will be executed during the pre-target change, and a descent area exploration animation including a land increase animation that increases the land area percentage from 50% to 75% (and consequently changes the land area color from red to gold) will be executed during the pre-target change.
[0356] (When the descent start animation shows that the land area is 100% and the land color is rainbow-colored) Next, in the descent start animation, if the land area percentage is "100%" and the land area color is "rainbow," the number of increases will be "0," "1," or "2" (see Figure 20). An example of a case where the number of increases is "0" is when the descent area exploration animation is not performed, or when the descent area exploration animation is performed but does not include a land increase animation (i.e., a descent area exploration animation in which the land area percentage and land area color do not change from a land area percentage of "100%" and a land area color of "rainbow"). An example of a case where the number of increases is "1" is when the land area percentage before the increase is one of "25%," "50%," or "75%," and the descent area exploration animation, which includes a land increase animation that makes the land area percentage after the increase "100%," is performed only once. Furthermore, an example of a case where the number of increases is "2" is when, for example, a first landing area exploration animation is performed that includes a land increase animation that increases the land area percentage from 25% to 50%, and then a second landing area exploration animation is performed that includes a land increase animation that increases the land area percentage from 50% to 100% (without going through 75%), resulting in a total of two land increase animations being performed.
[0357] In the descent area exploration animation pattern selection table illustrated in Figure 20, for the land area percentage "100%" and land area color "rainbow" in the descent start animation, four random values are associated with descent area exploration animation patterns where the number of increases is "0", "1", or "2", and both the pre-target variation and the pre-read target variation are "-", eight random values are associated with descent area exploration animation patterns where the pre-target variation is "25%→100%" and the pre-read target variation is "100%→100%", and eight random values are associated with descent area exploration animation patterns where the pre-target variation is "-" and the pre-read target variation is "25%→100%". Furthermore, seven random values are associated with the descent area search animation pattern where the pre-target fluctuation is "50%→100%" and the pre-read target fluctuation is "100%→100%", seven random values are associated with the descent area search animation pattern where the pre-target fluctuation is "-" and the pre-read target fluctuation is "50%→100%", six random values are associated with the descent area search animation pattern where the pre-target fluctuation is "75%→100%" and the pre-read target fluctuation is "100%→100%", and six random values are associated with the descent area search animation pattern where the pre-target fluctuation is "-" and the pre-read target fluctuation is "75%→100%". Furthermore, 18 random values are associated with the descent area exploration animation pattern where the pre-target fluctuation is "25% → 50%" and the pre-read target fluctuation is "50% → 100%", 18 random values are associated with the descent area exploration animation pattern where the pre-target fluctuation is "25% → 75%" and the pre-read target fluctuation is "75% → 100%", and 18 random values are associated with the descent area exploration animation pattern where the pre-target fluctuation is "50% → 75%" and the pre-read target fluctuation is "75% → 100%".
[0358] Therefore, if the land area ratio and land area color in the pre-selected descent start animation are "100%" and "rainbow," then a descent area search animation pattern in which both the pre-target change and the pre-read target change are "-" is selected at a rate of 4% (=4 / 100×100). Additionally, a descent area search animation pattern in which the pre-target change is "25%→100%" and the pre-read target change is "100%→100%" is selected at a rate of 8% (=8 / 100×100), a descent area search animation pattern in which the pre-target change is "-" and the pre-read target change is "25%→100%" is selected at a rate of 8% (=8 / 100×100), and a descent area search animation pattern in which the pre-target change is "50%→100%" and the pre-read target change is "100%→100%" is selected at a rate of 7% (=7 / 100×100). A descent area search animation pattern where the pre-target fluctuation is "-" and the pre-predicted target fluctuation is "50%→100%" is selected at a rate of 7% (=7 / 100×100), a descent area search animation pattern where the pre-target fluctuation is "75%→100%" and the pre-predicted target fluctuation is "100%→100%" is selected at a rate of 6% (=6 / 100×100), and a descent area search animation pattern where the pre-target fluctuation is "-" and the pre-predicted target fluctuation is "75%→100%" is selected at a rate of 6% (=6 / 100×100). Additionally, a descent area exploration animation pattern where the pre-target fluctuation is "25%→50%" and the pre-read target fluctuation is "50%→100%" is selected 18% of the time (=18 / 100×100), a descent area exploration animation pattern where the pre-target fluctuation is "25%→75%" and the pre-read target fluctuation is "75%→100%" is selected 18% of the time (=18 / 100×100), and a descent area exploration animation pattern where the pre-target fluctuation is "50%→75%" and the pre-read target fluctuation is "75%→100%" is selected 18% of the time (=18 / 100×100).
[0359] If a descent area search animation pattern is selected where both the pre-target variation and the pre-predicted target variation are "-", then for the pre-target variation, the descent area search animation will either not be performed, or a descent area search animation that does not include a land increase animation (a descent area search animation in which the land percentage and land color do not change from a land percentage of "100%" and land color of "rainbow") will be performed. Similarly, for the pre-predicted target variation, the descent area search animation will either not be performed, or a descent area search animation that does not include a land increase animation (a descent area search animation in which the land percentage and land color do not change from a land percentage of "100%" and land color of "rainbow") will be performed. On the other hand, if a descent area exploration animation pattern is selected where the pre-target change is "25% → 100%" and the pre-predicted target change is "100% → 100%", then a descent area exploration animation including a land increase animation that increases the land percentage from 25% to 100% (without going through 50% or 75%) (and consequently changes the land color from green to rainbow colors without going through red or gold) is executed in the pre-target change, while a descent area exploration animation that does not include a land increase animation (a descent area exploration animation in which the land percentage does not change from 100% and the land color does not change from rainbow colors) is executed in the pre-predicted target change.
[0360] Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "-" and the pre-predicted target change is "25%→100%", then in the pre-target change, the descent area exploration animation will either not be executed, or if it is executed, it will be a descent area exploration animation that does not include a land increase animation (a descent area exploration animation in which the land percentage and land color do not change from a land percentage of "25%" and land color of "green"), and in the pre-predicted target change, a descent area exploration animation will be executed that includes a land increase animation that increases the land percentage from 25% to 100% without going through 50% or 75% (and consequently changes the land color from green to rainbow without going through red or gold). Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "50% → 100%" and the pre-predicted target change is "100% → 100%", a descent area exploration animation including a land increase animation that increases the land percentage from 50% to 100% without passing through 75% (and consequently changes the land color from red to rainbow without passing through gold) is executed in the pre-target change, while a descent area exploration animation without a land increase animation (where the land percentage does not change from 100% and the land color does not change from rainbow) is executed in the pre-predicted target change.
[0361] Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "-" and the pre-predicted target change is "50%→100%", then in the pre-target change, the descent area exploration animation will either not be executed, or if it is executed, it will be a descent area exploration animation that does not include a land increase animation (a descent area exploration animation in which the land percentage and land color do not change from a land percentage of "50%" and land color of "red"), and in the pre-predicted target change, a descent area exploration animation will be executed that includes a land increase animation that increases the land percentage from 50% to 100% without going through 75% (and consequently changes the land color from red to rainbow without going through gold). Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "75% → 100%" and the pre-predicted target change is "100% → 100%", a descent area exploration animation including a land increase animation that increases the land area ratio from 75% to 100% (and consequently changes the land area color from gold to rainbow) will be executed during the pre-target change. During the pre-predicted target change, a descent area exploration animation that does not include the land increase animation (a descent area exploration animation in which the land area ratio does not change from 100% and the land area color does not change from rainbow) will be executed. If a descent area exploration animation pattern is selected where the pre-target variation is "-" and the pre-predicted target variation is "75%→100%", then in the pre-target variation, the descent area exploration animation will either not be executed, or if it is executed, it will be a descent area exploration animation that does not include a land increase animation (a descent area exploration animation in which the land percentage and land color do not change from a land percentage of "75%" and land color of "gold"), and in the pre-predicted target variation, a descent area exploration animation will be executed that includes a land increase animation that increases the land percentage from 75% to 100% (and consequently changes the land color from gold to rainbow).
[0362] Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "25% → 50%" and the pre-predicted target change is "50% → 100%", a descent area exploration animation including a land increase animation that increases the land area percentage from 25% to 50% (and consequently changes the land area color from green to red) will be executed during the pre-target change. During the pre-predicted target change, a descent area exploration animation including a land increase animation that increases the land area percentage from 50% to 100% without going through 75% (and consequently changes the land area color from red to rainbow without going through gold) will be executed. Furthermore, if a descent area exploration animation pattern is selected where the pre-target change is "25% → 75%" and the pre-target change is "75% → 100%", a descent area exploration animation including a land increase animation that increases the land area percentage from 25% to 75% without passing through 50% (and consequently changes the land area color from green to gold without passing through red) will be executed in the pre-target change, and a descent area exploration animation including a land increase animation that increases the land area percentage from 75% to 100% (and consequently changes the land area color from gold to rainbow) will be executed in the pre-target change. Furthermore, if a descent area exploration animation pattern is selected where the pre-target fluctuation is "50% → 75%" and the pre-target fluctuation is "75% → 100%", a descent area exploration animation including a land increase animation that increases the land area percentage from 50% to 75% (and consequently changes the land area color from red to gold) will be executed during the pre-target fluctuation, and a descent area exploration animation including a land increase animation that increases the land area percentage from 75% to 100% (and consequently changes the land area color from gold to rainbow) will be executed during the pre-target fluctuation.
[0363] As is clear from the explanation so far based on Figure 20, the descent start animation is an animation that can suggest that the possibility of the descent animation resulting in the second animation outcome (i.e., the possibility of the landing success animation being executed and the descender successfully landing) is at the first level (relatively low) by displaying land with a land area ratio of 25% and a land area color of green. In contrast, the descent area exploration animation is an animation that can be executed prior to the descent start animation, and by being executed in a way that includes a land area increase animation that changes the land area ratio to 50% or 75%, it can suggest that the possibility suggested by the descent start animation (the possibility of the descender successfully landing) has changed to the second level (relatively high), which is higher than the first level.
[0364] In the landing challenge presentation of this embodiment, there is a first case in which a descent area search presentation including a land area increase presentation is performed before the descent start presentation is performed, and a second case in which the descent start presentation is performed without performing a descent area search presentation including a land area increase presentation. In this second case, as a descent start presentation that suggests that the probability of the descent presentation result being the second presentation result is at the first level, for example, a descent start presentation that displays land with a land area percentage of "25%" (displayed in "green") is performed. On the other hand, in the first case, by performing the descent start presentation after the descent area search presentation including a land area increase presentation, as a descent start presentation that suggests that the probability of the descent presentation result being the second presentation result is at a second level, which is higher than the first level, a descent start presentation that displays land with a land area percentage of "50%" (displayed in "red") is performed.
[0365] Thus, in the landing challenge sequence performed by the gaming machine 1 of this embodiment, the landing area search sequence, which includes a land area increase sequence, is performed before the landing start sequence. This allows the land area increase sequence to suggest that the likelihood of the player successfully landing, as indicated by the landing start sequence, has been increased in advance. Therefore, by performing the landing area search sequence, which includes a land area increase sequence, prior to the landing start sequence, it is possible to effectively increase the player's expectation of the player successfully landing and the successful landing sequence (and the win notification sequence) being performed from an earlier stage.
[0366] Furthermore, in the landing challenge sequence of this embodiment, the more times the descent area exploration sequence, including the land area increase sequence, is executed, the higher the proportion of land displayed in the descent start sequence becomes. This increases the likelihood that the landing success sequence will be executed as a result of the descent sequence being performed. Therefore, players can enjoy the game while anticipating that the descent area exploration sequence, including the land area increase sequence, will be executed again once it has been performed.
[0367] (Regarding game machine 1 that can perform the landing challenge sequence) Up to this point, the landing challenge sequence performed in the gaming machine 1 of this embodiment has been described with reference to Figures 12 to 20. The gaming machine 1 capable of performing such a landing challenge sequence can be understood as the following type of gaming machine.
[0368] A determination means (for example, the main CPU 81 that executes the jackpot determination process exemplified in Figure 46 described later) that determines whether or not to execute a special game that is advantageous to the player (for example, a jackpot game), When the determination is made, a symbol display control means (for example, the main CPU 81 that executes the processes of step S311 and step S315 in Figure 45 described later) causes a symbol (for example, the first special symbol) to change and then display a symbol indicating the result of the determination on a predetermined symbol display means (for example, the first special symbol display 41), When the special game is executed and a symbol indicating that it has been determined by the determination means is stopped and displayed on the symbol display means, the special game execution means (for example, the main CPU 81 that sets the jackpot game flag to "ON" in the special symbol stop processing in step S317 of Figure 45, and then executes the jackpot opening and closing control processing illustrated in Figures 49 to 51) executes the special game, It includes a performance control means (for example, a sub-CPU 91: see Figure 5) for controlling the performance, The aforementioned performance control means is The first performance (for example, a descent area exploration performance: see Figure 12(A)), the second performance (for example, a descent start performance: see Figure 12(C)), the third performance (for example, a descent performance: see Figure 12(D)), and a winning notification performance (see Figure 12(F)) that notifies that the special game has been determined to be played by the determination means can be executed in order. The third effect (for example, the descent effect described above) is an effect that causes the player to expect the winning notification effect to be executed, and the result of the third effect is either the result of the first effect (for example, the landing failure effect in Figure 12(G) is executed and the descender fails to land) or the result is a second effect different from the first effect (for example, the landing success effect in Figure 12(E) is executed and the descender successfully lands). The second animation (for example, the descent start animation described above) is an animation that, prior to the third animation (for example, the descent animation described above), can suggest that there is a first degree of possibility that the result of the third animation will be the result of the second animation (for example, an animation that can display land where the land area ratio is "25%" and the land area color is "green" (see Figure 16(A))), The first performance (for example, the descent area exploration performance described above) is a performance that can be performed prior to the second performance (see, for example, Figures 12(A) to (C)) and is a performance that can suggest that the possibility suggested by the second performance has changed from the first degree to a second degree that is higher than the first degree (for example, a performance that can be performed that includes a descent area exploration performance (see Figures 14(E) to (F)) which changes land with a land area ratio of "25%" and a land area color of "green" to land with a land area ratio of "50%" and a land area color of "red"), The aforementioned performance control means is There is a first case in which the first performance is performed before the second performance (for example, performing the descent area search performance including the land increase performance shown in Figures 12(A) to (B) before performing the descent start performance shown in Figure 12(C)), and a second case in which the second performance is performed without performing the first performance (for example, performing the descent start performance shown in Figure 12(C) without performing the descent area search performance including the land increase performance shown in Figures 12(A) to (B)). In the second case, the game machine is characterized by performing a second presentation that suggests the possibility is of the first degree (for example, a presentation that displays land with a land area ratio of "25%" and a land area color of "green" (see Figure 16(A))), and in the first case, the game machine is characterized by performing a second presentation that suggests the possibility is of the second degree (for example, a presentation that displays land with a land area ratio of "50%" and a land area color of "red" (see Figure 19)).
[0369] According to this gaming machine, in the second case where the second performance is executed without the first performance being executed, the second performance suggests that the probability of the third performance's outcome being the second performance's outcome is at a first degree. On the other hand, in the first case where the second performance is executed after the first performance, the second performance suggests that the probability of the third performance's outcome being the second performance's outcome is at a second degree (higher than the first degree). Thus, by executing the first performance before the second performance, it is suggested in advance that the probability of the third performance's outcome being the second performance's outcome has increased. Therefore, by executing the first performance, the player's expectation that the third performance's outcome will be the second performance's outcome can be increased from an earlier stage, and a high performance effect can be obtained through the synergistic effect of the first and second performances.
[0370] Furthermore, the gaming machine 1 capable of performing the landing challenge sequence can also be considered as the following type of gaming machine.
[0371] A determination means (for example, the main CPU 81 that executes the jackpot determination process exemplified in Figure 46 described later) that determines whether or not to execute a special game that is advantageous to the player (for example, a jackpot game), When the determination is made, a symbol display control means (for example, the main CPU 81 that executes the processes of step S311 and step S315 in Figure 45 described later) causes a symbol (for example, the first special symbol) to change and then display a symbol indicating the result of the determination on a predetermined symbol display means (for example, the first special symbol display 41), When the special game is executed and a symbol indicating that it has been determined by the determination means is stopped and displayed on the symbol display means, the special game execution means (for example, the main CPU 81 that sets the jackpot game flag to "ON" in the special symbol stop processing in step S317 of Figure 45, and then executes the jackpot opening and closing control processing illustrated in Figures 49 to 51) executes the special game, It includes a performance control means (for example, a sub-CPU 91: see Figure 5) for controlling the performance, The aforementioned performance control means is The first performance (for example, a descent area exploration performance: see Figure 12(A)), the second performance (for example, a descent start performance: see Figure 12(C)), the third performance (for example, a descent performance: see Figure 12(D)), and a winning notification performance (see Figure 12(F)) that notifies that the special game has been determined to be played by the determination means can be executed in order. The third effect (for example, the descent effect described above) is an effect that causes the player to expect the special game to be performed, and the result of the third effect is either the first effect (for example, the landing failure effect in Figure 12(G) is performed and the descender fails to land) or the second effect (for example, the landing success effect in Figure 12(E) is performed and the descender successfully lands). The second animation (for example, the descent start animation described above) is an animation that can suggest that the result of the third animation may be the result of the second animation (for example, an animation that can display land where the land area ratio is "25%" and the land color is "green" (see Figure 16(A))), The first animation (for example, the above-mentioned descent area exploration animation) is an animation that can suggest that the possibility suggested by the second animation has changed (for example, an animation that can execute a descent area exploration animation that includes a land area increase animation that changes land with a land area ratio of "25%" and a land area color of "green" to land with a land area ratio of "50%" and a land area color of "red" (see Figures 14(E)~(F))), The aforementioned performance control means is A gaming machine characterized in that, when a first variation (for example, a pre-target variation: see Figure 13) is performed as a variation display of the aforem...
Claims
[Claim 1] A determination means for determining whether or not to perform a special game that is advantageous to the player, A special game execution means capable of executing the special game based on the result of the determination, A gaming machine characterized by comprising: a means for controlling the effects;