Game machine

JP2025100983A5Pending Publication Date: 2026-06-12ENTERRISE CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
ENTERRISE CO LTD
Filing Date
2025-04-21
Publication Date
2026-06-12

AI Technical Summary

Technical Problem

Conventional gaming machines have a fixed and repetitive ending effect, leading to player boredom due to a single pattern of ending effects, which can be monotonous and unengaging.

Method used

A gaming machine that dynamically varies the ending effect based on the remaining difference in the advantageous game state, allowing for real-time construction of the effect configuration using multiple pre-defined parts, ensuring the effect is diverse and engaging.

🎯Benefits of technology

The solution provides a gaming machine that reduces player boredom by offering a dynamic and varied ending effect, enhancing player engagement and reducing the risk of monotony.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine capable of performing an ending presentation which players are less likely to become tired of.SOLUTION: A game machine includes: a control portion capable of controlling a game progress in either one of game states, as a game state related to a ball output performance, between a general game state and a special game state more advantageous than the general game state; and a presentation control portion capable of causing a presentation device to be notified of a presentation that is in accordance with the game progress. The special game state at least includes: a first state; and a second state to which a shift from the first state is possible and in which an ending presentation can be performed. While the special game state is being performed after a game in which a shift to the second state is determined, or while the special game state is being performed after a game in which a shift to the second state is made, the presentation control portion can perform building up processing for building up a presentation configuration being notified by presentation processing performed in the second state and the presentation control portion can cause the presentation device to be notified of a presentation with the presentation configuration being built up.SELECTED DRAWING: Figure 2
Need to check novelty before this filing date? Find Prior Art

Description

【Technical Field】 【0001】 The present invention relates to a gaming machine. 【Background Art】 【0002】 Conventionally, for example, there is known a gaming machine provided with an AT (Assist Time) or an ART (Assist Replay Time), which is a special gaming state in which a navi for notifying the correct pressing order when a so-called correct pressing order winning combination (a winning combination in which a predetermined symbol pattern is completed when a player operates a stop switch in the correct pressing order) is not won can be notified (see Patent Document 1). 【0003】 In a conventional gaming machine, when a special gaming state such as AT is being executed, when the transition condition is satisfied, a so-called ending effect is displayed. 【0004】 This ending effect is displayed, for example, when the end of AT is approaching. The length of time during which this ending effect is output is determined in advance. 【0005】 Also, the transition condition to the ending effect is during the execution of a special gaming state such as AT, and for example, the remaining difference to the upper limit of the gaming value obtained during the advantageous section (for example, the advantageous section difference number such as 2400) is less than 150, or the remaining number of games in the advantageous section is less than 50 games, etc., and is fixedly determined in advance. 【Prior Art Documents】 【Patent Documents】 【0006】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2021-118928 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0007】 However, in the conventional gaming machines, only one type of ending effect that is determined in advance is output. From the perspective of the player, there is a risk of feeling a single pattern. 【0008】 In addition, in the ending effect, there are also gaming machines in which videos of the same content are repeated. In such conventional gaming machines, the ending effect is felt to be more of a single pattern, and there is a risk that the player will get bored. 【0009】 An object of the present invention is to provide a gaming machine capable of executing an ending effect that is less likely to bore the player. 【Means for Solving the Problems】 【0010】 The present invention A control unit capable of controlling the progress of the game in any of a general game state and a special game state that is more advantageous than the general game state as a game state related to the performance of paying out balls, An effect control unit capable of causing an effect device to notify an effect corresponding to the progress of the game, and The special game state includes at least a first state and a second state that can transition from the first state and is capable of executing an ending effect, The effect control unit During the execution of the special game state after the game in which it is determined to transition to the second state, or during the execution of the special game state after the game in which it has transitioned to the second state, it is possible to execute a construction process for constructing an effect configuration notified by an effect process executed in the second state, and It is possible to cause the effect device to notify the effect of the constructed effect configuration. is a gaming machine. 【Effects of the Invention】 【0011】 According to the present invention, it is possible to provide a gaming machine capable of executing an ending effect that is less likely to bore the player. [Brief Description of the Drawings] 【0012】 【Figure 1】 It is a front view of a slot machine. 【Figure 2】 It is a block diagram schematically showing the configuration of a slot machine and a card unit. 【Figure 3】 It is a diagram showing an example of the arrangement of symbols on a rotating reel. 【Figure 4】 It is a diagram for explaining the state transition in a game section. 【Figure 5】 It is a diagram for explaining the state transition in a first game state. 【Figure 6】 It is a diagram for explaining the state transition in a second game state. 【Figure 7】 It is a diagram for explaining a range (MY) and a difference number in an advantageous section. 【Figure 8】 It is a diagram for explaining the connection / communication relationship among a main control board, a game value control board, and a sub-control board. 【Figure 9】 (a) It is a diagram for explaining the time charts of a non-ending mode and an ending mode, (b) It is a diagram for explaining parts that are units of presentation, and (c) to (e) are diagrams for explaining the output order of parts that are units of presentation. 【Figure 10】 It is a flowchart showing the flow of operation processing of a slot machine. 【Figure 11】 It is a flowchart showing the flow of ending construction processing. [Modes for Carrying Out the Invention] 【0013】 [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 11. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. In the following description, "connection" includes both a case where connection targets are directly connected and a case where connection targets are indirectly connected via another substrate, device, or the like. 【0014】 As shown in FIG. 1, the slot machine 1 of the present embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals. 【0015】 In this slot machine 1, unlike conventional slot machines, it is not necessary to insert physically existing medals, and physically existing medals are not paid out either. In the slot machine 1, a pseudo gaming medium converted into electronic data is used as gaming value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), an enclosed reel gaming machine, or the like. 【0016】 First, the card unit 7 connected to this slot machine 1 will be described below. 【0017】 <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1. 【0018】 Further, the card unit 7 can store a card 70 that stores gaming value data as electronic data in place of physically existing medals inside thereof. 【0019】 Further, the card unit 7 can mainly perform a gaming value lending process associated with the transfer of gaming value data to the slot machine 1 and, conversely, a discharging process of the card 70 associated with the transfer of gaming value data from the slot machine 1. 【0020】 In addition, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from the medium management unit 620 (described later) of the slot machine 1. 【0021】 The card unit 7 is also provided with a lending button 71. When a bill is inserted into the card unit 7 by the operator and then the lending button 71 is operated by the operator, a lending signal is generated and transmitted to the medium management unit 620. 【0022】 In this specification, the "operator" means all of the player who is a user executing the game, the user who has ended the game (including the user walking inside the store), and the store staff. However, if necessary, it may be individually referred to as "store staff", "player", etc. 【0023】 Inside the card unit 7, in addition to the I / F (interface) for communication with the slot machine 1, as shown in FIG. 2, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided. 【0024】 The cash management mechanism 73 introduces the bill inserted from an opening (not shown) for inserting cash into the card unit 7 and detects and accumulates the bill. 【0025】 The card management mechanism 74 introduces and accommodates the card 70 inserted from an opening (not shown) for inserting and discharging the card 70, and discharges the card 70 from the opening when the discharge button 72 is operated. 【0026】 The card unit side control unit 75 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 75 performs operation control of each of the cash management mechanism 73 and the card management mechanism 74, lending process of game values, authentication process of the card 70, data reading process and writing process from the card 70, etc. 【0027】 The operation process of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of giving an error notification to that effect when the inserted banknote gets jammed in the cash management mechanism 73, a process of adding the game value corresponding to the inserted banknote to the current loan balance and temporarily storing it in the RAM, and the like. 【0028】 The operation process of the card management mechanism 74 includes a process of operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, a process of operating the card management mechanism 74 so that the card 70 is ejected along with the operation of the ejection button 72, and the like. 【0029】 The lending process of the game value includes a process of transmitting the game value data for the amount to be lent to the slot machine 1 (the medium management unit 620 mounted on the game value control unit 62 described later) along with the operation of the lending button 71. At that time, a process of subtracting the game value data for the amount to be lent from the game value data of the loan balance temporarily stored in the RAM in the card unit 7 is also performed. 【0030】 In the authentication process of the card 70, when the PIN is input via the display panel when the card 70 is inserted into the opening, it is determined whether or not the input PIN matches the PIN written on the card. When the card unit side control unit 75 determines that both match, it allows the card 70 to be used continuously as the authentication target, but when it determines that both do not match, it may not allow the card 70 to be used continuously as the authentication target (restricts the use). 【0031】 In the data reading process from the card 70, when game value data is written on the card 70, this is read out and temporarily stored in the RAM as the loan balance. 【0032】 In the writing process to the card 70, when game value data is transferred to the card unit 7 along with the operation of the counting button 44 of the slot machine 1, the game value data is temporarily stored in the RAM, and then, when the ejection button 72 is operated, the game value data is written to the card 70. 【0033】 When the ejection button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70. 【0034】 Thereby, when the ejection button 72 is operated in the card unit 7, the card 70 in which at least one of the game value data owned by the player and the data of the remaining loan balance is written is ejected from the opening. 【0035】 In addition, the card unit 7 is also communicably connected to a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, for example, information regarding advantageous gaming states including the number of gaming times in advantageous gaming states (AT, CZ, special combination (bonus) implementation states, etc. described later), the transition of the quantity of game values, the number of played games, various information related to the slot machine 1 such as the accessory ratio, etc. are sent. 【0036】 <Configuration of the slot machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that can progress the game without using medals which are real objects. In the slot machine 1 of this embodiment, instead of medals which are real objects, the game is played using game value data as electronic data. Incidentally, hereinafter, separately from "game value data", there may be cases where it is expressed as "game value" as a term corresponding to the conventional "medal". 【0037】 As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game. 【0038】 A transparent reel window 200 is provided in the central portion of the front door 100. The operator can visually recognize a plurality of symbols displayed on the surfaces of a plurality of rotating reels 20, which will be described later, through this reel window 200. 【0039】 Near the right end of the front door 100 in the front view of the slot machine 1 (in the direction of the back side of the paper in FIG. 1), a keyhole (not shown) is provided. A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole. Since the locked state of the front door 100 and the housing 10 is maintained during the game, the player cannot access the inside of the housing 10. 【0040】 In addition, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the housing 10, and the store staff does not need to replenish actual medals during the game. Therefore, during the game, except when an error occurs in the slot machine 1, in principle, the store staff does not lock / unlock the front door 100 and the housing 10. 【0041】 When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable with respect to the housing 10. Thereby, the store staff can access the inside of the housing 10. 【0042】 Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration part 102 for performing various effects during the game are provided. 【0043】 The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game. 【0044】 Speaker 101 outputs predetermined BGM (background music), SE (sound effect), and voice. 【0045】 The lighting decoration unit 102 is composed of LEDs or the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated production screen is displayed or a character wins a prize. 【0046】 Below the reel window 200, an operation unit 4, a lower panel 103, a front bottom 104, etc. are provided. On the lower panel 103, the title of the slot machine 1 and the like are displayed. On the front bottom 104, personal belongings of the operator can be placed. 【0047】 The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and an effect button 46. 【0048】 Near each switch of the operation unit 4, a sensor is provided to detect the operation of the player and output an operation signal to the control unit 6. 【0049】 Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each rotating reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c receive an operation to stop the rotation of the corresponding rotating reels 20a, 20b, 20c while the rotating reels 20a, 20b, 20c are rotating. That is, when the stop switch 40a is operated, the rotation of the rotating reel 20a stops; when the stop switch 40b is operated, the rotation of the rotating reel 20b stops; and when the stop switch 40c is operated, the rotation of the rotating reel 40c stops. 【0050】 Inside the stop switches 40a, 40b, and 40c, lamps are provided. The lamps can indicate, for example, in a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperative state from when the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state. Further, the lamps can indicate, in a color different from the above-mentioned color (e.g., blue), that the stop switches 40a, 40b, and 40c are in an operative state from when each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state until the stop switches 40a, 40b, and 40c are operated. 【0051】 The bet switch 41 is used when the operator bets game values. Note that the quantity of the credited game values and the bet game values is managed by the slot machine 1 (media management unit 620). Hereinafter, the term "credited game values" means the game values (game value data) managed by the media management unit 620. 【0052】 The lever 42 functions as a start switch that receives an operation for rotating the rotating reels 20a, 20b, and 20c. 【0053】 The digital counter 43 digitally displays the credit number of game values, the payout number (winning number) of game values, and the like. The player can also check during the game how much the quantity of the held game values is by checking the digital counter 43. Further, thereby, the player can play the game without having actual medals in hand. 【0054】 Note that the "number of payouts of game value" in this embodiment does not refer to the operation of actually paying out medals outside the slot machine 1, but rather means "the increase in the game value corresponding to a winning combination established by internal lottery". That is, the "number of payouts of game value" means "the increase in the numerical value of virtual game media converted into electronic data". Also, for example, "a predetermined number of game values" corresponds to the concept of "a predetermined number of medals" in the prior art. 【0055】 The count button 44 can receive an operation by the operator for transferring game value data from the medium management unit 620 to the card unit 7. When the count button 44 receives the operator's operation, a transfer signal is generated by the count button 44. 【0056】 Note that after the count button 44 is operated, for example, by raising and lowering the lever 42, any amount of game value data designated by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer any amount of game value data may be the count button 44, or may be a button different from the count button 44. Alternatively, by the operator operating a button on the card unit 7 side, any amount of game value data designated by the operator may be transferred to the slot machine 1. 【0057】 Also, the amount of reduction of the game value data being managed when the count button 44 is operated once may be determined in advance, such as "1" or "50". Also, while the count button 44 is being continuously operated (while it continues to be operated), the credited game value may continue to be reduced. 【0058】 In this embodiment, the count button 44 is disposed at a position visible to the operator on the slot machine 1. The visible position is a position where the operator can touch it without unlocking and opening the front door 100, and in this embodiment, it is the front surface of the housing 10. 【0059】 More specifically, as shown in FIG. 1, the count button 44 is arranged on the operation unit 4 on the side closer to the card unit 7 when the slot machine 1 is viewed from the front. This makes it easier for the player to understand that the count button 44 is a button related to the card unit 7, and the operation flow from when the count button 44 is operated until the card 70 is discharged from the card unit 7 becomes smoother. 【0060】 Further, the count button 44 may be provided with a lamp whose emission color changes before and after being operated, either inside or around it. 【0061】 The cancel button 45 can receive an operation by the operator to change the game value in the bet state (bet state) to the non-bet state (non-bet state). When the cancel button 45 receives the operator's operation, a cancel signal is generated by the cancel button 45. Thereafter, the medium management unit 620 that has received the cancel signal manages the game value data in the bet state as the non-bet state. 【0062】 For example, when the cancel button 45 is operated in a state where the game value during betting is 1 or more, the medium management unit 620 updates the game value during betting to "0", and adds the game value data that has been bet until it becomes "0" to the game value data that is credited. As a result, the credit number displayed by the digital counter 43 increases by the amount of the game value data that has been bet. That is, the cancel button 45 is a button for causing the medium management unit 620 to execute a bet cancellation process that returns the game value during betting to the credit number by changing the bet state to the non-bet state. 【0063】 Note that the bet cancellation process based on the operation of the cancel button 45 is effective when the bet state is present but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is invalidated from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In the present embodiment, the cancel button 45 is disposed near the bet switch 41. 【0064】 The effect button 46 is a button used for the player to perform volume settings, confirmation of game data, and various menu settings related to the game when playing the game. Also, the effect button 46 may be operated by the operator according to the effect during the game. When the effect button 46 is operated during the game, a change occurs in the effect. 【0065】 Also, the effect button 46 is provided with a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state and is turned off when it is in an inoperable state. Further, when outputting a winning notification effect for an advantageous game state such as a special role and an AT triggered by the operation of the effect button 46, the lamp can also blink rapidly in a color different from the normal lighting, such as red or rainbow color. 【0066】 Also, inside the housing 10, as shown in FIG. 2, a reset button 51 and a setting change button 52 are provided. 【0067】 The reset button 51 is operated when canceling various errors and initializing the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game values managed by the medium management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game section is set to the "normal section". 【0068】 The setting change button 52 is a button operated by a store staff member when any one of a plurality of levels of setting values is set in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on in a state where the slot machine 1 is set to the setting change mode, the setting change button 52 becomes in an operable state, and when the setting change button 52 is operated in this state, setting of the setting value becomes possible. 【0069】 During game progress or during game standby, since the cabinet 10 and the front door 100 are locked, those who do not have the right to unlock (for example, store staff members who own the key) cannot touch the reset button 51 and the setting change button 52. The scene where the cabinet 10 and the front door 100 are unlocked is, in principle, limited to the case where an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52. 【0070】 The setting value is a value representing the payout rate, which indicates the ratio of the total number of game values paid out to the total number of game values inserted into the slot machine 1. The set setting value affects the internal lottery. And, depending on the setting value, the winning probabilities of at least some of the winning candidate roles are different. The setting value is set by a store staff member before the store opens. 【0071】 Also, as shown in FIG. 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power of the slot machine 1. 【0072】 As shown in FIGS. 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, 20c and three stepping motors 21a, 21b, 21c. The rotating reel unit 2 is arranged inside the cabinet 10 corresponding to the position of the reel window 200. 【0073】 On the surfaces of the rotating reels 20a, 20b, and 20c, for example, symbols (patterns) as shown in FIG. 3 are arranged. The game progresses by the game result determination unit 612 described later determining whether or not the combination of symbols displayed on the effective line L described later when the rotation of the rotating reels 20a, 20b, and 20c stops is a predetermined combination of symbols. 【0074】 The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c. 【0075】 The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (for example, 20a) corresponding to the operated stop switch 40 (for example, 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated during the rotation of the rotating reels 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c rotate once every 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps that can be advanced within 190 milliseconds is 127 steps. 【0076】 The rotation and stop of these rotating reels 20a, 20b, and 20c and the stepping motors 21a, 21b, and 21c are controlled by a rotating reel control unit 611 described later. 【0077】 <Flow of the game by the operator> The operator bets game values on the slot machine 1 by operating the bet switch 41 and using the game values credited. When a predetermined number (for example, 3) of game values are bet on the slot machine 1, the effective line L is activated. Thereafter, the operation of the lever 42, that is, the start of the game becomes possible. 【0078】 In this embodiment, an example is described in which a predetermined number (for example, 3) of game values that can execute one game are automatically bet by pressing the bet switch 41 once. 【0079】 FIG. 1 shows an example in which the effective line L is composed of a single downward-right line. The effective line L is a virtual line for determining the winning of a role. In the present embodiment, when three bets (triple bet) of MAX BET are made, one line L is activated. 【0080】 In this specification, not only the roles with the payout of game values such as bells and watermelons are aligned on the effective line L, but also the symbols corresponding to specific roles such as replay, chance eyes, and special roles (bonus / so-called real bonus) where no game value is paid out are aligned on the effective line L, which is also expressed as "winning". 【0081】 One game (one play) in the present embodiment refers to a series of operations in which a player operates the bet switch 41, the lever 42, and the stop switches 40a, 40b, 40c, etc., to obtain a predetermined game result including internal lottery, winning determination processing, and increase / decrease processing of game value data. 【0082】 Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery for determining the lottery flag is performed, and the rotation of the rotating reels 20a, 20b, 20c is started. In this state, when any one of the stop switches 40a, 40b, 40c is operated, the rotating reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the rotating reels 20a, 20b, 20c stop, a payout process of a predetermined number of game values is executed according to the combination (role) of the symbols aligned (winning) on the effective line L. Thereby, one game ends. 【0083】 Note that at least a part of the information regarding the progress of the game until these predetermined game results are obtained (for example, the bet switch 41 is operated, the lever 42 is operated, the stop switch 40 is operated, the internal lottery is executed, a predetermined role is won, the rotating reel rotates, etc.) is managed by the main control unit 61. 【0084】 <Regarding the game state> During the game, as shown in FIG. 4, the type of game section is set, and as shown in FIGS. 5 and 6, one game state is set from among a plurality of game states. Based on the set game section and game state, internal lottery and a predetermined lottery are conducted. 【0085】 The game states include a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not game states that are exclusively established, but are merely states classified for convenience of explanation. 【0086】 As shown in FIG. 5, the first game state includes a non-carry-over state of special combination, an internal bonus state (carry-over state of special combination), and a special combination execution state. The non-carry-over state of special combination, the internal bonus state, and the special combination execution state are in a mutually exclusive relationship. 【0087】 The non-carry-over state of special combination means a state in which a special combination (for example, one type of BB which is a continuous operation device for special combination items related to the first type of special combination items) has not been won by internal lottery and the winning of the special combination has not been carried over. The non-carry-over state of special combination is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a predetermined condition), when the game value is paid out exceeding a predetermined number in the special combination execution state, and the like. 【0088】 The internal bonus state means a state in which a special combination has been won by internal lottery but the winning of the special combination has been carried over. That is, the internal bonus state means a state in which, by internal lottery, the flag of the special combination has been won, but the symbols indicating the special combination are not aligned on the effective line L and the special combination has not yet won. Note that when the winning of one type of BB has been carried over, no further lottery for one type of BB is conducted. 【0089】 The special combination execution state refers to a state in which a special combination selected by internal lottery wins and no payout of more than a predetermined number of game values has been made. 【0090】 During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special combination carry-over state without winning the carried-over special combination. 【0091】 The slot machine 1 in this embodiment is an AT (assist time) machine. The AT machine is, for example, a machine in which the first game state is set to the bonus internal state by the operation of the store staff before the store opens, and the operator enjoys the game by transitioning to the second game state under this state. 【0092】 As shown in FIG. 6, the second game state takes one of a general game state, AT (an example of a special game state), and CZ (chance zone, an example of a special game state). In the second game state, the general game state, AT, and CZ are in an exclusive relationship. 【0093】 The general game state is a state that is not AT or CZ, that is, a state in which an assist function (for example, operation order navigation) does not occur (or occurs less frequently). For example, the second game state is set to the general game state from after RAM clearing or after the end of AT (or CZ) until winning the AT lottery (or CZ lottery). 【0094】 AT refers to a state in which an assist function that notifies the correct operation mode (correct pressing order / correct operation timing) of the stop switches 40a, 40b, 40c of combinations other than the special combination selected by internal lottery is operating via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc. 【0095】 The AT draw is performed according to the winning combinations (winning of rare combinations, number of wins of predetermined combinations, etc.) determined by the internal draw when the game section is the advantageous section. When the AT wins in the AT draw (an AT transition signal is generated) while the game section is the advantageous section, the second game state transitions from the general game state to AT. 【0096】 In the AT of this embodiment, various gameplay characteristics can be provided. For example, in AT, the game continues until the stock number of AT becomes 0 (zero) or the remaining number of games of AT becomes 0 (zero). During the execution of AT, benefits (e.g., an increase in the number of games of AT) can be obtained by winning a predetermined combination (e.g., bell) a predetermined number of times in a row, or points can be accumulated by winning a predetermined combination (e.g., rare combination). 【0097】 When a predetermined number of games have elapsed since the start of the game in AT, when the stock number of AT becomes 0 (zero), when the total number of game values paid out since the start of the game in AT reaches a predetermined number, when the assist has been executed a specified number of times, or when the assist for a specific combination (e.g., push-order bell) has been executed a specified number of times, etc., the second game state transitions from AT to the general game state. As a result, AT ends. 【0098】 CZ is, unlike the modes described later, an example of a special game state, a zone where it can stay temporarily when it is neither the general game state nor AT, and it gives an impression of the winning expectancy of AT. 【0099】 Also, CZ enters when certain conditions are met, such as when winning in the CZ draw performed based on the combination determined by the internal draw, when the number of played games in the advantageous section reaches a predetermined number of games, or when the accumulated points reach a predetermined value according to the progress of the game. In this CZ state, the AT winning probability becomes higher than in the general game state, and the second game state is more likely to transition to AT. 【0100】 <Regarding the game section> The above-mentioned game section is a state (section) for determining whether or not processing related to the instruction function is to be performed. As shown in FIG. 4, the game section is composed of a normal section and a favorable section. The normal section and the favorable section have an exclusive relationship, and the game section can take either the normal section or the favorable section. 【0101】 The processing related to the instruction function is, for example, processing for exerting (assisting) the instruction function, lottery for a mode (a mode in which the hitting probability of AT is determined, or a mode in which the hitting probability of AT bonus is determined), mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and the like. 【0102】 Note that the mode is a zone where any of the general game state, CZ, and AT can stay. For example, in FIG. 6, modes (for example, a low probability mode, a high probability mode, a heaven mode) may be prepared in each of the general game state, CZ, and AT. Also, not limited to the general game state, CZ, and AT, it is also possible to stay in the same mode during the favorable section. 【0103】 The normal section is a section where processing related to the instruction function cannot be executed, but when the transition condition to the favorable section is satisfied, the transition processing to the favorable section is executed. Note that while the game section is the normal section, the second game state is the general game state. 【0104】 The favorable section is a section where processing related to the instruction function can be executed. The favorable section includes a favorable section in which the second game state proceeds in the general game state (including the high probability mode and the heaven mode), and a favorable section that proceeds with CZ or AT. The state in which the game section is the favorable section is maintained until a predetermined end condition is satisfied after the game section has shifted to the favorable section. 【0105】 Note that the combination patterns of the game section and the second game state that can be taken in the slot machine 1 are summarized as follows. · A pattern in which the game section is the normal section and the second game state is the general game state · A pattern where the game section is a favorable section and the second game state is a general game state (including the high-probability mode and the heaven mode). · A pattern where the game section is a favorable section and the second game state is CZ. · A pattern where the game section is a favorable section and the second game state is the AT state. 【0106】 <Configuration of the control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a game value control unit 62, and a sub-control unit 63. 【0107】 Each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM). 【0108】 Hereinafter, the connection relationship and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be described with reference to FIG. 8. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are each mounted on different circuit boards. 【0109】 The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, and bidirectional serial communication can be executed. 【0110】 The information and commands transmitted from the main control board P1 to the game value control board P2 include outer end information, whether the setting is being changed, commands regarding various errors, a bet request signal for game values due to the operation of the bet button 41, a payout request signal for game values corresponding to winning combinations, a request signal for bet cancellation processing due to the operation of the cancel button 45, a transfer request for game values due to the operation of the count button 44, and so on. 【0111】 The information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the credit count has reached the upper limit value (a value for prompting the operator to transfer because the credit count is too large), information regarding the presence or absence of communication abnormalities between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like. 【0112】 The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication from the main control board P1 to the sub-control board P3 is performed. The information and commands transmitted from the main control board P1 to the sub-control board P3 include information regarding game values (for example, bet / payout information of game values, total number of acquired game values during AT), information indicating the start / end of a game, start / end information of accessory operation, information regarding various errors, and the like. 【0113】 The game value control board P2 and the sub-control board P3 are electrically connected by a harness, and one-way serial communication from the game value control board P2 to the sub-control board P3 is performed. 【0114】 The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described later, information indicating the activation of the complete function, commands regarding prior notice before the activation of the complete function, information regarding the transfer of game values (for example, indication of start of transfer, during transfer, transfer completed, etc.), information indicating the credit count or the number of acquired values, information indicating that the credit count has reached the upper limit, error information if a credit count backup error has occurred, and the like. 【0115】 When the functions of the operation unit 4 such as the lever 42, the stop switches 40a, 40b, and 40c are activated as the game progresses, one-way serial communication from the main control unit 61 to the operation unit 4 and the like is performed. 【0116】 <Description of the main control unit 61> In the ROM of the main control unit 61 mounted on the main control board P1, programs and various data directly related to the progress of the game (for example, control of the rotating reels 20, payout control, transfer requests) are stored. 【0117】 In the RAM and RWM of the main control unit 61, game data (information related to the progress of the game) necessary for the progress of the game is stored. 【0118】 The main control unit 61 functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617 by operations using the storage units (ROM, RAM, RWM; hereinafter the same) by the CPU of the main control unit 61. These functions correspond to the functions of the game control unit. 【0119】 That is, in the present embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, 20c, control of various game states and / or game sections, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, error processing, and the like. 【0120】 The game data includes, in addition to the current number of games, data indicating the game status (which state or section each game state and game section is in), and the like. The game data in the present embodiment includes, for example, data indicating that the first game state is a state where special winning combinations are not carried over, a bonus internal state, and the like. 【0121】 <Internal lottery unit 610> The internal lottery unit 610 conducts an internal lottery based on the operation of the lever 42, and designates one of the flags of a plurality of roles as the winning flag. Specifically, when the lever 42 is operated, the internal lottery unit 610 conducts an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state, the RT state, etc. 【0122】 Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of the game) can be used by the reel rotation control unit 611, the game result determination unit 612, the game state control unit 615, and the effect control unit 630. 【0123】 The internal lottery table shows information on the roles that may be won by the internal lottery. The internal lottery unit 610 conducts an internal lottery according to the combination of the RT state, the type of bonus, etc. when the lever 42 is operated, based on the internal lottery table. 【0124】 Note that in the role information shown in the internal lottery table, one or more combinations of symbols and the roles corresponding to those combinations are set in association with each other. Those roles include losing roles where no game value is paid out, as well as operation mode roles (e.g., cherry, watermelon, push order repl, push order bell) where game value is paid out if the operation modes of the stop switches 40a, 40b, 40c are correct. 【0125】 When the operation mode role wins and the stop switches 40a, 40b, 40c are operated according to the correct operation mode, that operation mode role wins, and a plurality (e.g., 8) of game values corresponding to that role can be obtained. If the stop switch 40 is not operated according to the correct operation mode even though the operation mode role has won, that operation mode role does not win, or another role (so-called single-role, etc.) wins. 【0126】 Note that the operation mode role is also assigned and established during the general gaming state (e.g., other than AT and CZ). However, when the operation mode role is assigned during the general gaming state, basically the correct operation mode is not notified, so the operation mode role may be missed or the number of game value payouts may become 1. On the other hand, during AT, since the correct operation mode is notified, there is a high possibility that a plurality (e.g., 8) of game values will be paid out. 【0127】 <Rotary Reel Control Unit 611> Based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, the rotary reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c and performs rotation start control to start the rotation of each rotary reel 20a, 20b, 20c or rotation stop control to stop the rotation. 【0128】 Specifically, when the lever 42 is operated in a state where the rotation of all the rotary reels 20a, 20b, 20c has stopped, the rotary reel control unit 611 starts the rotation of all the rotary reels 20a, 20b, 20c. As described above, when the stop switch 40 (e.g., 40c) corresponding to the rotating rotary reel 20 (e.g., 20c) is operated, the rotary reel control unit 611 stops the rotation of the rotary reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c). 【0129】 In the rotation stop control during the game by the player, based on the operation of the stop switches 40a, 40b, 40c, the rotary reel control unit 611 can stop the rotation of the rotary reels 20a, 20b, 20c so that the combination of symbols corresponding to the role indicated by the winning flag (excluding the flag of the special role), which is the internal lottery result, is arranged on the effective line L of the rotary reel 20 and the role wins. 【0130】 Further, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the rotating reels 20a, 20b, and 20c in the previous game, the rotating reel control unit 611 starts the rotation of the rotating reels 20a, 20b, and 20c based on the operation of the lever 43 by the operator. That is, in this slot machine 1, until 4.1 seconds have elapsed since the start of rotation of the rotating reels 20a, 20b, and 20c in the previous game, even if the lever 42 is operated, the rotation of the rotating reels 20a, 20b, and 20c is not started and the game does not progress. 【0131】 Also, in the rotation stop control during the game by the operator, the rotating reel control unit 611 performs pull-in control or kick-out control according to the winning combination determined by internal lottery, and the positions of the rotating reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control for stopping the rotation of the rotating reel 20 so as to pull the symbol corresponding to the winning combination onto the valid line L. Kick-out control is a control for stopping the rotation of the rotating reel 20 so that the symbols corresponding to the non-winning combinations do not align on the valid line L. 【0132】 When a special winning combination is determined, the rotating reel control unit 611 can cause the rotating reel 20 to rotate and stop based on the operation of the lever 42 immediately before the special winning combination is determined and the operation of the stop switch 40 immediately after that, but prevent the special winning combination from winning. 【0133】 <Explanation of the game result determination unit 612> The game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each rotating reel 20 stops. The result of the game is determined by whether or not the winning combination wins based on the symbols aligned on the valid line L. 【0134】 Specifically, when the combination of symbols stopped on the effective line matches a predetermined combination of symbols, it is determined that the jackpot has won. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, and the like. 【0135】 <Explanation of the setting value control unit 613> The setting value control unit 613 controls the progress of the game using any one of a plurality of types of setting values (for example, 1 to 6) with different degrees of advantage in the progress control of the game based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. The information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the effect control unit 630, and the like. 【0136】 Depending on which setting value is used, at least one of the degree of advantage in the progress of the game, for example, the machine cut, the hitting probability of a specific small winning combination such as a push-order-ignoring bell (also called a common bell), the hitting probability of CZ, the hitting probability of AT, etc., is different. For example, the greater the number of the setting value (for example, the closer it is to 6), the greater the degree of advantage in the progress of the game (for example, the greater the machine cut). 【0137】 Note that the slot machine 1 may further include a setting key. The setting key is a key for switching to the setting change mode and is provided inside the housing 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key. 【0138】 <Interval control unit 614> As shown in FIG. 4, the interval control unit 614 sets any one of a plurality of game intervals (a normal interval and an advantageous interval) during the game. 【0139】 When the game section is in the normal section, if the transition condition to the advantageous section is satisfied, the section control unit 614 sets (transitions) the game section to the advantageous section. As an example of the transition condition, the game immediately following the game that has transitioned to the normal section is executed, or the section transition lottery is conducted. When the section transition lottery is executed, when a predetermined lottery target combination (for example, a rare combination such as a cherry or a chance symbol) is obtained, a lottery is conducted to determine whether to conduct the section transition lottery. If the result of the lottery is a win, the section transition lottery is conducted. 【0140】 Also, when the game section is in the advantageous section, the section control unit 614 determines whether to maintain the state of the advantageous section or transition to the normal section (whether to end the advantageous section). 【0141】 Specifically, when the forced end condition is satisfied, including the case where the difference in game value during the advantageous section (the advantageous section difference described later) based on the quantity of game value at the time of transitioning to the advantageous section reaches +2400, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section. The forced end condition may be, for example, that when the game section is in the advantageous section, the second game state has transitioned from AT to the general game state, or after entering the CZ which is the pull-back zone after the end of AT but being unable to pull back AT in the CZ and transitioning to the general game state. 【0142】 For example, if the advantageous section difference becomes -1000 after the advantageous section is reached, the operator (especially the player) can obtain a maximum of 1000 + 2400 = 3400 game values. 【0143】 Also, when the power of the slot machine 1 is turned on, or when the RAM is cleared, etc., regardless of the previous game section, the section control unit 614 sets the game section to the normal section. 【0144】 Note that the section control unit 614 can transmit information regarding the game section (whether it is a normal section or an advantageous section) as information regarding the progress of the game to the effect control unit 630 or the like. Thereby, as will be described later, the effect control unit 630 can acquire the difference number, the number of games, and information on whether the advantageous section has ended until the advantageous section ends. 【0145】 <Game state control unit 615> The game state control unit 615 sets the settings for each of the first game state and the second game state. 【0146】 Specifically, the game state control unit 615 sets the first game state to any one of the non-carried-over special combination state, the bonus internal state, and the special combination execution state, and sets the second game state to any one of the general game state, AT, and CZ. 【0147】 The game state control unit 615 sets the first game state to the non-carried-over special combination state, for example, immediately after the RAM of the main control unit 61 is cleared. 【0148】 And when a special combination is drawn by internal lottery and the special combination does not win, the game state control unit 615 sets the first game state to the bonus internal state. 【0149】 In the bonus internal state, when a predetermined condition is satisfied (for example, when the RAM is cleared or the set value is changed), the game state control unit 615 shifts the first game state from the bonus internal state to the non-carried-over special combination state. 【0150】 In the non-carried-over special combination state, when a special combination is drawn (from this point until the special combination wins, it is the bonus internal state) and the special combination wins, the game state control unit 615 shifts the first game state from the non-carried-over special combination state to the special combination execution state via the bonus internal state. 【0151】 In addition, in the bonus internal state, when a special role wins, the game state control unit 615 shifts the first game state from the bonus internal state to the special role execution state. 【0152】 In addition, in the special role execution state, when a predetermined condition is satisfied or when a game value is paid out exceeding a predetermined number, the game state control unit 615 shifts the first game state from the special role execution state to the special role non-carry-over state. 【0153】 As shown in FIG. 6, the game state control unit 615 determines whether to set the second game state to AT based on the result of the AT lottery. Specifically, when the game section is an advantageous section and the AT lottery is conducted, the game state control unit 615 sets the second game state to AT. 【0154】 On the other hand, when not selected in the AT lottery, the game state control unit 615 sets the second game state to the general game state. 【0155】 In addition, when AT ends, the game state control unit 615 shifts the second game state from AT to the general game state or CZ. 【0156】 In this way, the game state control unit 615 can transition the second game state between the general game state and CZ, between CZ and AT, and between AT and the general game state. 【0157】 In addition, in the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to be selected in the AT lottery, a high probability mode in which it is easy to be selected in the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 615 executes the AT lottery (or the AT bonus lottery) with the AT selection probability (or the additional probability) associated with the selected mode. 【0158】 The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like. 【0159】 <RT state control unit 616> The RT state control unit 616 can carry out the game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) that the flag of the replay is established as a winning flag determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) wins. 【0160】 In the present embodiment, the RT state control unit 616 makes the RT state different in each of the special combination execution state, the non - carry - over state of the special combination, and the bonus internal state. As another example, the RT state control unit 616 can maintain the same RT state between the non - carry - over state of the special combination and during the bonus, and not transition the RT state during the bonus in which the AT is executed. 【0161】 Note that the RT state control unit 616 can transmit information regarding the RT state (which RT state among RT0, RT1 with a higher replay winning probability than RT0, etc.) as information regarding the progress of the game to the effect control unit 630 and the like. 【0162】 <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the various errors include backup abnormality, communication abnormality between the main control board P1 and the game value control board P2, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like. 【0163】 When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted as error - related information from the main control unit 61 to each of the game value control unit 62 and the sub - control unit 63. 【0164】 As a result, the game value control unit 62 performs processing according to the content of an error such as backup processing of the game values being managed, and the sub-control unit 63 can perform processing to notify the liquid crystal screen 3 and the speaker 102 of the content of the error that has occurred. 【0165】 <Explanation of the game value control unit 62> In the ROM of the game value control unit 62 mounted on the game value control board P2, programs and various data directly related to the management of game values are stored. 【0166】 In the RAM and RWM of the game value control unit 62, game data (information related to the progress of the game) necessary for the management of game values is stored. 【0167】 By the operation using the storage unit by the CPU of the game value control unit 62, the game value control unit 62 functions as a medium management unit 620 and a function operation unit 621. 【0168】 <Explanation of the medium management unit 620> The medium management unit 620 manages the credit number and bet number of game values. 【0169】 The medium management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and executes the following processing. 【0170】 Specifically, when game values are bet based on the player's operation (when an input request is made), the medium management unit 620 decreases the credit number (an example of information related to the progress of the game) according to the bet number of the game values, and when game values are credited based on the player's operation, the medium management unit 620 increases the credit number. 【0171】 In addition, when the winning flag is established by internal lottery and a winning combination corresponding to the winning flag wins based on the player's operation (when a payout request is made), the media management unit 620 increases the credit count according to the number of payouts of the game value based on the type of the winning combination. 【0172】 In addition, as shown in FIG. 7, the media management unit 620 calculates a difference value of game values (an example of information regarding the progress of the game), which is a cumulative value of the number obtained by subtracting the number of bets of game values from the number of payouts of game values, regardless of whether it is a normal section or a favorable section, and also regardless of whether it is a general game state or a special game state (CZ, AT). The difference value of game values is used for, for example, calculating the favorable section difference value and determining whether the complete function is activated, which will be described later. 【0173】 In addition, as shown in FIG. 7, the media management unit 620 calculates a favorable section difference value, which is the difference value of game values in the favorable section (from when the game section transitions from the normal section to the favorable section until it transitions back to the normal section again). 【0174】 In this embodiment, when the favorable section difference value becomes +2400, the media management unit 620 initializes the favorable section difference value to 0 (zero). For example, when the game transitions to AT when the difference value becomes -300 after the start of the game in the favorable section, the media management unit 620 initializes the favorable section difference value when 2700 is paid out thereafter (in this case, the favorable section difference value becomes +2400). The media management unit 620 transmits a signal to that effect to the section control unit 614 when the favorable section difference value becomes +2400. Thereby, the section control unit 614 causes the game section to transition to the normal section. 【0175】 In addition, when a predetermined end condition is satisfied and the favorable section ends, except when the favorable section difference value becomes +2400, the media management unit 620 can initialize the favorable section difference value to 0 (zero). 【0176】 When the game section transitions to the favorable section again, the media management unit 620 starts calculating the favorable section difference value. 【0177】 In addition, as shown in FIG. 7, the medium management unit 620 calculates a range (MY), which is the difference between the maximum value and the minimum value of the difference number, using the difference number of game values, which is the cumulative value of the number obtained by subtracting the number of bets of game values from the number of payouts of game values since the power of the slot machine 1 was last turned on. This range (MY) is different from the above-mentioned advantageous interval difference number, difference number of game values, etc., and is calculated continuously for all game intervals (advantageous intervals and normal intervals), that is, as long as the power of the slot machine 1 remains on. 【0178】 The information regarding this range (MY) is transmitted to the function operation unit 621 and used for the complete function described later. 【0179】 When the power of the slot machine 1 is turned off by the store staff, the medium management unit 620 resets the range (MY). 【0180】 Note that the number of bets of game values, the number of credits, the difference number, etc. calculated by the medium management unit 620 are transmitted to the game state control unit 615, the effect control unit 630, etc. as information regarding the progress of the game. 【0181】 In addition, the medium management unit 620 calculates the remaining difference number up to the upper limit of the advantageous interval difference number when the ending display condition is satisfied. The information of this remaining difference number is transmitted to the game state control unit 615, the effect control unit 630, etc. 【0182】 <Function operation unit 621> The function operation unit 621 receives the information regarding the range (MY) transmitted from the medium management unit 620. 【0183】 Then, when the range (MY) becomes equal to or greater than the first range, for example, 18500, the function operation unit 621 generates information regarding a prior notice indicating that the operation of the complete function is approaching. 【0184】 This complete function is a so-called stop function. When the complete function is activated, the slot machine 1 stops accepting operations related to the game, and the operator cannot continue the game (enters a non-game state) unless the power is turned off or on by the store staff. 【0185】 The operation related to the game mentioned here means the operation for completing one game, and particularly includes the operation of the bet switch 41 for betting the game value as an operation for starting the rotating reel 20. When the complete function is activated, such an operation related to the game cannot be accepted. Therefore, even if the bet switch 41 is operated while the complete function is activated, the bet process of the game value is not performed. 【0186】 Note that the information regarding the prior notice is transmitted to the effect control unit 630 every game, for example, while this information is being generated by the function activation unit 621. Thereby, a prior notice is given by the effect control unit 630. 【0187】 Also, when the range (MY) becomes less than 18500 which is the first range, the function activation unit 621 stops generating the information regarding the prior notice. Thereby, no prior notice is given by the effect control unit 630. 【0188】 Note that the information regarding the prior notice may be a flag for turning on or off the notification of the prior notice. In this case, when the notification of the prior notice changes from off to on, the information that the flag is "on" is transmitted to the effect control unit 630. Conversely, when the notification of the prior notice changes from on to off, the information that the flag is "off" is transmitted to the effect control unit 630. In this way, by making the information regarding the prior notice in a flag format, it is possible to suppress an excessive signal transmitted from the main control unit 610 to the sub-control unit 630. 【0189】 Also, the function activation unit 621 activates the complete function when the range (MY) becomes 19000 or more which is the second range. 【0190】 When the store staff turns off the power of the slot machine 1, the complete function is released by the function activation unit 621. When the power of the slot machine 1 is turned on again from off, not only is the complete function released, but the range (MY) is reset to 0 (zero). Therefore, no prior notice is given, and gaming on the slot machine 1 becomes possible in a state where the conditions for the complete function to operate again are far from being met. 【0191】 <Explanation of the sub-control unit 63> In the ROM of the sub-control unit 63, programs and various data related to the indirect control of game progress (for example, the effect control of the liquid crystal screen 3, the LED emission control of the lighting unit 102, and the sound output control of the speaker 101) are stored. 【0192】 In the RAM and RWM of the sub-control unit 63, various data related to effect control are stored. 【0193】 The sub-control unit 63 functions as an effect control unit 630 by the operation of using the storage unit by the CPU of the sub-control unit 63. 【0194】 <Effect control unit 630> The effect control unit 630 determines at least one of the video / still image output on the liquid crystal screen 3, the sound pattern output from the speaker 101, the light emission pattern of the lighting unit 102 such as an LED, and the light emission pattern of the effect button 46 as an effect pattern by executing effect lottery. 【0195】 Specifically, the effect control unit 630 selects an effect lottery table based on the game progress information (for example, game state, stay mode) transmitted from the main control unit 61, and executes the effect lottery using the selected effect lottery table. 【0196】 When the AT is being executed, the performance control unit 630 executes the AT performance using a performance selection table dedicated to the AT. As a result, various patterns of performance can be executed while the AT is continuing. 【0197】 In addition, the AT of this embodiment is provided with a non-ending mode (an example of a first state) that is executed in the game after the transition during AT execution, and an ending mode (an example of a second state) that can be transitioned to from the non-ending mode and in which an ending performance can be executed. 【0198】 The ending performance is a performance to suggest the end of the currently running AT, is related to the content (subject) of the slot machine 1, and has performance content that allows the player to guess that the AT will end. During the ending performance, information related to the remaining length until the AT ends may be continuously displayed. Such information includes the remaining difference until the AT ends, the number of games remaining until the AT ends, and the number of assists for the push order role that may be displayed until the AT ends. For example, such information is displayed as "10 games remaining until the AT ends." 【0199】 The effect control unit 630 selects an effect (effect video) to be displayed during the non-ending mode, using an effect selection table prepared for the non-ending mode. 【0200】 In addition, the performance control unit 630 executes the ending mode when the ending display condition (an example of a transition condition) is satisfied while the non-ending mode is being executed, as shown in Fig. 9(a). Note that the non-ending mode and the ending mode are both modes that are executed when the AT is being executed, and therefore, are modes that can be executed during the advantageous zone. 【0201】 In this embodiment, the ending display condition is a variable condition, rather than a fixed condition such as "the remaining difference up to the upper limit of the advantageous zone difference number" as in conventional gaming machines. 【0202】 As the ending display conditions, while the non-ending mode is being executed, for example, · Winning the lottery for entering the ending mode · A predetermined condition for transitioning to the ending mode is satisfied (during the execution of the AT, the push-order bell has been hit 100 times, the push-order bell or the push-order non-question bell has been hit 5 times in a row, the rare combination has been hit 10 times, the points saved during the AT have reached a predetermined value, etc., achieving some kind of task) · In an AT where one set is composed of a predetermined number of games (for example, 30 games) and the continuation rate for the set is determined, although the continuation determination fails, the number of consecutive (winning streak) sets so far exceeds a predetermined number (for example, 25 times) · The remaining number of games in the AT has reached the predetermined number of games · The remaining number of stocks in the AT has become 0 (zero) · When using the remaining difference number up to the upper limit of the advantageous interval difference number as a condition, for example, winning the lottery for entering the ending that is executed when the remaining difference number becomes a predetermined value (150 or less) and so on. 【0203】 The ending display conditions may be determined by lottery from among the plurality of conditions, for example, or the one that satisfies the condition earliest may be adopted as the ending display condition. 【0204】 Thus, in this embodiment, depending on the timing when the ending display conditions are satisfied, the length of the ending mode (the number of games in which the ending mode is executed) may change. That is, for example, even when the ending display condition is winning the lottery for entering the ending, the number of games in which the ending mode is executed may vary depending on whether the remaining difference number up to the upper limit of the advantageous interval difference number is 100 or 200 at the time of winning. 【0205】 Therefore, in the slot machine 1 of this embodiment, the following control is executed. 【0206】 The performance control unit 630 selects any two or more performance parts (an example of a performance unit) prepared for the ending mode, and based on the remaining difference up to the upper limit of the favorable interval difference at the time when the ending display condition is satisfied (information indicating the state until the end condition of the favorable interval is satisfied / an example of information indicating the state until the end condition is satisfied), constructs an ending performance in real time at that time. 【0207】 In this embodiment, as shown in FIG. 9(b), four performance parts are prepared: part A (an example of a start point unit), part B (an example of an intermediate unit), part C (an example of an intermediate unit), and part D (an example of an end point unit). 【0208】 Note that these parts do not mean parts of layers such as only the characters appearing in that part or only the background, but are composed of a video for one game or a video for several games. 【0209】 Part A is a performance unit that is first notified after entering the ending mode and is prepared in advance. Part A is, for example, a video that is displayed while obtaining about 30 game values (displayed over about 10 games). 【0210】 Also, part D is a performance unit that is notified last in the ending mode and is prepared in advance. Part D is, for example, a video that is displayed while obtaining about 30 game values (displayed over about 10 games). 【0211】 Also, part B and / or part C are performance units that may be notified between part A and part D and are prepared in advance. Parts B and C are, for example, videos that are displayed while obtaining about 45 game values (displayed over about 15 games). 【0212】 Part B is a part that may be notified after part A. 【0213】 Part C is a part that is either part A (only when part B is not notified), or a part that may be notified after part B. 【0214】 As described above, in the present embodiment, the ending display conditions that are satisfied change from time to time. Therefore, depending on the satisfied ending display conditions, the number of games until the advantageous section ends changes. That is, in the slot machine 1, the length of the ending mode (the number of games executed in the ending mode) also changes from time to time depending on the satisfied ending display conditions. 【0215】 When the ending mode is started (or when the start of the ending mode is determined), the slot machine 1 according to the present embodiment can change the configuration of the ending effect as shown in FIGS. 9(c) to 9(e) according to the state until the advantageous section ends. 【0216】 Specifically, the effect control unit 630 selects two or more parts from parts A to D according to the remaining difference number from when the ending starts until the upper limit of the advantageous section difference number, and constructs the ending effect in real time (assembling and building the elements). 【0217】 When the remaining difference number until the upper limit of the advantageous section difference number is small (for example, the remaining difference number is 55 to 65), the effect control unit 630 always selects part A and part D as shown in FIG. 9(c), and constructs the effect configuration in the order of part A and part D. When parts A and D are selected, no lottery for selecting parts (hereinafter referred to as "part lottery") is executed. 【0218】 Also, when the remaining difference up to the upper limit of the advantageous interval difference is moderate (for example, the remaining difference is 100 - 110), as shown in FIG. 9(d), the production control unit 630 constructs the production configuration in the order of part A, part B (or part C), and part D. In this case, whether part B or part C is selected is determined by part extraction. 【0219】 Also, when the remaining difference up to the upper limit of the advantageous interval difference is large (for example, the remaining difference is 145 - 155), as shown in FIG. 9(e), the production control unit 630 selects all of parts A to D and constructs the production configuration in the order of part A, part B, part C, and part D. Note that part extraction is not executed when parts A to D are selected. 【0220】 Also, in each part, especially at the joints between the parts (for example, the first 3 games and / or the last 3 games), at least one of the characters, background screens, font / size of the text, type / size of the image, color, etc. displayed in each part is unified so that there is no sense of incongruity in the content, video, etc. 【0221】 At least for "the number of games at the end of part A" and "the number of games at the beginning of part D", for example, the appearance position of the characters and the background are the same. As a result, when the production configuration is constructed with only parts A and D in the case where the remaining difference up to the upper limit of the advantageous interval difference is small, etc., as the story flow in the ending mode, parts A and D can be connected so that the story has no sense of incongruity. Also, parts B, C, etc. can have the same character appearance position, background type, etc. as parts A and D. 【0222】 During the ending mode, depending on the type of the winning combination or when the operator operates the stop switches 40a to 40c in an incorrect operation mode (incorrect pressing order), the length of the ending mode may change slightly. In this case, the effect control unit 630 can adjust the progress of the videos of each part (playback speed, or where to move to the next frame, etc.) according to at least one of the remaining difference number up to the upper limit of the advantageous interval difference number, the winning combination, and the presence or absence of a pressing order mistake. 【0223】 Specifically, when the length of the ending effect constructed by the combination of parts (hereinafter referred to as "the number of games according to the combination of parts") is more than the length assigned as the scale for outputting the ending effect (hereinafter referred to as "the number of games for which the ending mode should be executed"), the effect control unit 630 can thin out a part of the part configuration (for example, a part of the frames of the video. The same applies hereinafter). 【0224】 On the other hand, when the number of games according to the combination of parts is less than the number of games for which the ending mode should be executed, the effect control unit 630 can change the frame division of a part of the configuration of the intermediate parts to suppress the continuous repetition of the same effect configuration after the ending effect has gone around as in the past. Thereby, the display time of the ending mode can be adjusted in real time. 【0225】 As described above, by changing the effect configuration notified in the ending mode based on the remaining difference number up to the upper limit of the advantageous interval difference number when shifting to the ending mode, ending effects in various modes can be shown to the player. Thus, in this embodiment, since the effect configuration of the ending effect is variable, it is possible to suppress the player from getting bored with the ending effect. 【0226】 <Basic operation process flow of the slot machine 1> Using FIG. 10, the basic operation process flow of the slot machine 1 will be described. 【0227】 With the power of the slot machine 1 turned on and the set value changed, the function operation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is in operation) (step S101). 【0228】 If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later. 【0229】 On the other hand, if the slot machine 1 is in a playable state (S101: YES), on the condition that game value data is being transmitted from the card unit 7, the main control unit 61 and the game value control unit 62 of the slot machine 1 cause the digital counter 43 to display the quantity of the credited game values, and accept operations by the operator on the bet switch 41, lever 42, etc. Thereby, the slot machine 1 enters the game start state (step S102). 【0230】 Next, the medium management unit 620 starts counting the range (MY) (step S103). After that, regardless of the normal section and the advantageous section, the medium management unit 620 counts the range (MY) for each game. 【0231】 Next, the section control unit 614 advances the game in the normal section (step S104). 【0232】 The game state control unit 615 advances the game in the general game state (step S105). 【0233】 Next, the section control unit 614 determines whether the game section has become the advantageous section due to the establishment of the transition condition to the advantageous section, or whether the game section is the advantageous section because the state of the advantageous section is maintained (step S106). 【0234】 If the game section is not the advantageous section (S106: NO), the process returns to step S104. 【0235】 On the other hand, when the game section is the advantageous section (S106: YES), the medium management unit 620 counts the advantageous section difference number (in the game that has shifted to the advantageous section, the counting of the advantageous section difference number is started) (step S107). Thereafter, the section control unit 614 continues to count the advantageous section difference number while the game section is the advantageous section (in both the general game state and CZ and AT). 【0236】 Next, the game state control unit 615 determines whether to shift the second game state to AT (step S108). 【0237】 If the second game state does not shift to AT (S108: NO), the process returns to step S105. 【0238】 On the other hand, when the second game state shifts to AT (S108: YES), the game state control unit 615 advances the game in AT (step S109). 【0239】 Next, the function activation unit 621 determines whether to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether the range (MY) has become 19000 or more. 【0240】 If the complete function is activated (S110: YES), the process proceeds to step S113 described later. 【0241】 On the other hand, when the complete function is not activated (S110: NO), the section control unit 614 determines whether the advantageous section difference number has become +2400 or more (step S111). 【0242】 If the advantageous section difference number has become +2400 or more (S111: YES), the section control unit 614 shifts the game section to the normal section, the game state control unit 617 ends AT, and the medium management unit 620 initializes the advantageous section difference number to zero (0), and then the process returns to step S104. 【0243】 On the other hand, when the advantageous interval difference is not +2400 or more (S111: NO), the game state control unit 615 determines whether to end the AT (step S112). 【0244】 When the AT ends (S112: YES), the process returns to step S105. 【0245】 On the other hand, when the AT does not end (S112: NO), the process returns to step S109. 【0246】 When returning to step S110 and the complete function is activated (S110: YES), the function activation unit 621 controls so that the operator cannot proceed with the game on the slot machine 1 (step S113). 【0247】 Next, in response to the operation of the count button 44, the medium management unit 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114). 【0248】 Next, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 releases the complete function (step S116). Note that when the slot machine 1 is only restored from power-off, the range (MY) is initialized and the complete function is released, but the advantageous interval and the advantageous interval difference are carried over. 【0249】 Next, in response to the power-on restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Then, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1. 【0250】 <Flow of Ending Construction Process> Next, the flow of the ending construction process will be described with reference to FIG. 11. 【0251】 First, the production control unit 630 executes the non-ending mode during the execution of the AT (step S201). 【0252】 Next, the production control unit 630 determines whether the ending display condition is satisfied during the execution of the non-ending mode (step S202). 【0253】 If the ending display condition is not satisfied (S202: NO), the process returns to step S201. 【0254】 On the other hand, if the ending display condition is satisfied (S202: YES), the production control unit 630 acquires information regarding the remaining difference up to the upper limit of the advantageous section difference at that time from the media management unit 620 (step S203). 【0255】 Next, the production control unit 630 selects two or more parts from among the four parts A to D based on a predetermined rule (part extraction if necessary) according to the acquired information regarding the remaining difference. At this time, the production control unit 630 always selects part A and part D. 【0256】 Next, the production control unit 630 constructs a production configuration in real time using the selected parts (step S205). 【0257】 Next, the production control unit 630 executes the ending mode according to the constructed production configuration (step S206). 【0258】 Next, it is determined whether the advantageous section has ended (step S207). 【0259】 If the advantageous section has not ended (S207: NO), the process returns to step S206. 【0260】 On the other hand, when the advantageous period ends (S207: YES), the effect control unit 630 ends the ending mode and ends the AT effect (step S208). Through the above procedure, the ending construction process of the present invention is executed. 【0261】 To summarize the above, the slot machine 1 of the present invention has a game state control unit 615 that can control the progress of the game in any of the game states of a general game state, a CZ that is more advantageous than the general game state, and an AT that is more advantageous than the general game state, as game states related to the performance of winning combinations; and an effect control unit 630 that can notify the liquid crystal screen 3 of effects according to the progress of the game; and is provided with AT includes at least a first state (non-ending mode) and a second state (ending mode) that can shift from the non-ending mode and can execute an ending effect; The effect control unit 630 is capable of executing a construction process for constructing an effect configuration (combination of parts) notified by an effect process executed in the ending mode during the execution of AT after a game in which it is determined to shift to the ending mode, or during the execution of AT after a game in which it has shifted to the ending mode, and is capable of notifying the liquid crystal screen 3 of the effect of the constructed effect configuration. 【0262】 <Advantages of the Invention> In a conventional gaming machine, only one pattern of the ending effect is prepared, and when the ending display condition is satisfied, only the ending effect of that one pattern is displayed. Therefore, there is a risk that the player will quickly get bored with the ending effect. 【0263】 In addition, although the lengths of each video (production composition) are different, there are a plurality of types of videos with substantially the same displayed content prepared in advance, and an ending production can be considered to be configured by selecting one continuous pattern from among the plurality of types according to the remaining number of games in the advantageous section. 【0264】 In this case, for example, Pattern 1 composed of Video A for 5 games, Video B for 5 games, and Video C for 5 games, and Pattern 2 composed of Video a (substantially the same content as Video A) for 4 games, Video b (substantially the same content as Video B) for 4 games, and Video c (substantially the same content as Video C) for 4 games are prepared, and it is assumed that Pattern 1 or Pattern 2 is selected according to the remaining number of games in the advantageous section. 【0265】 However, even in this case, only one pattern (with substantially the same content) out of the plurality of prepared patterns is selected, and it is considered that players will easily get bored. 【0266】 Also, in the conventional method, since it is necessary to prepare all the ending patterns in advance, the development man-hours increase and the capacity becomes excessive. 【0267】 Also, when the transition condition to the ending production is related to the remaining difference up to the upper limit of the advantageous section difference number like in the conventional gaming machine, the following problems may occur. That is, even though the ending production has ended once, if the remaining difference up to the upper limit is not 0 (zero), the loop production, which is the same production configuration, will be continuously output. Therefore, there is a risk that players will easily get bored. 【0268】 In contrast, in the slot machine 1 of the present embodiment, according to the remaining difference up to the upper limit of the advantageous interval difference at the time when the ending display condition is satisfied, any two or more of the plurality of prepared production configurations are selected based on a predetermined rule (parts lottery if necessary). Therefore, even if the remaining difference is the same, the production configurations selected at each time are different, and the patterns of the ending mode can be diversified. 【0269】 In particular, in the slot machine 1, as described above, the ending display condition is not fixed but variable. Therefore, the length of the ending mode can vary depending on the type of the ending display condition. According to the function of the present invention, it is possible to easily change the length of the ending mode according to the established ending display condition. 【0270】 Thereby, it is possible to provide a gaming machine capable of executing an ending effect that is difficult for a player to get bored with. 【0271】 [Other Embodiments] The various control means and processing procedures described in the above embodiment are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately designed and changed without changing the gist of the present invention. Also, the various control means, processing procedures, and processing contents described in each embodiment can be configured alone or combined as appropriate. 【0272】 Also, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example. 【0273】 In the above-described embodiment, an example is described in which the ending mode is executed until the advantageous section ends, but the present invention is not limited to this. For example, the ending mode may be displayed for a period until the AT actually ends, depending on, for example, the number of games from when it is determined that the AT has ended (an example of an ending display condition) until the AT actually ends (or the upper limit number of winnings within the AT). In this case, even when the AT has ended, the section control unit may not end the advantageous section. 【0274】 Furthermore, differently, in a gaming machine provided with an AT that continues a set (for example, a set configured by grouping 30 games in which the AT is executed) according to a continuation rate, although there is a miss in the continuation determination of the AT, if the AT that has continued so far satisfies some conditions (for example, when the number of continued sets so far is several sets or more, when passing through the top AT bonus specialization zone or special zone, or when a special effect has been output during the AT), the ending mode may be executed. 【0275】 In the present invention, the production configuration of the ending effect can be changed in various ways. Therefore, for example, a plurality of video parts for 3 games, video parts for 2 games, and video parts for 1 game are prepared in advance, and the effect control unit can select a combination of parts that matches the length condition until the advantageous section ends from among them, or can determine it by a selection process of uniquely selecting parts. By doing so, it is also possible to construct ending effects with completely different stories. 【0276】 Furthermore, for example, regarding part D, both a normal version of part D and a shortened version of part D (which has substantially the same content as the normal version of part D but has fewer video frames / frames for several games than the normal version of part D) may be prepared. In this case, in accordance with the ending timing of the ending mode, the production control unit can select either the normal version of part D or the shortened version of part D, or can select by means of a selection process such as uniquely selecting a part. Thereby, it is possible to prevent the same production (loop production) from being repeatedly performed indefinitely after the ending production has cycled once. 【0277】 Also, in the above embodiment, four types of production units, parts A to D, were prepared, but parts A to G (seven types) or parts A to J (ten types) may be prepared. When seven types of parts A to G are prepared as production units, part A (an example of a starting point unit) and part G (an example of an ending point unit) are always selected, but parts B to F (an example of intermediate units) are arbitrarily selected by part extraction according to the period until the ending production ends. Thereby, more diverse production patterns can be generated. 【0278】 Also, differently, the parts that have been selected so far are excluded from the selection target, and parts may be selected from among the parts that have not been excluded. 【0279】 Also, not limited to the above embodiment, when shifting to the ending mode, the production control unit can select other parts in real time according to the remaining difference up to the upper limit of the advantageous interval difference (or the presence or absence of a winning combination, pushing order mistake, etc.) after selecting part A. That is, in this case, it is not necessary for the production control unit to select all parts at once when shifting to the ending mode. 【0280】 Further, as a further modification, when, for example, the pusher winning combinations of the selected and constructed part combinations win continuously and the remaining difference from the upper limit of the advantageous interval difference decreases, the effect control unit can also exclude the already selected parts from the selection target. In this case, for example, when parts A, B, and D are selected at the time of transition to the ending mode, the effect control unit can exclude part B from the selection target according to the remaining difference. 【0281】 Also, in this case, for the case where the player misses the operation mode combination, as described above, parts for connecting for 1 to 3 games are prepared, and the effect control unit can appropriately select the connecting parts according to the remaining difference from the upper limit of the advantageous interval difference. 【0282】 Also, not limited to the above embodiment, the required time from the start to the end of the notification for each part may be fixed. 【0283】 Also, in the above embodiment, an example where the bonus is an accessory continuous operation device for the first type of special accessory is described, but the present invention is not limited to this. The bonus may be at least any one of the first type of special accessory, the accessory continuous operation device for the first type of special accessory, the second type of special accessory, or the accessory continuous operation device for the second type of special accessory. 【0284】 Also, in the above embodiment, an example where the slot machine is an AT machine is described, but the slot machine may be an ART (assist replay time) machine, or a slot machine with only a bonus that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART). 【0285】 Also, by transmitting a signal representing the type of the game section from the section control unit to the digital counter, in the digital counter, for example, it may be possible to display whether the game section is an advantageous section depending on whether dots are displayed or not. 【0286】 Further, not limited to the above embodiment, for example, when AT ends, or when the number of consecutive games in the advantageous section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the advantageous section to the normal section. Also, the slot machine may not have a game section (advantageous section and normal section). 【0287】 Also, in the above embodiment, a range (MY) was used when activating the complete function, but it is not limited to this, and the difference in game value may be used to determine whether to activate the complete function. 【0288】 Also, in the parts lottery, set values may be related. For example, when the set value is odd, part B is likely to be selected, and when the set value is even, part C is likely to be selected. Thereby, set suggestions can be made according to the type of parts that appear. 【0289】 During non-ending modes during AT, a plurality of scenarios are prepared in advance, and the hitting probability of the parts lottery may be changed depending on which scenario is passed through. For example, when scenario A is passed through in AT, part B is likely to be selected, and when scenario B is passed through in AT, part C is likely to be selected. 【0290】 Also, it may be possible to determine which scenario was selected based on the type of the last selected part. Also, when the ease of selection of the scenario changes depending on the set value, it can be an indirect set suggestion such as the selected part = the selected scenario = the set suggestion. 【0291】 In the above-described embodiment, an example is described in which when the ending display condition is satisfied, the effect control unit acquires from the medium management unit information regarding the remaining difference up to the upper limit of the advantageous section difference number at that time. However, the present invention is not limited to this. For example, regardless of whether the ending display condition is satisfied or not, the effect control unit can also acquire information regarding the remaining difference up to the upper limit of the number of advantageous sections every game. 【0292】 Also, the slot machine of the above-described embodiment is a medal-less machine having a game section (i.e., an advantageous section and a normal section). However, the slot machine to which the present invention is applied may not have a game section, and may not be a medal-less machine. 【0293】 Also, the above-described embodiment describes an example of so-called smart slots, but the present invention is not limited thereto. In the slot machine in this case, an upper limit (for example, 4000 games) may be provided for the number of games in which the advantageous section can be executed. 【0294】 Also, the above-described embodiment describes an example of a slot machine, but the present invention is not limited thereto. The gaming machine to which the present invention can be applied can also be a so-called enclosed pachinko machine, that is, a smart pachinko (registered trademark) including a handle, a pachinko ball launching device, a game board, electric tulips, etc. This is because the smart pachinko (registered trademark) also has the same problems as the medal-less slot machine. 【0295】 In this case, for example, a control unit capable of controlling the progress of the game in any one of a general gaming state, which is a gaming state related to the performance of balls, and a special gaming state that is more advantageous than the general gaming state and in which an end condition is defined; an effect control unit capable of executing an effect process according to the progress of the game; and The special gaming state includes at least a first state (before the right occurs) and a second state (three - time right) that can transition from the first state (before the right occurs) and can stay until the end condition is satisfied and the special gaming state ends. The effect control unit During the execution of the special gaming state after the game determined to transition to the second state (three - time right), or during the execution of the special gaming state after the game that has transitioned to the second state (three - time right), it is possible to execute a construction process that constructs in real - time at that point the effect configuration output by the effect process executed in the second state (three - time right), and It is possible to output the effect of the constructed effect configuration. It can be a pachinko machine. 【Explanation of symbols】 【0296】 1 Slot machine (gaming machine) 61 Main control unit 610 Internal lottery unit (control unit) 611 Rotating reel control unit 612 Gaming result determination unit 613 Setting value control unit 614 Section control unit (control unit) 615 Gaming state control unit (control unit) 616 RT state control unit (control unit) 617 Error determination unit 62 Gaming value control unit 620 Medium management unit 621 Function activation unit 63 Sub - control unit (control unit) 630 Effect control unit

Claims

[Claim 1] A control unit capable of controlling the progress of the game in either a normal game state or a special game state which is more advantageous than the normal game state, as game states related to payout performance, A performance control unit capable of notifying the performance device of performances corresponding to the progress of the game, Equipped with, The aforementioned special game state includes at least a first state and a second state to which it is possible to transition from the first state and to execute an ending sequence. The aforementioned performance control unit, During the execution of the special game state after a game in which it has been decided to transition to the second state, or during the execution of the special game state after a game in which it has transitioned to the second state, it is possible to execute a construction process to construct a performance configuration that is notified by the performance processing performed in the second state. The aforementioned production configuration is composed of multiple production units, The aforementioned performance control unit, All of the multiple performance units constituting the aforementioned performance configuration are determined in a single construction process, and It is possible to notify the performance device of the performance configuration that has been constructed. Gaming machine.