Game machine

The gaming machine addresses the need for enhanced control and entertainment in medal-less gaming by using a management unit to track and transfer electromagnetic media, improving player engagement through balance management and alarms.

JP2025170149AActive Publication Date: 2025-11-14NEWGIN KK
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Patent Information

Application Number
JP2025153448
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-16
Publication Date
2025-11-14
Estimated Expiration
2043-03-17

AI Technical Summary

Technical Problem

There is a demand for enhanced control and entertainment value in medal-less gaming machines that manage gaming media using data, without physical ejection.

Method used

A gaming machine that uses a management unit to track and transfer electromagnetic gaming media, equipped with a transfer operation means, memory, and alarm means to manage and notify players of their media balance, and trigger alarms when specific values are reached.

Benefits of technology

Improves player interest and engagement through effective management and notification of gaming media balance, enhancing the entertainment value of medal-less gaming experiences.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that can increase interest.SOLUTION: Control information output from a control board for the number of game media which has a media number CPU capable of executing a process for managing the number of game media owned by a player includes a reservation number command related to the number of game media owned by a player. The reservation number command includes a direct-type reservation number command that is output to a sub-control board without being input by an input process executed by a main CPU. By outputting such a direct-type reservation number command, it is possible to suppress a discrepancy between a change in the number of game media managed by a game machine that is managed by the control board for the number of game media and a change in the number of game media managed by the game machine that is displayed on a performance display device.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Among conventional gaming machines, there are those that award gaming medals (sometimes simply called "medals") as gaming media when a player wins a prize, such as the gaming machine described in Patent Document 1. In the gaming machine described in Patent Document 1, gaming medals are ejected from the gaming machine. Today, there are so-called medalless gaming machines, which are gaming machines in which the number of gaming media owned by a player is managed by data, and gaming medals are not ejected from the gaming machine. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-46373 Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, there is a demand for appropriate control of medal-less gaming machines to enhance entertainment value. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is configured to be able to manage the number of gaming media held by a player using data, and is a gaming machine that allows games to be played by consuming gaming media, and is equipped with a transfer operation means that can be operated by the player, a memory means that can store a predetermined value that can change with the operation of the transfer operation means, and an alarm means, and is configured so that when the transfer operation means is operated, the gaming media held by the player are transferred outside the gaming machine, and the alarms that can be executed by the alarm means include a first alarm that notifies the player of the number of gaming media held by the player, and when the predetermined value that changes with the operation of the transfer operation means reaches a specific value, it is capable of executing a specific alarm that can identify that the predetermined value has reached the specific value. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 2 is a diagram showing the front side of the slot machine. [Figure 2] FIG. 10(a) is a diagram showing the display unit for the number of gaming media managed by the gaming machine and the counting button, and FIG. 10(b) is a diagram showing the information panel. [Figure 3] FIG. [Figure 4] FIG. 2 is a diagram showing the electrical configuration of the slot machine. [Figure 5] 10 is a flowchart showing a game progress process. [Figure 6] This figure shows the flow from when the intermediate holding number command and the direct holding number command are output from the gaming media number control board to when they are input to the sub-control board. [Figure 7] 10A and 10B are diagrams showing an example of the display contents of the effect display device when the number of possession display effect and the number of multiplication display effect are executed. [Figure 8] A figure showing the orientation of the display surface of the gaming machine management gaming medium number display unit relative to the player and the orientation of the display surface of the effect display device relative to the player. [Figure 9] 10(a) to 10(c) are diagrams showing an example of the display content of the effect display device when a medal insertion effect is executed. [Figure 10] 10A and 10B are diagrams showing an example of the display content of the effect display device when a winning effect is executed. [Figure 11] (a) is a diagram showing an example of the display content of the performance display device when the first transfer performance is executed, (b) is a diagram showing an example of the display content of the performance display device when the second transfer performance is executed, and (c) is a diagram showing an example of the display content of the performance display device when the special transfer performance is executed. [Figure 12] A figure showing an example of the display content of the performance display device when the ownership number image is displayed in a secret manner. [Figure 13] 10(a) to 10(g) are diagrams showing an example of the display contents of the effect display device in accordance with a change in the number of gaming media managed by the gaming machine. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, an embodiment of a slot machine (a so-called reel-type gaming machine), which is one type of gaming machine, will be described. In this specification, the terms up, down, left, right, front (front), and rear refer to the respective directions as seen by a player playing on the slot machine.

[0009] As shown in Fig. 1, in an island facility (gaming island), slot machines 10 (hereinafter referred to as gaming machines 10) as gaming machines are installed alongside management units 100, which are a type of management device. In other words, the management units 100 are installed alongside the gaming machines 10. The management units 100 are connected to the gaming machines 10 so as to be able to communicate with each other.

[0010] Here, the management unit 100 will be described. The management unit 100 has a management medium insertion section 101 into which a management medium can be inserted. For example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining amount of deposited money and the number of gaming media owned by the player that can be managed by the management unit 100. In the following description, the "number of gaming media owned by the player that can be managed by the management unit 100" will be referred to as the "number of gaming media managed by the unit." The gaming media are used to play games on the gaming machine 10. The number of gaming media managed by the unit is data managed by the management unit 100. The management medium may be capable of storing personal information of the player. The management unit 100 has a cash insertion section 102 into which banknotes can be inserted as cash. The amount inserted into the cash insertion section 102 is added to the remaining amount of deposited money stored in the management medium.

[0011] The management unit 100 includes a lending operation unit 103. The lending operation unit 103 is operated when increasing the number of gaming media owned by a player that can be managed by the gaming machine 10, based on the remaining amount of deposited money stored in the management medium. In the following description, the "number of gaming media owned by a player that can be managed by the gaming machine 10" will be referred to as the "number of gaming media managed by the gaming machine." The number of gaming media managed by the gaming machine is data managed by the gaming machine 10. The management unit 100 includes a payout operation unit 104. The payout operation unit 104 is operated when increasing the number of gaming media managed by the gaming machine, based on the number of gaming media managed by the unit. The management unit 100 includes a return operation unit 105. The return operation unit 105 is operated when receiving the return of a management medium inserted into the management unit 100. The management unit 100 includes a unit-managed gaming media number display unit 106. The unit-managed game medium number display unit 106 displays display information (for example, text information including Arabic numerals) that can identify the number of game media managed by the unit. The management unit 100 includes a balance display unit 107. The balance display unit 107 displays display information (for example, text information including Arabic numerals) that can identify the remaining amount of money inserted.

[0012] The management unit 100 includes a unit control board 110. The unit control board 110 is an example of an external device located outside the machine. The unit control board 110 includes a unit CPU 110a, a unit ROM 110b, and a unit RWM 110c. The unit CPU 110a performs predetermined control by executing a management unit control program. The unit ROM 110b stores the management unit control program. The unit RWM 110c stores various information that is rewritten during operation of the management unit 100. For example, information stored in the unit RWM 110c includes flags, counters, and timers. The unit control board 110 includes a communication terminal 110d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally.

[0013] The unit control board 110 is connected to the management medium insertion unit 101. The unit CPU 110a is configured to be able to rewrite the memory contents of the management medium inserted into the management medium insertion unit 101. The unit control board 110 is connected to the cash insertion unit 102. The unit CPU 110a is configured to be able to input an insertion signal that is output when cash is inserted into the cash insertion unit 102. The insertion signal is a signal that can identify the amount inserted into the cash insertion unit 102. The unit control board 110 is connected to the lending operation unit 103. The unit CPU 110a is configured to be able to input a lending signal that is output when the lending operation unit 103 is operated. The unit control board 110 is connected to the dispensing operation unit 104. The unit CPU 110a is configured to be able to input a dispensing signal that is output when the dispensing operation unit 104 is operated. The unit control board 110 is connected to the return operation unit 105. The unit CPU 110a is configured to be able to input a return signal that is output when the return operation unit 105 is operated. The unit control board 110 is connected to the unit-managed gaming medium number display unit 106. The unit CPU 110a is configured to be able to control the display content of the unit-managed gaming medium number display unit 106. The unit control board 110 is connected to the balance display unit 107. The unit CPU 110a is configured to be able to control the display content of the balance display unit 107. The unit control board 110 is connected to the gaming machine 10 via the communication terminal 110d. The unit CPU 110a is configured to be able to input various control information (control signals) that are output by the gaming machine 10. The unit CPU 110a is configured to be able to output various control information (control signals) to the gaming machine 10.

[0014] The management unit 100 may be provided with an external communication terminal for connecting to an external management device prepared separately from the gaming machine 10 and the management unit 100. For example, the external management device may be a hall computer installed in the gaming parlor. For example, the external management device may be a management computer capable of communicating via a network with server equipment installed in a data center outside the gaming parlor. The management computer and the management unit 100 may be connected to enable bidirectional communication.

[0015] The processing performed in the management unit 100 will now be described. When a management medium is inserted into the management medium insertion unit 101, the unit CPU 110a reads the remaining amount of money deposited stored in the management medium and updates the read remaining amount of money deposited to identifiable remaining amount information. The remaining amount information is information that allows the remaining amount of money deposited to be identified, and is stored in the unit RWM 110c. When a management medium is inserted into the management medium insertion unit 101, the unit CPU 110a reads the number of unit-managed gaming media stored in the management medium and updates the read number of unit-managed gaming media to identifiable unit-managed gaming media number information. The unit-managed gaming media number information is information that allows the number of unit-managed gaming media to be identified, and is stored in the unit RWM 110c.

[0016] If a management medium is inserted, the unit CPU 110a performs the following process. When the unit CPU 110a receives a deposit signal, it adds the deposited amount, which can be determined from the deposit signal, to the remaining amount of deposited money, and updates the remaining amount information. When the unit CPU 110a receives a loan signal when the remaining amount of deposited money is equal to or greater than a specified amount (e.g., 1,000 yen), it outputs control information (hereinafter referred to as a loan command) that can determine the loan of gaming media to the gaming machine 10. At this time, the unit CPU 110a outputs a loan command that can determine the loan of a number of gaming media corresponding to the specified amount (e.g., 50) to the gaming machine 10. On the other hand, when the remaining amount of deposited money is less than the specified amount, the unit CPU 110a does not output a loan command to the gaming machine 10 even if it receives a loan signal. When the number of unit-managed gaming media is equal to or greater than a specified number (e.g., 50), the unit CPU 110a receives a payout signal, which can determine the loan of a specified number of gaming media to the gaming machine 10. When the unit CPU 110a inputs a payout signal when the number of unit-managed gaming media is less than a predetermined number but is equal to or greater than 1, it outputs a lending command that can specify the lending of the number of gaming media stored as the number of unit-managed gaming media to the gaming machine 10. When the number of unit-managed gaming media is 0, the unit CPU 110a does not output a lending command to the gaming machine 10 even if a payout signal is input. When the unit CPU 110a outputs a lending command, it updates the number of unit-managed gaming media information that can specify the number obtained by subtracting the number instructed to be lent by the lending command from the number of unit-managed gaming media.

[0017] When the unit CPU 110a receives a counting information command from the gaming machine 10, it adds a number that can be determined from the counting information command to the number of game media managed by the unit, and updates the number of game media managed by the unit after the addition to the identifiable unit-managed game media number information. As will be described in detail later, the counting information command corresponds to control information that can determine the number of game media to be transferred from the gaming machine 10 to the management unit 100.

[0018] The unit CPU 110a controls the unit-managed gaming media number display unit 106 to display display information that can identify the number of unit-managed gaming media that can be identified from the unit-managed gaming media number information. When the unit-managed gaming media number information is updated, the display content of the unit-managed gaming media number display unit 106 is updated. The unit CPU 110a controls the remaining amount display unit 107 to display display information that can identify the remaining amount of inserted money that can be identified from the remaining amount information. When the remaining amount information is updated, the display content of the remaining amount display unit 107 is updated.

[0019] The gaming machine 10 will be described below. The gaming machine 10 in this embodiment is a gaming machine (a so-called medalless gaming machine) that cannot be played using physical gaming media (e.g., gaming medals) but can be played using electromagnetic gaming media. Electromagnetic gaming media can also be considered electronic gaming media. Playing a game using electromagnetic gaming media is equivalent to playing a game using gaming media managed by data. The gaming machine 10 does not have a device (e.g., a selector) with a sensor capable of detecting physical gaming media. The gaming machine 10 does not have an insertion port through which physical gaming media can be inserted into the machine. The gaming machine 10 does not have a device (e.g., a hopper unit) capable of storing physical gaming media and discharging the stored gaming media. The gaming machine 10 does not have a payout port through which physical gaming media can be discharged outside the machine. The gaming machine 10 can manage the number of gaming media owned by a player (the number of gaming media managed by the gaming machine) using data. In other words, the gaming machine 10 is configured to be able to manage the number of gaming media owned by a player as data. The gaming machine 10 allows players to play games by consuming gaming media. The gaming machine 10 manages the number of gaming media managed by the gaming machine as data based on the number of gaming media loaned and the number of gaming media acquired. The number of loaned gaming media is the number of gaming media loaned from the management unit 100 to the gaming machine 10. In other words, the number of loaned gaming media can be said to be the number of gaming media loaned to a player. The number of acquired gaming media is the number of gaming media acquired by a player as a result of playing games (e.g., gaming media awarded as a prize). In this way, the gaming machine 10 is configured so that a player does not have to touch the physical gaming media when playing games.

[0020] As shown in FIG. 1, the gaming machine 10 includes a main cabinet 11 in the shape of a square box. The main cabinet 11 has an opening (not shown) on its front side. The gaming machine 10 includes a front door 12 that covers the opening of the main cabinet 11. The front door 12, which serves as a door member, is supported on the main cabinet 11 so as to be openable and closable. The gaming machine 10 includes a locking unit SJ. In the gaming machine 10, the opening of the front door 12 is restricted by the locking unit SJ. In the gaming machine 10, the locking unit SJ can be unlocked by turning the locking unit SJ clockwise using a key managed by the gaming facility manager, for example, to open the front door 12.

[0021] The gaming machine 10 is provided with a decorative lamp 13 on the front door 12 as light-emitting means capable of, for example, turning on, off, or flashing a light-emitting element to produce effects. The gaming machine 10 is provided with a speaker 14 on the front door 12 as sound output means capable of producing effects such as sound effects, music, and voice. The gaming machine 10 is provided with a performance display device 15 on the front door 12 as display means capable of producing effects such as displaying images resembling characters or letters. Examples of the performance display device 15 include a liquid crystal display and an organic electroluminescent (EL) display. The performance display device 15 has a predetermined display surface 15a. The surface of the performance display device 15 on which the image is displayed serves as the display surface 15a of the performance display device 15. In this embodiment, some or all of the performance devices, including the decorative lamp 13, the speaker 14, and the performance display device 15, correspond to the performance execution means. The gaming machine 10 is provided with a substantially rectangular display window 12a on the front of the front door 12 and below the performance display device 15. The display window 12a is made of, for example, a colorless and transparent resin material.

[0022] The gaming machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine so as to be visible to a player through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a center reel 16b (second reel), and a right reel 16c (third reel). The reels 16a to 16c are reels also called drums. Thus, the gaming machine 10 includes multiple reels. Each of the reels 16a to 16c includes a symbol row along its outer periphery, in which multiple symbols are arranged in a distinguishable manner. The symbol row is provided by wrapping a strip-shaped light-transmitting film, on which multiple symbols are printed along the longitudinal direction, around the outside of the reels 16a to 16c. Each of the symbol rows of the reels 16a to 16c includes 21 symbols. There are multiple types of symbols. For example, the multiple types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a red seven symbol imitating a red "7", a white seven symbol imitating a "7", and a replay symbol imitating the word "REPLAY". In this way, each of the reels 16a to 16c has multiple symbols.

[0023] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the center reel 16b, and an actuator for driving the right reel 16c. For example, a stepping motor can be used as the actuator for driving the reels 16a-16c. The reels 16a-16c can be rotated and stopped vertically independently of each other by the actuators provided corresponding to each reel. In the gaming machine 10, when the reels 16a-16c rotate, a symbol row (multiple types of symbols) visible through the display window 12a changes, and a variable game is executed. For example, the symbol row changes in such a way that the symbol row scrolls vertically from top to bottom. In this way, the gaming machine 10 is configured to be able to execute a variable game. The reel unit 16 includes a left reel sensor SE1 for detecting the rotation position of the left reel 16a, a center reel sensor SE2 for detecting the rotation position of the center reel 16b, and a right reel sensor SE3 for detecting the rotation position of the right reel 16c (shown in Figure 4).

[0024] The display window 12a is large enough to display three consecutive symbols arranged circumferentially on the reels 16a to 16c. The display window 12a is provided with an upper stop position, a middle stop position, and a lower stop position for each of the reels 16a to 16c. When the reels stop, one symbol is displayed at each of the upper stop position, the middle stop position, and the lower stop position. In the gaming machine 10, the symbols displayed at each stop position can be viewed through the display window 12a. In other words, when some or all of the reels 16a to 16c are stopped, a total of three symbols, at least the upper stop position, the middle stop position, and the lower stop position, among the multiple symbols on the stopped reels, can be viewed through the display window 12a. In the gaming machine 10, a combination of valid stop positions is set by selecting one from each of the three stop positions set for each of the reels 16a to 16c, and the combination of symbols that has stopped is determined to be a winning combination. In the following description, a line connecting a plurality of stop positions that constitute a valid combination of stop positions is simply referred to as an "active line YL." In this embodiment, the active line YL (a combination of valid stop positions) is formed by each of the middle stop positions of the reels 16a to 16c. The active line YL is also called a winning line.

[0025] Here, "stopping" with respect to a symbol means that the symbol stops in the display window 12a, i.e., at one of the upper, middle, or lower stop positions, and is displayed so as to be visible to the player. Furthermore, "winning" means that a symbol combination for which a prize is determined is displayed on the pay line YL. In the gaming machine 10, when a prize is won, the prize determined for the winning symbol combination is awarded. Note that combinations other than the valid stop position combinations are invalid stop position combinations (so-called invalid lines) that do not allow the displayed symbol combination to be determined as a winning symbol combination. Hereinafter, the "game result derived in the variable game" refers to a symbol combination that stops on the pay line YL in the variable game.

[0026] The gaming machine 10 is provided with a 1 bet button 17 on the front of the front door 12. The 1 bet button 17 corresponds to an operating means that, when operated, can set the bet amount from the number of gaming media managed by the gaming machine. Specifically, when the bet amount has not reached the upper limit (3 in this embodiment) and the number of gaming media managed by the gaming machine is 1 or more, operating the 1 bet button 17 once can decrease the number of gaming media managed by the gaming machine by 1 and increase the bet amount by 1. Note that, when the bet amount has reached the upper limit, operating the 1 bet button 17 cannot increase the bet amount. When the number of gaming media managed by the gaming machine is 0, operating the 1 bet button 17 cannot increase the bet amount.

[0027] The gaming machine 10 is provided with a MAX BET button 18 on the front of the front door 12. The MAX BET button 18 corresponds to an operating means that, when operated, allows the bet amount to be set from the number of gaming media managed by the gaming machine. Specifically, when the bet amount has not reached the upper limit and the bet amount and the number of gaming media managed by the gaming machine are equal to or greater than the upper limit, operating the MAX BET button 18 once reduces the number of gaming media managed by the gaming machine by the amount remaining until the bet amount reaches the upper limit, thereby increasing the bet amount to the upper limit. Note that, when the MAX BET button 18 is operated when the bet amount has reached the upper limit, the bet amount cannot be increased. Even when the bet amount has not reached the upper limit, operating the MAX BET button 18 when the bet amount and the number of gaming media managed by the gaming machine are less than the upper limit cannot increase the bet amount.

[0028] The gaming machine 10 is provided with a settlement button 19 as an operable settlement operation means on the front of the front door 12. The settlement button 19 corresponds to an operation means that can pay back the set bet amount to the number of game media managed by the gaming machine by operating it. Specifically, when the bet amount is 1 or more, operating the settlement button 19 reduces the bet amount to 0, and the number of game media managed by the gaming machine can be increased by the reduced amount.

[0029] The gaming machine 10 is provided with a start lever 20 as a start operation unit on the front of the front door 12. The start lever 20 is a means for performing a start operation to start the rotation of the reels 16a to 16c. In other words, the reception of the start operation triggers the start of the variable game. The start lever 20 is an operation means operated when starting the variable game. The start lever 20 can be operated by the player. In the gaming machine 10, the variable game is started based on the start operation.

[0030] The gaming machine 10 is provided with a left stop button 21 (first stop button) on the front surface of the front door 12. The left stop button 21 corresponds to the left reel 16a and is an operating means for performing a stop operation to stop the rotation of the left reel 16a. The gaming machine 10 is provided with a center stop button 22 (second stop button) on the front surface of the front door 12. The center stop button 22 corresponds to the center reel 16b and is an operating means for performing a stop operation to stop the rotation of the center reel 16b. The gaming machine 10 is provided with a right stop button 23 (third stop button) on the front surface of the front door 12. The right stop button 23 corresponds to the right reel 16c and is an operating means for performing a stop operation to stop the rotation of the right reel 16c. The stop buttons 21 to 23 can be operated by the player. The stop buttons 21 to 23 correspond to the multiple symbol rows, respectively. The stop buttons 21 to 23 each correspond to a stop operation unit. In this way, the gaming machine 10 is configured to be able to stop the rotation of the reels when a stop button is operated. Furthermore, operation of the stop button to stop a rotating reel can be considered a stop operation. In the gaming machine 10, the rotation of the reels is stopped based on the stop operation. As described above, the gaming machine 10 is equipped with a plurality of stop buttons 21 to 23 as stop operation means corresponding to the plurality of reels 16a to 16c, respectively. In the following description, the first stop operation of the stop buttons 21 to 23 may be referred to as the first stop operation, the second stop operation may be referred to as the second stop operation, and the third stop operation may be referred to as the third stop operation.

[0031] There are six different operating sequences (hereinafter referred to as "pressing sequences") for the stop buttons 21-23, namely, the first pressing sequence to the sixth pressing sequence, in which different stop buttons are used to perform the first, second, and third stop operations. The first pressing sequence is a pressing sequence in which the stop buttons 21-23 are pressed to stop the rotation of the left reel 16a, center reel 16b, and right reel 16c in that order. The second pressing sequence is a pressing sequence in which the stop buttons 21-23 are pressed to stop the rotation of the left reel 16a, right reel 16c, and center reel 16b in that order. The third pressing sequence is a pressing sequence in which the stop buttons 21-23 are pressed to stop the rotation of the center reel 16b, left reel 16a, and right reel 16c in that order. The fourth pressing sequence is a pressing sequence in which the stop buttons 21-23 are pressed to stop the rotation of the center reel 16b, right reel 16c, and left reel 16a in that order. The fifth pressing order is the pressing order of the stop buttons 21 to 23 so that the rotation of the right reel 16c, left reel 16a, and center reel 16b is stopped in that order. The sixth pressing order is the pressing order of the stop buttons 21 to 23 so that the rotation of the right reel 16c, center reel 16b, and left reel 16a is stopped in that order.

[0032] As shown in FIG. 2(a), the gaming machine 10 includes a gaming machine managed gaming media number display unit 27 that displays information that can identify the number of gaming media managed by the gaming machine. The gaming machine managed gaming media number display unit 27 is configured with multiple 7-segment displays. The multiple 7-segment displays that make up the gaming machine managed gaming media number display unit 27 are arranged in a row. In this embodiment, the gaming machine managed gaming media number display unit 27 is configured with five 7-segment displays. In this embodiment, the five 7-segment displays that make up the gaming machine managed gaming media number display unit 27 can display a five-digit number from 00000 to 99999 in the decimal system. The gaming machine managed gaming media number display unit 27 has a predetermined display surface 27a. The surfaces of the multiple 7-segment displays that make up the gaming machine managed gaming media number display unit 27 serve as the display surface 27a of the gaming machine managed gaming media number display unit 27.

[0033] The gaming machine 10 is equipped with a counting button 28 that can be operated by a player. The counting button 28 corresponds to a transfer operation means. When the counting button 28 is operated, some or all of the gaming media managed in the gaming machine 10 as the number of gaming media managed by the gaming machine are managed in the management unit 100. In this way, when the counting button 28 is operated, the gaming media owned by the player are transferred from the gaming machine 10 to the management unit 100. In other words, this embodiment is configured so that when the transfer operation means is operated, the number of gaming media owned by the player is transferred outside the gaming machine. As will be described in more detail below, in the gaming machine 10, the number of gaming media transferred at one time varies depending on the operation mode of the counting button 28.

[0034] 2(b), the gaming machine 10 includes an information panel 30. The information panel 30 includes a replay display section 31, a wait display section 32, a favorable zone display section 33, a bet amount display section 34, and a payout display section 35.

[0035] The replay display unit 31 displays display information that can identify whether or not a replay is in progress. Specifically, the replay display unit 31 lights up when a replay is in progress, and turns off when a replay is not in progress. Replay will be described later. The wait display unit 32 displays display information that can identify whether or not a wait time is in progress. Specifically, the wait display unit 32 lights up when a wait time is in progress, and turns off when a wait time is not in progress. The advantageous zone display unit 33 displays display information that can identify whether or not a game is controlled to an advantageous zone. Specifically, the advantageous zone display unit 33 lights up when a game is controlled to an advantageous zone, and turns off when a game is not controlled to an advantageous zone. The advantageous zone display unit 33 may be configured to light up when a game is controlled to a portion of an advantageous zone. In other words, the advantageous zone display unit 33 may be configured to light up when a game is controlled to at least a portion of an advantageous zone.

[0036] The odds display unit 34 displays information that can identify the odds (bet number) that have been set. Specifically, the odds display unit 34 is made up of three light-emitting elements. When the odds are 1, one of the light-emitting elements that make up the odds display unit 34 lights up, and the remaining two light-emitting elements are turned off. When the odds are 2, two of the light-emitting elements that make up the odds display unit 34 light up, and the remaining one light-emitting element is turned off. When the odds are 3, all of the light-emitting elements that make up the odds display unit 34 light up. In this way, in the odds display unit 34, light-emitting elements that correspond to the odds light up.

[0037] The payout display unit 35 is made up of a plurality of 7-segment displays. The plurality of 7-segment displays that make up the payout display unit 35 are arranged side by side. In this embodiment, the payout display unit 35 is made up of two 7-segment displays. In this embodiment, the two 7-segment displays that make up the payout display unit 35 can display two-digit numbers from 00 to 99 in the decimal system.

[0038] Next, the symbol combinations for which prizes are determined will be described. A symbol combination with a predetermined prize is also called a "role." Symbol combinations with a predetermined prize (roles) include symbol combinations that determine the payout of gaming media as a prize (payout role) and symbol combinations that determine a replay as a prize (replay role). A replay means that the next variable game can be started without the need to bet gaming media. A replay role is also called a replay role. Payout roles include, for example, a cherry role, a watermelon role, a bell role, and a single coin role.

[0039] For the cherry combination, a predetermined number of game media (three in this embodiment) is set as the payout prize. In the following description, the symbol combination that stops on the active line YL when the cherry combination wins is referred to as a "cherry stop." For the watermelon combination, a predetermined number of game media (five in this embodiment) is set as the payout prize. In the following description, the symbol combination that stops on the active line YL when the watermelon combination wins is referred to as a "watermelon stop." For the bell combination, a predetermined number of game media (15 in this embodiment) is set as the payout prize. In the following description, the symbol combination that stops on the active line YL when the bell combination wins is referred to as a "bell stop." For the single coin combination, a predetermined number of game media (one in this embodiment) is set as the payout prize. In the following description, the symbol combination that stops on the active line YL when the single coin combination wins is referred to as a "bell spill stop." The number of gaming media paid out corresponds to the number of gaming media granted to the player, and corresponds to the number of gaming media added to the number of gaming media managed by the gaming machine. A replay is set as a prize for the replay role. In the following explanation, the symbol combination that stops on the active line YL when a replay role wins is referred to as a "replay stop number."

[0040] The gaming machine 10 is configured to be able to control the gaming state. As shown in Fig. 3, there are multiple types of gaming states in the gaming machine 10. Specifically, the gaming states in the gaming machine 10 include a first normal state, a second normal state, a first advantageous state, and a second advantageous state. In the following description, the first normal state and the second normal state may be collectively referred to as the normal state, and the first advantageous state and the second advantageous state may be collectively referred to as the advantageous state. As will be described in detail later, the advantageous state is a gaming state that is more advantageous than the normal state.

[0041] In the gaming machine 10, when a transition to the advantageous zone is determined in the first normal state, the state transitions to the second normal state. In the gaming machine 10, when a transition to the first advantageous state is determined in the second normal state, the state transitions to the first advantageous state. In the gaming machine 10, when the termination condition of the first advantageous state is met, if the transition condition is not met (shown as not met in FIG. 3), the advantageous zone ends and the state transitions to the first normal state. On the other hand, in the gaming machine 10, when the termination condition of the first advantageous state is met, if the transition condition is met, the state transitions to the second normal state. In addition, in the gaming machine 10, the termination condition of the first advantageous state is met when the number of variable games executed in the first advantageous state reaches "30 times," which corresponds to the specified number of times. In the gaming machine 10, when the game is transitioning from the second advantageous state to the first advantageous state, or when the transition to the second advantageous state is determined by lottery when the game is transitioning from the second normal state to the first advantageous state, the transition condition is met, and the game transitions to the second advantageous state after the first advantageous state ends. In the gaming machine 10, when the remaining number of stays, which corresponds to the remaining number of variable games that can be played in the second advantageous state, reaches 0, the advantageous period ends and the game transitions to the first normal state. In addition, in the gaming machine 10, when the end condition of the advantageous period is met while the game is in the advantageous period, the advantageous period ends and the game transitions to the first normal state. In the gaming machine 10, the end condition of the advantageous period is met when the number of variable games played in the advantageous period reaches "1500 times," which corresponds to the upper limit of the number of stays, or when the number of gaming media awarded in the advantageous period reaches "2400," which corresponds to the upper limit of the number of awards.

[0042] The gaming machine 10 is configured to be able to control the presentation state (presentation mode). There are multiple types of presentation states in the gaming machine 10. Specifically, the presentation states in the gaming machine 10 include a normal presentation state, a pseudo-bonus presentation state, and an advantageous presentation state. The normal presentation state is a presentation state that is mainly maintained during the normal state. The pseudo-bonus presentation state is a presentation state that is mainly maintained during the first advantageous state. The advantageous presentation state is a presentation state that is mainly maintained during the second advantageous state. In each presentation state, presentation state identification information that allows identification of the current presentation state is notified. The current presentation state corresponds to a controlled presentation state. In the gaming machine 10, the presentation state identification information is notified by, for example, displaying a different background image for each type of presentation state on the presentation display device 15, illuminating the decorative lamp 13 in a different light color for each type of presentation state, or outputting a different background sound (so-called BGM) for each type of presentation state from the speaker 14. By notifying the presentation state identification information, the player can recognize the type of presentation state that is currently being maintained.

[0043] In the gaming machine 10, for example, an operation-related effect (hereinafter referred to as a navigation effect) is executed that suggests or notifies the player of the operation mode of the stop button to stop a symbol combination for which a prize is determined on the pay line YL. The operation mode of the stop button suggested or notified in the navigation effect includes the order in which the stop button is pressed and the timing of the operation of the stop button. The timing of the operation of the stop button means the so-called position at which to press the button. The navigation effect is also called an operation navigation effect or a press order navigation effect (press order navigation).

[0044] In the gaming machine 10, in the normal presentation state, a navigation effect is not executed with content advantageous to the player. On the other hand, in the gaming machine 10, in the pseudo-bonus presentation state and in the advantageous presentation state, a navigation effect is executed with content advantageous to the player. In other words, in the pseudo-bonus presentation state and the advantageous presentation state, the rate at which a navigation effect is executed with content advantageous to the player is higher than in the normal presentation state. Note that in the gaming machine 10, a navigation effect is not executed in the normal presentation state, but is executed in the pseudo-bonus presentation state and the advantageous presentation state. In other words, in the gaming machine 10, the rate at which a navigation effect is executed is higher in the pseudo-bonus presentation state and the advantageous presentation state than in the normal presentation state. For this reason, the pseudo-bonus presentation state and the advantageous presentation state controlled in the advantageous state can be said to be more advantageous presentation states than the normal presentation state controlled in the normal state. The pseudo-bonus presentation state and the advantageous presentation state can be said to be more advantageous presentation states than the normal presentation state. The pseudo bonus effect state and the advantageous effect state are what is called “assist time (AT).” Therefore, the advantageous state is more advantageous than the normal state.

[0045] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 4, the gaming machine 10 includes a main control board 40 as a main control unit. The main control board 40 performs processing related to the variable game. The main control board 40 outputs control information. The control information is also called a control signal or a control command. The gaming machine 10 includes a sub-control board 50 as a sub-control unit. The sub-control board 50 performs processing based on the control information input from the main control board 40. The gaming machine 10 includes a gaming media number control board 60. The gaming media number control board 60 performs processing based on the control information input from the main control board 40. The gaming media number control board 60 outputs the control information.

[0046] The main control board 40 and the game media count control board 60 are connected to enable bidirectional communication. The main control board 40 outputs control information to the game media count control board 60. The game media count control board 60 outputs control information to the main control board 40. In this way, the main control board 40 as the first control board can communicate bidirectionally with the game media count control board 60 as the second control board. In other words, the game media count control board 60 as the second control board can communicate bidirectionally with the main control board 40 as the first control board.

[0047] The main control board 40 and the sub-control board 50 are connected so that communication can be performed in one direction from the main control board 40 to the sub-control board 50. The main control board 40 outputs control information to the sub-control board 50. On the other hand, the sub-control board 50 does not output control information to the main control board 40. In this way, the sub-control board 50, which serves as the third control board, can communicate in one direction from the main control board 40, which serves as the first control board.

[0048] When the gaming machine 10 and the management unit 100 are connected via a connection terminal board 90 provided in the gaming machine 10, the game media number control board 60 of the gaming machine 10 and the unit control board 110 of the management unit 100 are connected to enable bidirectional communication. When the gaming machine 10 and the management unit 100 are connected via the connection terminal board 90, the game media number control board 60 outputs control information to the management unit 100. When the gaming machine 10 and the management unit 100 are connected via the connection terminal board 90, the management unit 100 outputs control information to the game media number control board 60.

[0049] First, the main control board 40 will be described. The main control board 40 includes a main CPU 41 as a first control unit, a main ROM 42, and a main RWM 43. In this embodiment, the main control board 40 as a first control board includes the main CPU 41 as a first control unit. The main CPU 41 executes a main control program to perform various processes. For example, the main CPU 41 executes input processing to input control information output from the gaming media count control board 60. In this manner, the main CPU 41 as a first control unit can execute input processing to input control information output from the gaming media count control board 60 as a second control board. The main ROM 42 stores the main control program and determination values ​​used in predetermined lotteries. The main RWM 43 is configured to store various information that can be rewritten as needed during operation of the gaming machine 10. Examples of information stored in the main RWM 43 include flags, counters, and timers. The main control board 40 is configured to generate random numbers. The random numbers may be hardware random numbers or software random numbers.

[0050] Reel sensors SE1 to SE3 are connected to the main control board 40. The main CPU 41 is configured to be able to input detection signals output by the various reel sensors SE1 to SE3 via a port not shown. The main CPU 41 can input detection signals output by the various reel sensors SE1 to SE3 by performing input processing. The actuators of the reels 16a to 16c are connected to the main control board 40. The main CPU 41 is configured to be able to control the operation of the actuators of the reels 16a to 16c via a drive circuit not shown.

[0051] The main control board 40 is connected to the 1 bet button 17, the MAX bet button 18, the settlement button 19, the start lever 20, and the stop buttons 21 to 23. The main CPU 41 is configured to be able to input detection signals output by the 1 bet button 17, the MAX bet button 18, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 via a port not shown. The main CPU 41 can input detection signals output by the 1 bet button 17, the MAX bet button 18, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 by performing input processing. The main control board 40 is connected to an information panel 30. The main CPU 41 is configured to be able to control the display content of the information panel 30 via a drive circuit not shown.

[0052] Here, we will explain the winning numbers and the role lottery table used in the internal lottery to determine a winning number from among multiple winning numbers in the lottery tables stored in the main ROM 42. The internal lottery to determine the winning number is called a "role lottery." The winning number determined in the role lottery is also called a condition device combination. For this reason, the role lottery can also be called a "condition device combination lottery." In the following explanation, "a predetermined winning number is determined in the role lottery" may be expressed as "winning the predetermined winning number in the role lottery," and "the winning number determined in the role lottery" may be expressed as "the winning number that was won."

[0053] The winning number is control information that defines one or more symbol combinations as symbol combinations that can be derived (displayed) in a variable game. In other words, the winning number is a condition device identifier that defines one or more roles that can result in a win in a variable game. The winning numbers include, for example, winning numbers that allow a cherry role to be won, winning numbers that allow a watermelon role to be won, winning numbers that allow a bell role to be won, and winning numbers that allow a replay role to be won. Among the winning numbers that allow a bell role to be won, there are winning numbers that allow a single-piece role to be won in addition to the bell role. The winning numbers that allow a bell role and a single-piece role to be won include winning numbers in which the operation sequence of the stop buttons to win a bell role is different from the operation sequence of the stop buttons to win a single-piece role. For example, the winning numbers that allow the winning of a bell role and a one-piece role include winning numbers that will result in the winning of a bell role when the stop button is operated in a predetermined operation sequence, and winning numbers that will result in the winning of a one-piece role when the stop button is operated in an operation sequence different from the predetermined operation sequence.

[0054] In the following explanation, when a winning number that allows a cherry role to win in the role lottery is won, it will be referred to as "when the cherry role is allowed to win." Note that when the cherry role is allowed to win, it corresponds to the result of the role lottery being "a lottery result that allows a cherry role to win." In the following explanation, when a winning number that allows a watermelon role to win in the role lottery is won, it will be referred to as "when the watermelon role is allowed to win." Note that when the watermelon role is allowed to win, it corresponds to the result of the role lottery being "a lottery result that allows a watermelon role to win." In the following explanation, when a winning number that allows a bell role to win in the role lottery is won, it will be referred to as "when the bell role is allowed to win." Note that when the bell role is allowed to win, it corresponds to the result of the role lottery being "a lottery result that allows a bell role to win." The winning numbers that allow the winning of a bell role include winning numbers that allow the winning of a bell role and a single coin role. In the following explanation, when a winning number that allows the winning of a replay role in the role lottery is won, it is referred to as "when the winning of a replay role is allowed." When the winning of a replay role is allowed, it corresponds to the result of the role lottery being "a lottery result that allows the winning of a replay role."

[0055] In the role lottery table, the value of the random number used in the role lottery (hereinafter referred to as the role lottery random number) for the possible winning number is allocated in predetermined numbers from the range of values ​​that the random number can take. In the gaming machine 10, if none of the winning numbers are selected in the role lottery, that is, if the winning role is not allowed, the result of the role lottery will be a "miss." If the result of the role lottery is a "miss," the symbol combination for which a prize is determined based on the result of the role lottery will not be derived on the pay line YL.

[0056] Next, the game media number control board 60 will be described. The gaming media count control board 60 includes a media count CPU 61 as a second control unit, a media count ROM 62, and a media count RWM 63. In this embodiment, the gaming media count control board 60 as a second control board includes the media count CPU 61 as a second control unit. The media count CPU 61 executes a gaming media count control program to mainly perform processing related to managing the number of gaming media owned by a player. In this manner, the media count CPU 61 as a second control unit can execute processing to manage the number of gaming media owned by a player. The media count CPU 61 executes input processing to input control information output from the main control board 40. In this manner, the media count CPU 61 as a second control unit can execute input processing to input control information output from the main control board 40 as a first control board. The media count ROM 62 stores the gaming media count control program and the like. The media count RWM 63 is configured to store various information that can be appropriately rewritten during operation of the gaming machine 10. The information stored in the medium number RWM 63 includes, for example, a flag, a counter, and a timer.

[0057] The gaming machine management gaming media number display unit 27 is connected to the gaming media number control board 60. The media number CPU 61 is configured to be able to control the display content of the gaming machine management gaming media number display unit 27 via a drive circuit (not shown). The gaming machine management gaming media number display unit 27 can be controlled by the media number CPU 61 as a second control unit. The gaming media number control board 60 is connected to the counting button 28. The media number CPU 61 is configured to be able to input a detection signal output by the counting button 28 via a port (not shown). A connection terminal board 90 is connected to the gaming media number control board 60.

[0058] Next, the sub-control board 50 will be described. The sub-control board 50 includes a sub-CPU 51 as a third control unit, a sub-ROM 52, and a sub-RWM 53. In this embodiment, the sub-control board 50 as the third control board has the sub-CPU 51 as a third control unit. The sub-CPU 51 executes a sub-control program to perform various processes (e.g., processes related to effects). The sub-CPU 51 executes input processing to input control information output from the main control board 40. In this way, the sub-CPU 51 as the third control unit can execute input processing to input control information output from the main control board 40 as the first control board. The sub-ROM 52 stores the sub-control program and judgment values ​​used in various lotteries. The sub-ROM 52 stores light-emitting effect data related to light-emitting effects of the decorative lamps 13. The sub-ROM 52 stores sound effect data related to sound effects of the speakers 14. The sub-ROM 52 stores display effect data related to display effects of the effect display device 15. The sub-RWM 53 is configured to be able to store various information that can be rewritten as needed during operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-control board 50 is configured to be able to generate random numbers. The random numbers may be hardware random numbers or software random numbers.

[0059] The sub-control board 50 is connected to a decorative lamp 13, a speaker 14, and a performance display device 15. The sub-CPU 51 is configured to be able to control the decorative lamp 13, the speaker 14, and the performance display device 15 via a drive circuit (not shown). In this way, the decorative lamp 13 can be controlled by the sub-CPU 51 as a third control unit. In this embodiment, the sub-CPU 51 controls the decorative lamp 13 as a light-emitting means, thereby realizing the function of a light-emitting control means that can control the light-emitting means. Similarly, the speaker 14 can be controlled by the sub-CPU 51 as a third control unit. In this embodiment, the sub-CPU 51 controls the speaker 14 as a sound output means, thereby realizing the function of a sound output control means that can control the sound output means. The performance display device 15 can be controlled by the sub-CPU 51 as a third control unit. In this embodiment, the sub-CPU 51 controls the performance display device 15 as a display means, thereby realizing the function of a display control means that can control the display means.

[0060] Here, a description will be given of the game progress processing executed by the main CPU 41. The game progress processing executed by the main CPU 41 is a series of processes related to the progress of the game, such as the execution of a variable game and the awarding of prizes.

[0061] As shown in FIG. 5, in the game progress processing, the main CPU 41 executes a game start setting process (step S101). In the game start setting process, the main CPU 41 updates a predetermined storage area in the main RWM 43. Next, the main CPU 41 executes error processing (step S102). In the error processing, the main CPU 41 determines whether or not to generate an overflow error. The main CPU 41 determines whether or not to generate an overflow error based on the number of gaming media managed by the gaming machine that can be identified from the via-type holding number command input from the gaming media number control board 60. If the number of gaming media managed by the gaming machine that can be identified from the via-type holding number command is less than the play upper limit number (e.g., 16,369), the main CPU 41 does not generate an overflow error. In this case, the main CPU 41 controls the state to a playable state rather than a non-playable state. Thereafter, the main CPU 41 ends the error processing. On the other hand, if the number of gaming media managed by the gaming machine that can be determined from the via-type holding number command is equal to or greater than the play limit, the main CPU 41 generates an overflow error. In this case, the main CPU 41 controls the system to a non-playable state where play is not possible. The main CPU 41 controls the system to a non-playable state without executing any processing other than error processing until the number of gaming media managed by the gaming machine that can be determined from the via-type holding number command falls below the play limit. When the main CPU 41 controls the system to a non-playable state, it stores control information (hereinafter referred to as a non-playable state command) in an output buffer that can determine that the system has been controlled to a non-playable state because the number of gaming media managed by the gaming machine has exceeded the play limit. Note that the control information stored in the output buffer in the main control board 40 is output to at least one of the sub-control board 50 and the gaming media count control board 60 by output processing executed as a timer interrupt process. The non-playable state command is output to the sub-control board 50 out of the sub-control board 50 and the gaming media count control board 60. When the main CPU 41 is controlling the game to be in an unplayable state, the main CPU 41 controls the payout display unit 35 to display "EE." After controlling the game to be in an unplayable state, if the number of gaming media managed by the gaming machine becomes less than the upper limit number of games that can be played, the main CPU 41 ends the unplayable state and terminates the error processing.

[0062] After completing the error processing, the main CPU 41 determines whether the replay is not in operation (step S103). The replay is not in operation corresponds to the time when the replay is not awarded. The replay is in operation corresponds to the time when the replay is awarded. If the replay is not in operation (step S103; YES), the main CPU 41 executes a bet button acceptance process to set the bet amount (number of bets) for the current variable game (step S104).

[0063] In the bet button reception process, the main CPU 41 determines whether the 1 bet button 17 or the MAX bet button 18 has been operated. If the 1 bet button 17 or the MAX bet button 18 has not been operated, the main CPU 41 terminates the bet button reception process. If the 1 bet button 17 or the MAX bet button 18 has been operated, the main CPU 41 may increase the bet amount. Specifically, in the bet button reception process, the main CPU 41 may increase the bet amount by 1 when a detection signal from the 1 bet button 17 is input. When the bet amount has not reached the upper limit and the number of gaming media managed by the gaming machine is one or more, the main CPU 41 increases the bet amount by 1 when a detection signal from the 1 bet button 17 is input. The main CPU 41 can identify the number of gaming media managed by the gaming machine based on the via-type holding number command. In the bet button reception process, the main CPU 41 may increase the bet amount to the upper limit when a detection signal from the MAX bet button 18 is input. When the bet amount has not reached the upper limit and the total number of the set bet amount and the number of gaming media managed by the gaming machine is equal to or greater than the upper limit, the main CPU 41 increases the bet amount to the upper limit upon input of a detection signal from the MAX BET button 18. However, even when the bet amount has not reached the upper limit, the main CPU 41 does not increase the bet amount even if it inputs a detection signal from the MAX BET button 18 when the total number of the set bet amount and the number of gaming media managed by the gaming machine is less than the upper limit. Note that when the bet amount has reached the upper limit, the main CPU 41 does not increase the bet amount regardless of whether it inputs a detection signal from the 1 BET button 17 or the MAX BET button 18. Even when the bet amount has not reached the upper limit and the number of gaming media managed by the gaming machine is 0, the main CPU 41 does not increase the bet amount regardless of whether it inputs a detection signal from the 1 BET button 17 or the MAX BET button 18.

[0064] If the bet number is increased in the bet button acceptance process, the main CPU 41 stores control information (hereinafter referred to as a bet number command) capable of specifying that the bet number has been set in the output buffer. The bet number command is control information capable of specifying that the bet number has been increased as a result of the operation of the 1 bet button 17 or the MAX bet button 18. For example, if the 1 bet button 17 or the MAX bet button 18 is operated to increase the bet number by 1, a bet number command capable of specifying that the bet number has increased by 1 is stored in the output buffer. For example, if the MAX bet button 18 is operated to increase the bet number by 3, a bet number command capable of specifying that the bet number has increased by 3 is stored in the output buffer. If the bet number is increased in the bet button acceptance process, the main CPU 41 stores the bet number command in the output buffer and then terminates the bet button acceptance process. If the bet number is not increased in the bet button acceptance process, the main CPU 41 does not store the bet number command in the output buffer and terminates the bet button acceptance process. The bet number command is output to both the sub-control board 50 and the gaming media number control board 60.

[0065] Upon completion of the bet button acceptance process, the main CPU 41 executes the settlement button acceptance process (step S105). In the settlement button acceptance process, the main CPU 41 determines whether or not the settlement button 19 has been operated. If the settlement button 19 has not been operated, the main CPU 41 terminates the settlement button acceptance process. If the settlement button 19 has been operated, the main CPU 41 may decrease the bet. In other words, if the settlement button 19 has been operated, the main CPU 41 may settle the bet. Specifically, if the main CPU 41 inputs a detection signal from the settlement button 19 when the bet is 1 or more, it sets the bet to 0 and decreases the bet. Even if the main CPU 41 inputs a detection signal from the settlement button 19 when the bet is 0, it does not decrease the bet and terminates the settlement button acceptance process.

[0066] When the odds are decreased in the adjustment button reception process, the main CPU 41 stores control information (hereinafter referred to as an adjustment command) that can identify that the odds have been adjusted in the output buffer. Adjusting the odds corresponds to the set odds being decreased. More specifically, adjusting the odds corresponds to the set odds being changed from any of 1 to 3 to 0. The adjustment command is control information that can identify the number of odds that has been decreased by operating the adjustment button 19. For example, if the adjustment button 19 is operated when the odds are 3, the main CPU 41 stores an adjustment command that can identify that the odds have been decreased by 3 in the output buffer. The adjustment command is output to both the sub-control board 50 and the game media count control board 60.

[0067] If the replay is not inactive (step S103; NO), or if the settlement button reception process has ended, the main CPU 41 determines whether the set odds match the specified odds (3 in this embodiment) that allow the variable game to be started (step S106). Note that if the replay is not inactive (step S103; NO), the main CPU 41 sets the odds that were set when the previous variable game was started as the odds for the current variable game.

[0068] If the set bet number does not match the specified bet number (step S106; NO), the main CPU 41 proceeds to the processing of step S102. That is, in the processing of step S106, the main CPU 41 determines whether or not the variable game can be started. On the other hand, if the set bet number matches the specified bet number (step S106; YES), the main CPU 41 determines whether or not a start operation using the start lever 20 has been accepted (step S107). In the processing of step S107, the main CPU 41 makes a positive determination if a detection signal has been input from the start lever 20. On the other hand, the main CPU 41 makes a negative determination if a detection signal has not been input from the start lever 20. If a start operation has not been accepted (step S107; NO), the main CPU 41 proceeds to the processing of step S102. On the other hand, if a start operation has been accepted (step S107; YES), the main CPU 41 executes a number-of-games subtraction process (step S108). When the main CPU 41 receives a start operation, it stores control information (hereinafter referred to as a "variable game start command") that can identify the start of the variable game in an output buffer. The variable game start command is output to the sub-control board 50 out of the sub-control board 50 and the game media number control board 60.

[0069] In the number-of-games-played subtraction processing, the main CPU 41 performs a first number-of-games-played subtraction processing, a second number-of-games-played subtraction processing, and a third number-of-games-played subtraction processing. In the number-of-games-played subtraction processing, the main CPU 41 performs the first number-of-games-played subtraction processing, and after completing the first number-of-games-played subtraction processing, performs the second number-of-games-played subtraction processing, and after completing the second number-of-games-played subtraction processing, performs the third number-of-games-played subtraction processing. Then, in the number-of-games-played subtraction processing, the main CPU 41 completes the third number-of-games-played subtraction processing, and then returns to the game progress processing.

[0070] In the first game number subtraction process, the main CPU 41 refers to the value of the game state flag stored in the main RWM 43 and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 terminates the first game number subtraction process. On the other hand, if it is the first advantageous state, the main CPU 41 updates the remaining pseudo bonus stay count stored in the main RWM 43 by subtracting 1. The remaining pseudo bonus stay count corresponds to the remaining number of variable games that can be played in the first advantageous state. Thereafter, the main CPU 41 terminates the first game number subtraction process.

[0071] In the second number of games subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 terminates the second number of games subtraction process. On the other hand, if it is the second advantageous state, the main CPU 41 updates the remaining number of stays stored in the main RWM 43 by subtracting 1. The remaining number of stays corresponds to the remaining number of variable games that can be played in the second advantageous state. Thereafter, the main CPU 41 terminates the second number of games subtraction process.

[0072] In the third number-of-games-played subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is either the second normal state or an advantageous state. If it is neither the second normal state nor an advantageous state, the main CPU 41 terminates the third number-of-games-played subtraction process. On the other hand, if it is either the second normal state or an advantageous state, the main CPU 41 updates the advantageous upper limit value stored in the main RWM 43 by subtracting 1. The advantageous upper limit value is a value that remains until the condition for ending the advantageous period is met, and the condition for ending the advantageous period is met when the advantageous upper limit value reaches 0. Thereafter, the main CPU 41 terminates the third number-of-games-played subtraction process.

[0073] After completing the number of games subtracted process, the main CPU 41 performs a role lottery process to determine a winning number as a role lottery (step S109). In the role lottery process, the main CPU 41 acquires the value of a random number for role lottery. The main CPU 41 performs role lottery by referring to a role lottery table based on the acquired value of the random number for role lottery. Specifically, the main CPU 41 determines the winning number to which the value of the acquired random number for role lottery is assigned. Note that if the value of the random number for role lottery is not assigned to a winning number that allows a symbol combination with a predetermined prize to be won, the result of the role lottery will be a "lose." In this embodiment, the main CPU 41 performs the role lottery process, thereby realizing a function as a role lottery means for performing role lottery.

[0074] In the role lottery process, the main CPU 41 stores information capable of identifying the result of the role lottery (hereinafter referred to as winning information) in the main RWM 43. The main CPU 41 stores control information capable of identifying the result of the role lottery (hereinafter referred to as winning information command) in the output buffer. After storing the winning information command in the output buffer, the main CPU 41 ends the role lottery process and returns to the game progress process. The winning information command is output to the sub-control board 50 out of the sub-control board 50 and the game media number control board 60.

[0075] In the advantageous lottery processing of step S110, the main CPU 41 performs advantageous zone transition lottery processing, first advantageous transition lottery processing, second advantageous transition lottery processing, ceiling determination processing, and additional lottery processing. In the advantageous lottery processing, the main CPU 41 performs advantageous zone transition lottery processing, performs the first advantageous transition lottery processing after completing the advantageous zone transition lottery processing, and performs the second advantageous transition lottery processing after completing the first advantageous transition lottery processing. Furthermore, in the advantageous lottery processing, the main CPU 41 performs ceiling determination processing after completing the second advantageous transition lottery processing, and performs additional lottery processing after completing the ceiling determination processing. Then, in the advantageous lottery processing, the main CPU 41 completes the additional lottery processing and then returns to the game progress processing.

[0076] In the advantageous zone transition lottery process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the first normal state. If it is not the first normal state, the main CPU 41 terminates the advantageous zone transition lottery process. On the other hand, if it is the first normal state, the main CPU 41 conducts an advantageous zone transition lottery based on the lottery results of the role lottery. The main CPU 41, for example, acquires the value of a random number generated within the main control board 40, and references a predetermined lottery table based on the acquired random number value to conduct an advantageous zone transition lottery that can determine a transition to an advantageous zone. The probability of determining a transition to an advantageous zone in the advantageous zone transition lottery varies depending on the lottery results of the role lottery. If a transition to an advantageous zone is not determined in the advantageous zone transition lottery, the main CPU 41 terminates the advantageous zone transition lottery process. On the other hand, if a transition to an advantageous zone is determined in the advantageous zone transition lottery, the main CPU 41 stores advantageous transition permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as an advantageous permission command) that can identify that a transition to an advantageous performance state has been decided in the output buffer, and ends the advantageous transition lottery process. The advantageous permission command is output to the sub-control board 50 out of the sub-control board 50 and the game media number control board 60.

[0077] In the first advantageous transition lottery process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the second normal state or the second advantageous state. If the current game state is not the second normal state or the second advantageous state, the main CPU 41 terminates the first advantageous transition lottery process. On the other hand, if the current game state is the second normal state or the second advantageous state, the main CPU 41 performs a first advantageous transition lottery based on the results of the role lottery. The main CPU 41, for example, acquires the value of a random number generated within the main control board 40 and, based on the acquired random number value, references a predetermined lottery table to perform a first advantageous transition lottery that can determine a transition to the first advantageous state. The probability that a transition to the first advantageous state is determined in the first advantageous transition lottery varies depending on the result of the role lottery. The probability that a transition to the first advantageous state is determined in the first advantageous transition lottery differs between the second normal state and the second advantageous state. Specifically, the probability that a transition to the first advantageous state will be determined in the first advantageous transition lottery when the second advantageous state is in effect is higher than the probability that a transition to the first advantageous state will be determined in the first advantageous transition lottery when the second normal state is in effect. If a transition to the first advantageous state is not determined in the first advantageous transition lottery, the main CPU 41 terminates the first advantageous transition lottery processing. On the other hand, if a transition to the first advantageous state is determined in the first advantageous transition lottery, the main CPU 41 stores first advantageous acceptance information, which can identify that a transition to the first advantageous state has been determined, in the main RWM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the first advantageous acceptance command), which can identify that a transition to the first advantageous state has been determined, in the output buffer, and terminates the first advantageous transition lottery processing. The first advantageous acceptance command is output to the sub-control board 50 out of the sub-control board 50 and the gaming media count control board 60.

[0078] In the second advantageous transition lottery process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the first advantageous state. If the current game state is not the first advantageous state, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if the current game state is the first advantageous state, the main CPU 41 determines whether second advantageous acceptance information, which can identify that a transition to the second advantageous state has been determined, is stored in the main RWM 43. If the second advantageous acceptance information is stored, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if the second advantageous acceptance information is not stored, the main CPU 41 performs a second advantageous transition lottery based on the results of the role lottery. For example, the main CPU 41 acquires the value of a random number generated within the main control board 40 and, based on the acquired value of the random number, references a predetermined lottery table to perform a second advantageous transition lottery that can determine a transition to the second advantageous state. The probability that a transition to the second advantageous state will be determined in the second advantageous transition lottery varies depending on the results of the role lottery. If the second advantageous transition lottery does not determine a transition to the second advantageous state, the main CPU 41 terminates the second advantageous transition lottery processing. On the other hand, if the second advantageous transition lottery determines a transition to the second advantageous state, the main CPU 41 stores the second advantageous acceptance information in the main RWM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the second advantageous acceptance command) that can identify that a transition to the second advantageous state has been determined in the output buffer, and terminates the second advantageous transition lottery processing. The second advantageous acceptance command is output to the sub-control board 50 out of the sub-control board 50 and the gaming media number control board 60.

[0079] In the ceiling determination process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the second normal state. If the game state is not the second normal state, the main CPU 41 terminates the ceiling determination process. On the other hand, if the game state is the second normal state, the main CPU 41 adds 1 to the normal execution count stored in the main RWM 43 and updates the normal execution count. The normal execution count corresponds to the number of variable games executed in the second normal state without being controlled by an advantageous state. The main CPU 41 determines whether the updated normal execution count has reached the ceiling count stored in the main RWM 43. If the normal execution count has not reached the ceiling count, the main CPU 41 terminates the ceiling determination process. On the other hand, if the normal execution count has reached the ceiling count, the main CPU 41 stores the first advantageous acceptance information in the main RWM 43. Furthermore, the main CPU 41 stores the first advantageous acceptance command in the output buffer and terminates the ceiling determination process.

[0080] In the bonus lottery process, the main CPU 41 references the value of the game state flag and determines whether the current game state is the second advantageous state. If the game state is not the second advantageous state, the main CPU 41 terminates the bonus lottery process. On the other hand, if the game state is the second advantageous state, the main CPU 41 performs a bonus lottery based on the results of the role lottery. The main CPU 41, for example, acquires the value of a random number generated within the main control board 40, and references a predetermined lottery table based on the acquired random number value to perform a bonus lottery to determine whether or not to perform a bonus depending on the acquired random number value. In this embodiment, if it is decided to perform a bonus, the number of bonuses to be performed (the so-called bonus number) is also determined. "Bonus" here refers to increasing the remaining number of stays, which corresponds to the remaining number of variable games that can be performed in the second advantageous state, i.e., extending the period controlled in the second advantageous state. The "number of bonuses" corresponds to the number of times the remaining number of stays is increased, i.e., the number of times added to the remaining number of stays. However, if the remaining number of stays stored in the main RWM 43 exceeds the advantageous upper limit value stored in the main RWM 43, the main CPU 41 does not conduct an add-on lottery in the add-on lottery process and terminates the add-on lottery process. If it is decided to add on in the add-on lottery, the main CPU 41 adds the decided add-on number to the remaining number of stays and updates the remaining number of stays. Furthermore, the main CPU 41 stores control information that can identify the number of add-on times (hereinafter referred to as an add-on number command) in the output buffer and terminates the add-on lottery process. The add-on number command is output to the sub-control board 50 out of the sub-control board 50 and the game media number control board 60.

[0081] Upon completion of the advantageous lottery process, the main CPU 41 performs a command information determination process (step S111). In the command information determination process, if the player is in an advantageous state and has won a winning number that allows the winning of a bell role or a single-piece role in the role lottery, the main CPU 41 determines a command number corresponding to the operation sequence for winning the bell role. The main CPU 41 also stores control information (hereinafter referred to as a command information command) that can identify the determined command information in the output buffer, and ends the command information determination process. The command information command is output to the sub-control board 50 out of the sub-control board 50 and the game media number control board 60. The command information displayed on the payout display unit 35 includes command information corresponding to each operation sequence (press order) of the stop buttons. In the command information determination process, the main CPU 41 references the value of the game status flag to identify the current game status.

[0082] Upon completion of the instruction information determination process, the main CPU 41 performs instruction information display process (step S112). Specifically, when instruction information is determined in the instruction information determination process, the main CPU 41 controls the payout display unit 35 so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit 35 so that the instruction information is displayed until the variable game ends. Note that, when instruction information is not determined in the instruction information determination process, the main CPU 41 ends the instruction information display process.

[0083] After completing the instruction information display process, the main CPU 41 determines whether the wait time has elapsed (step S113). If the wait time has not elapsed (step S113; NO), the main CPU 41 waits until the wait time has elapsed. If the wait time has elapsed (step S113; YES), the main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S114). In the gaming machine 10, a variable game is started by starting the rotation of the reels 16a to 16c in step S114. Incidentally, in the gaming machine 10, rotation control is performed in the interrupt process to accelerate and maintain the rotation of the reels 16a to 16c. When the rotation speed of the reels 16a to 16c reaches a constant speed, the rotation speed of the reels 16a to 16c is maintained at the constant speed. In step S114, the main CPU 41 starts the rotation of all of the reels 16a to 16c simultaneously or approximately simultaneously. For example, in step S114, the main CPU 41 may determine the order in which the rotation of the reels 16a to 16c will start, and start the rotation of the reels 16a to 16c in the determined order. In this case, for example, the order in which the rotation of the reels 16a to 16c will start may be determined from a plurality of orders, or may be a single predetermined order.

[0084] Next, the main CPU 41 determines whether the speed at which the reels 16a to 16c rotate has reached a constant speed (step S115). If the speed at which the reels 16a to 16c rotate has not reached the constant speed (step S115; NO), the main CPU 41 waits until the speed at which the reels 16a to 16c rotate has reached the constant speed. If the speed at which the reels 16a to 16c rotate has reached the constant speed (step S115; YES), the main CPU 41 determines whether a stop operation has been received from any of the stop buttons 21 to 23 (step S116). In step S116, the main CPU 41 makes a positive determination if a detection signal has been input from any of the stop buttons 21 to 23, but makes a negative determination if a detection signal has not been input from any of the stop buttons 21 to 23. If a stop operation has not been received (step S116; NO), the main CPU 41 proceeds to the processing of step S115. As a result, the main CPU 41 waits until it receives a stop operation when the reels 16a to 16c are rotating at a constant speed.

[0085] On the other hand, if a stop operation is received (step S116; YES), the main CPU 41 executes a reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S117). That is, the main CPU 41 controls the actuator in response to the stop operation to stop the symbols on the reel corresponding to the stop operation. More specifically, the main CPU 41 searches for symbols that can be stopped on the pay line YL from among symbols located within a predetermined pull-in range (e.g., four symbols) based on the result of the winning combination lottery and the operation mode (operation sequence and operation timing) of the stop buttons 21-23. The main CPU 41 then controls the actuator so that the searched symbols are stopped on the pay line YL. By performing this reel stop control for the stop operation of the reels 16a-16c, the main CPU 41 stops the symbol combination corresponding to the winning number and the operation mode of the stop buttons on the pay line YL. In step S117, when the main CPU 41 receives a detection signal from one of the stop buttons 21 to 23, it stores control information (hereinafter referred to as an operation command) that can identify the stop button that received the detection signal in an output buffer. The operation command is output to the sub-control board 50 out of the sub-control board 50 and the game media count control board 60.

[0086] Next, the main CPU 41 determines whether all of the reels 16a to 16c have stopped (step S118). If some of the reels 16a to 16c have not stopped (step S118; NO), the main CPU 41 proceeds to the process of step S115. On the other hand, if all of the reels 16a to 16c have stopped (step S118; YES), the main CPU 41 performs a display symbol determination process to determine the symbol combination stopped on the pay line YL (step S119). In the display symbol determination process, the main CPU 41 determines whether a symbol combination (combination) that determines a prize has stopped on the pay line YL, and if a symbol combination (combination) that determines a prize has stopped on the pay line YL, determines the type of the symbol combination. Then, if a symbol combination that determines a prize has stopped, that is, if a prize has been won, the main CPU 41 stores control information (hereinafter referred to as a winning command) that can identify the winning combination in the output buffer. The winning command is output to both the sub-control board 50 and the game media count control board 60. In this embodiment, the winning command, which can identify that a payout role has been won, is control information which can identify the winning role and the number of game media to be awarded as a result of the win. In step S119, if a symbol combination that is determined to result in a replay as a prize is stopped on the active line YL, the main CPU 41 resets the multiplier set for the current variable game as the multiplier and activates a replay. This awards a replay as a prize.

[0087] Next, the main CPU 41 determines whether to award game media (step S120). In step S120, the main CPU 41 makes a positive determination if a payout role has been won, and makes a negative determination if a payout role has not been won. If game media are to be awarded (step S120; YES), the main CPU 41 executes game media awarding processing (step S121). In the game media awarding processing, the main CPU 41 stores control information (hereinafter referred to as a payout number command) capable of specifying the number of game media to be awarded in association with the winning of a role in an output buffer. The payout number command is output to both the sub-control board 50 and the game media number control board 60. In the game media awarding processing, the main CPU 41 controls the payout display unit 35 so that the number of game media to be awarded in association with the winning is displayed. In the gaming machine 10, if a symbol combination for which no prize is determined (for example, a losing symbol) is stopped on the pay line YL, no prize is awarded.

[0088] If no game media are awarded (step S120; NO), or if the game media awarding process has ended, the main CPU 41 performs an end process to end one round of the variable game (step S122). In the end process, the main CPU 41 stores control information capable of specifying the end of the variable game (hereinafter referred to as the variable game end command) in the output buffer. The variable game end command is output to the sub-control board 50 out of the sub-control board 50 and the game media count control board 60. In this embodiment, the variable game end command is control information capable of specifying whether or not a win has been made and the winning combination. In the end process, the main CPU 41 performs an acquisition number count process, a game state transition process, and a presentation state transition process.

[0089] First, the acquisition number counting process will be described. In the winning number counting process, when the game is in either the second normal state or the advantageous state, the main CPU 41 may update advantageous zone acquisition information, which can identify the number of gaming media awarded when the game is in an advantageous zone, based on the results of the display symbol determination process. The advantageous zone acquisition information is stored in the main RWM 43. For example, the main CPU 41 reflects the value obtained by subtracting the number of gaming media consumed in executing the variable game (multiplication factor) from the number of gaming media awarded in the advantageous zone acquisition information, thereby updating the advantageous zone acquisition information. For example, if a bell role is won in a variable game executed with a multiplication factor set to "3," "12 (= 15 - 3)" is added to the advantageous zone acquisition information. If a single-game role is won in a variable game executed with a multiplication factor set to "3," "-2 (= 1 - 3)" is added to the advantageous zone acquisition information. In other words, "2" is subtracted from the gaming zone acquisition information. Incidentally, the main CPU 41 does not update the advantageous zone acquisition information when a replay role is won. If the updated advantageous zone acquisition information falls below 0, the main CPU 41 sets the advantageous zone acquisition information to "0" and updates the advantageous zone acquisition information. The advantageous zone acquisition information is updated to "0" and initialized as control is placed in the first normal state. Specifically, the advantageous zone acquisition information is initialized as the first variable game is executed after control is placed in the first normal state.

[0090] In the winning number counting process, when the main CPU 41 is in an advantageous state, the main CPU 41 may update the first-period winning information, which can identify the number of game media awarded when the advantageous state is reached, based on the results of the display symbol determination process. The first-period winning information is stored in the main RWM 43. For example, as with the advantageous zone winning information, the main CPU 41 reflects in the first-period winning information a value obtained by subtracting the number of game media consumed in executing the variable game (multiplier) from the number of game media awarded, and updates the first-period winning information. Note that if the updated first-period winning information is below 0, the main CPU 41 sets the first-period winning information to "0" and updates the first-period winning information. The first-period winning information is updated to "0" and initialized when the game is controlled to the first normal state. Specifically, the first-period winning information is initialized when the first variable game is executed after the game is controlled to the first normal state.

[0091] In the winning number counting process, when the first advantageous state is reached, the main CPU 41 may update the second-period winning information, which can identify the number of game media awarded during the first advantageous state, based on the results of the display symbol determination process. The second-period winning information is stored in the main RWM 43. For example, as with the advantageous zone winning information and the first-period winning information, the main CPU 41 reflects the value obtained by subtracting the number of game media consumed in executing the variable game (multiplier) from the number of game media awarded in the second-period winning information, and updates the second-period winning information. Note that if the updated second-period winning information falls below 0, the main CPU 41 sets the second-period winning information to "0" and updates the second-period winning information. The second-period winning information is updated and initialized to "0" when the game is controlled to the first normal state or the second advantageous state. Specifically, the second-period winning information is initialized when the first variable game is executed after control is established in the first normal state or the second advantageous state.

[0092] Next, the game state transition process will be described. In the game state transition process, the main CPU 41 updates the value of the game state flag and transitions the game state. The main CPU 41 refers to the game state flag to identify the current game state. The main CPU 41 identifies the winning combination based on the result of the display symbol determination process (step S119). When the main CPU 41 updates the value of the game state flag, it stores control information (hereinafter referred to as a game state designation command) that indicates the game state that can be identified from the updated value in the output buffer. The game state designation command is output to the sub-control board 50 out of the sub-control board 50 and the game media number control board 60.

[0093] Specifically, in the game state transition process, if advantageous transition permission information is stored in the main RWM 43 during the first normal state, that is, if a transition to an advantageous zone is determined, the main CPU 41 sets a value that can identify the second normal state to the game state flag. The main CPU 41 also determines the ceiling number of times and stores the determined ceiling number of times in the main RWM 43. For example, the main CPU 41 determines the ceiling number of times from among the numbers less than "1500 times," which corresponds to the upper limit number of stays, based on the lottery probability according to the set value. Furthermore, the main CPU 41 erases the advantageous transition permission information stored in the main RWM 43.

[0094] Furthermore, if the first advantageous allowance information is stored in the main RWM 43 when the second normal state or the second advantageous state is in effect, that is, if a transition to the first advantageous state is determined, the main CPU 41 sets a value that can identify the first advantageous state to the gaming state flag. Furthermore, the main CPU 41 stores "30 times" in the main RWM 43 as the remaining number of pseudo bonus stays. Furthermore, the main CPU 41 erases the first advantageous allowance information stored in the main RWM 43.

[0095] Furthermore, when the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 during the first advantageous state, i.e., when the first advantageous state ends, when second advantageous allowance information is stored, or when the remaining number of stays is 1 or more, the main CPU 41 sets the gaming state flag to a value that can identify the second advantageous state. Here, when second advantageous allowance information is stored, this corresponds to a case where a transition to the second advantageous state is determined by lottery when a transition from the second normal state to the first advantageous state occurs. Here, when the remaining number of stays is 1 or more corresponds to a transition from the second advantageous state to the first advantageous state. Furthermore, the main CPU 41 adds "50 times" to the remaining number of stays stored in the main RWM 43 to update the remaining number of stays. Therefore, when a transition from the second advantageous state to the first advantageous state occurs, and the first advantageous state ends and a transition to the second advantageous state occurs again, an additional "50 times" is added. Furthermore, if the second advantageous allowance information is stored, the main CPU 41 erases the second advantageous allowance information stored in the main RWM 43. On the other hand, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 during the first advantageous state, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state if the second advantageous allowance information is not stored and the remaining number of stays is not 1 or more. Thus, in this embodiment, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 during the first advantageous state, and the second advantageous allowance information is stored or the remaining number of stays is 1 or more, the transition condition is met. On the other hand, in this embodiment, if the remaining number of pseudo-bonus stays stored in the main RWM 43 reaches 0 during the first advantageous state, and the second advantageous allowance information is not stored and the remaining number of stays is not 1 or more, the transition condition is not met.

[0096] Furthermore, when the remaining number of stays stored in the main RWM 43 reaches 0 while in the second advantageous state, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. Additionally, when the advantageous upper limit value stored in the main RWM 43 reaches 0 while in the second normal state and advantageous state, that is, when the advantageous zone termination condition is met, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. Similarly, when the advantageous zone acquisition information stored in the main RWM 43 reaches 2400 while in the second normal state and advantageous state, that is, when the advantageous zone termination condition is met, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. When the advantageous zone termination condition is met, and any of the advantageous transition permission information, first advantageous permission information, and second advantageous permission information is stored in the main RWM 43, the main CPU 41 erases that information. When the value of the game status flag is updated, the main CPU 41 stores control information (hereinafter, game status command) capable of identifying the current game status in the output buffer. The game status command is output to the sub-control board 50 out of the sub-control board 50 and the game media number control board 60. In this way, in this embodiment, the main CPU 41 performs game status transition processing, thereby realizing the function of game status control means that controls the game status.

[0097] Next, the presentation state transition process will be described. In the presentation state transition process, the main CPU 41 updates the value of the presentation state flag and transitions the presentation state. The main CPU 41 references the presentation state flag to identify the current presentation state. In the presentation state transition process, if the game state flag is set to a value that can identify the first normal state or the second normal state, the main CPU 41 sets the presentation state flag to a value that can identify the normal presentation state. Also, if the game state flag is set to a value that can identify the first advantageous state, the main CPU 41 sets the presentation state flag to a value that can identify the pseudo-bonus presentation state. If the game state flag is set to a value that can identify the second advantageous state, the main CPU 41 sets the presentation state flag to a value that can identify the advantageous presentation state. When the value of the presentation state flag is updated, the main CPU 41 stores control information (hereinafter referred to as a presentation state command) that can identify the current presentation state in the output buffer. The presentation state command is output to the sub-control board 50 out of the sub-control board 50 and the game media number control board 60. In this manner, in this embodiment, the main CPU 41 performs the rendering state transition process, thereby realizing the function of rendering state control means that controls the rendering state.

[0098] Furthermore, when the termination process is completed in the game progress process, the main CPU 41 ends the game progress process for the execution of one variable game, and proceeds to the process of step S101 again. As described above, in the gaming machine 10, the start operation triggers the start of rotation of all reels, and the stop operation triggers the stop of rotation of the reels. The game progress process corresponds to control related to the execution of the variable game and to control related to the progress of the game.

[0099] Next, the processing performed by the medium count CPU 61 will be described. When the media number CPU 61 inputs a multiplier command, it updates information capable of identifying the number of gaming media managed by the gaming machine stored in the media number RWM 63 (hereinafter referred to as gaming machine managed media number information) based on the input multiplier command. Specifically, when a multiplier command is input, the media number CPU 61 subtracts the multiplier that can be identified from the input multiplier command from the number of gaming media managed by the gaming machine that can be identified from the gaming machine managed media number information, thereby updating the gaming machine managed media number information. For example, when the media number CPU 61 inputs a multiplier command that can identify an increase in the multiplier by 1, it subtracts 1 from the number of gaming media managed by the gaming machine that can be identified from the gaming machine managed media number information. In this way, the media number CPU 61 reduces the number of gaming media managed by the gaming machine in accordance with the multiplier command. The gaming machine 10 is configured to be able to reduce the number of gaming media owned by a player in accordance with the setting of a multiplier.

[0100] When a settlement command is input, the media number CPU 61 updates the gaming machine's managed media number information based on the input settlement command. Specifically, when a settlement command is input, the media number CPU 61 determines the number of bets reduced by operating the settlement button 19 based on the input settlement command, adds this number to the number of gaming media managed by the gaming machine that can be determined from the gaming machine's managed media number information, and updates the gaming machine's managed media number information. For example, if the media number CPU 61 inputs a settlement command that determines that the number of bets reduced by operating the settlement button 19 is 3, it adds 3 to the number of gaming media managed by the gaming machine that can be determined from the gaming machine's managed media number information. In this way, the media number CPU 61 increases the number of gaming media managed by the gaming machine in response to the settlement command. The gaming machine 10 is configured to be able to increase the number of gaming media owned by the player as the bets are settled.

[0101] When the media count CPU 61 inputs a payout number command, it updates the gaming machine's managed media number information based on the input payout number command. Specifically, when the payout number command is input, the media count CPU 61 determines the number of gaming media awarded in response to a winning combination based on the input payout number command, adds that number to the number of gaming media managed by the gaming machine that can be determined from the gaming machine's managed media number information, and updates the gaming machine's managed media number information. For example, when the media count CPU 61 inputs a payout number command that determines that the number of gaming media awarded in response to a winning combination is 15, it adds 15 to the number of gaming media managed by the gaming machine that can be determined from the gaming machine's managed media number information. In this way, the media number CPU 61 increases the number of gaming media managed by the gaming machine in accordance with the payout number command. The gaming machine 10 is configured to be able to increase the number of gaming media owned by a player in response to a winning combination.

[0102] When a lending command is input, the medium number CPU 61 updates the gaming machine-managed medium number information based on the input lending command. Specifically, when a lending command is input, the medium number CPU 61 adds a number corresponding to a specified amount to the number of gaming media managed by the gaming machine that can be identified from the gaming machine-managed medium number information, and updates the gaming machine-managed medium number information. For example, when a lending command is input, the medium number CPU 61 adds 50 to the number of gaming media managed by the gaming machine that can be identified from the gaming machine-managed medium number information. The gaming machine 10 is configured to be able to increase the number of gaming media owned by a player as gaming media are loaned out.

[0103] When the medium count CPU 61 receives a detection signal from the count button 28, it may update the gaming machine management medium count information according to the operation mode of the count button 28. The operation mode of the count button 28 includes a first operation mode in which the count button 28 is operated for less than a predetermined time (e.g., 500 ms), and a second operation mode in which the count button 28 is operated for a predetermined time or more. The first operation mode corresponds to a short press of the count button 28. The second operation mode corresponds to a long press of the count button 28. The medium count CPU 61 identifies whether the count button 28 is a short press or a long press of the count button 28 based on the detection signal from the count button 28. If the count button 28 is continuously operated for more than a predetermined time, the medium count CPU 61 identifies a long press of the count button 28 based on the detection signal from the count button 28 each time it identifies the operation mode of the count button 28.

[0104] When identifying a short press of the count button 28, if the number of gaming media managed by the gaming machine that can be identified from the gaming machine-managed media number information is one or more, the media number CPU 61 subtracts one from the number of gaming media managed by the gaming machine and updates the gaming machine-managed media number information. In addition, the media number CPU 61 stores in the output buffer a count information command that can identify that management of one of the gaming media owned by the player will be transferred from the gaming machine 10 to the management unit 100. The control information stored in the output buffer of the gaming media number control board 60 is output to at least one of the main control board 40 and the management unit 100 by an output process executed as a timer interrupt process. The count command is output to the management unit 100, of the main control board 40 and the management unit 100. When identifying a short press of the count button 28, if the number of gaming media managed by the gaming machine that can be identified from the gaming machine-managed media number information is zero, the media number CPU 61 does not update the gaming machine-managed media number information.

[0105] When the medium number CPU 61 identifies a long press of the count button 28, if the number of gaming media managed by the gaming machine that can be identified from the gaming-machine-managed medium number information is 50 or more, it subtracts 50 from the number of gaming media managed by the gaming machine and updates the gaming-machine-managed medium number information. In addition, the medium number CPU 61 stores in the output buffer a count information command that can identify that management of 50 of the gaming media owned by the player will be transferred from the gaming machine 10 to the management unit 100. When the medium number CPU 61 identifies a long press of the count button 28, if the number of gaming media managed by the gaming machine that can be identified from the gaming-machine-managed medium number information is less than 50 but is 1 or more, it subtracts the remaining number of gaming media managed by the gaming machine to 0 and updates the gaming-machine-managed medium number information. In addition, the medium number CPU 61 stores in the output buffer a count information command that can identify that management of the remaining gaming media owned by the player will be transferred from the gaming machine 10 to the management unit 100. When the medium count CPU 61 identifies a long press of the count button 28, if the number of gaming media managed by the gaming machine that can be identified from the gaming machine managed medium number information is 0, the medium count CPU 61 does not update the gaming machine managed medium number information. As described above, the medium number CPU 61 executes a process related to updating the gaming machine managed medium number information, thereby executing a process for managing the number of gaming media owned by the player.

[0106] When the media count CPU 61 updates the gaming machine management media number information, it stores in the output buffer control information (hereinafter referred to as the owned number command) that can identify the number of gaming media managed by the gaming machine that can be identified from the updated gaming machine management media number information. The owned number command is output to the management unit 100, which is one of the main control board 40 and the management unit 100. In this embodiment, the owned number command corresponds to an owned number control signal regarding the number of gaming media owned by the player. In this way, the control information (control signal) output from the gaming media number control board 60, which serves as the second control board, includes an owned number command that corresponds to an owned number control signal regarding the number of gaming media owned by the player. The owned number command includes a routed owned number command and a direct owned number command.

[0107] As shown in FIG. 6, the via-type holding number command is output from the gaming media number control board 60 and then input by input processing executed by the main CPU 41 of the main control board 40. The via-type holding number command is then output from the main control board 40 to the sub-control board 50 by output processing by the main CPU 41. In this manner, the via-type holding number command is input by input processing executed by the main CPU 41. In this embodiment, the via-type holding number command corresponds to a non-specific control signal input by input processing executed by the first control unit.

[0108] In contrast, the direct holding number command is output from the gaming media number control board 60, and then is not input by the input processing executed by the main CPU 41 of the main control board 40, but is output to the sub-control board 50. In this way, the direct holding number command is output to the sub-control board 50 without being input by the input processing executed by the main CPU 41. In this embodiment, the direct holding number command has a specific control signal that is not input by the input processing executed by the first control unit, but is output to the third control board. Incidentally, the conductor that passes through the direct holding number command is wired on the main control board 40. Therefore, the direct holding number command can pass through the main control board 40, just like the bypass holding number command.

[0109] As described above, in the gaming machine 10, the possession number commands include direct possession number commands that are output to the sub-control board 50 without being input by the input processing executed by the main CPU 41, and bypass possession number commands that are input by the input processing executed by the main CPU 41. That is, the possession control signals include specific control signals that are output to the third control board without being input by the input processing executed by the first control unit, and non-specific control signals that are input by the input processing executed by the first control unit. As described above, in the gaming machine 10, the main CPU 41 can control the game machine to a non-playable state in which progress is disabled upon input of a bypass possession number command. That is, in this embodiment, the first control unit can control the game machine to a non-playable state in which progress is disabled upon input of a non-specific control signal.

[0110] The via type holding number command includes information that can identify the direct type holding number command that is stored in the output buffer together with the via type holding number command. Similarly, the direct type holding number command includes information that can identify the via type holding number command that is stored in the output buffer together with the direct type holding number command. In this way, the via type holding number command and the direct type holding number command include information that can identify the other command that is paired with them.

[0111] Furthermore, when storing a via-type holding number command and a direct-type holding number command in the output buffer, the media count CPU 61 stores the via-type holding number command and the direct-type holding number command that can identify the event that triggered the output of the via-type holding number command and the direct-type holding number command. For example, when the media count CPU 61 decreases the number of gaming media managed by the gaming machine in accordance with a multiplier command, it stores in the output buffer the via-type holding number command and the direct-type holding number command that can identify that the number of gaming media managed by the gaming machine has decreased as the multiplier has been set. For example, when the media count CPU 61 increases the number of gaming media managed by the gaming machine in accordance with a settlement command, it stores in the output buffer the via-type holding number command and the direct-type holding number command that can identify that the number of gaming media managed by the gaming machine has increased as the multiplier has been settled. For example, when the media number CPU 61 increases the number of gaming media managed by the gaming machine in response to a payout number command, it stores in the output buffer a via-type owned number command and a direct-type owned number command that can identify that the number of gaming media managed by the gaming machine has increased due to a win. For example, when the media number CPU 61 increases the number of gaming media managed by the gaming machine in response to a lending command, it stores in the output buffer a via-type owned number command and a direct-type owned number command that can identify that the number of gaming media managed by the gaming machine has increased due to the lending of gaming media. For example, when the media number CPU 61 decreases the number of gaming media managed by the gaming machine in response to the operation of the counting button 28, it stores in the output buffer a via-type owned number command and a direct-type owned number command that can identify that the number of gaming media managed by the gaming machine has decreased due to the transfer of management of the gaming media.

[0112] The media number CPU 61 controls the display content of the gaming machine-managed gaming media number display unit 27. Specifically, the media number CPU 61 controls the display content of the gaming machine-managed gaming media number display unit 27 so that the display content indicates the number of gaming media managed by the gaming machine that can be determined from the gaming machine-managed gaming media number information. Therefore, when the gaming machine-managed gaming media number information is updated, the display content of the gaming machine-managed gaming media number display unit 27 is also updated. In this manner, the gaming machine-managed gaming media number display unit 27 can be controlled by the media number CPU 61 as a second control unit. The gaming machine-managed gaming media number display unit 27 can display the number of gaming media managed by the gaming machine that can be determined from the gaming machine-managed gaming media number information, and can display information regarding the number of gaming media owned by the player. In this embodiment, the gaming machine-managed gaming media number display unit 27 corresponds to a non-identification display unit.

[0113] Next, the processing performed by the secondary CPU 51 will be described. When the sub-CPU 51 inputs a game status command, it updates the game status information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the game status information to indicate a game status that can be specified from the game status command. Also, when the sub-CPU 51 inputs a presentation status command, it updates the presentation status information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the presentation status information to indicate a presentation status that can be specified from the presentation status command.

[0114] When the sub-CPU 51 inputs a multiplier command, it controls to a presentation state that can be specified from the presentation state information. Incidentally, after a replay role is won, when the sub-CPU 51 inputs a variable game start command, it controls to a presentation state that can be specified from the presentation state information. Specifically, when the type of presentation state that can be specified from the presentation state information is changed, the sub-CPU 51 controls to the presentation state after the change. On the other hand, when the type of presentation state that can be specified from the presentation state information is not changed, the sub-CPU 51 continues to control to the presentation state that is currently being controlled.

[0115] When the instruction information command is input, the sub-CPU 51 performs push order navigation effect processing, which executes a navigation effect that suggests or notifies the player of the push order. The sub-CPU 51 executes push order navigation effect processing based on the winning number that can be identified from the win information command and the instruction information that can be identified from the instruction information command. In the push order navigation effect processing, the sub-CPU 51 controls the effect display device 15 so that a navigation effect based on the instruction information that can be identified from the instruction information command is executed. For example, when executing a navigation effect that suggests or notifies the player of the fourth push order, the sub-CPU 51 may execute a navigation effect in which, from the left, a navigation image including a "3," a navigation image including a "1," and a navigation image including a "2" are displayed in the area above the stop buttons 21 to 23 on the effect display device 15. The sub-CPU 51 controls the effect display device 15 so that the navigation effect is executed until all of the reels 16a to 16c have stopped spinning.

[0116] Incidentally, when the sub-CPU 51 is executing a navigation effect based on instruction information identifiable from the instruction information command, if the stop buttons are pressed in a different order from the order suggested or indicated in the navigation effect, the sub-CPU 51 terminates the navigation effect and stops the execution of the navigation effect. For example, in the gaming machine 10, when a navigation effect suggesting or indicating the fourth button press sequence is being executed, if a stop button 21 or 23 other than the stop button 22 is pressed the first time, the navigation effect ends. Similarly, in the gaming machine 10, when a navigation effect suggesting or indicating the fourth button press sequence is being executed, if the stop button 22 is pressed the first time but the stop button 21 is pressed the second time, the navigation effect ends. Note that in the gaming machine 10, even if the execution of the navigation effect in the effect display device 15 is stopped, the display of instruction information on the payout display unit 35 continues.

[0117] When the sub-CPU 51 inputs an add-on number command, the sub-CPU 51 performs add-on performance processing. On the other hand, when the add-on number command is not input, the sub-CPU 51 does not perform add-on performance processing. In the add-on performance processing, the sub-CPU 51 identifies the number of add-on times from the input add-on number command, and controls the performance display device 15 so that an add-on performance that notifies the number of add-on times is executed.

[0118] When the sub-CPU 51 inputs a winning command, it may execute an effect corresponding to the winning role that can be identified from the winning command. For example, when the sub-CPU 51 inputs a winning command that can identify that a bell role has been won, it controls the decorative lamp 13 to emit yellow light and controls the effect display device 15 to display an image that resembles a bell. For example, when the sub-CPU 51 inputs a winning command that can identify that a replay role has been won, it controls the decorative lamp 13 to emit blue light and controls the effect display device 15 to display an image that can identify that a replay role has been won.

[0119] When the secondary CPU 51 inputs the unplayable state command, it controls at least one of the decorative lamp 13, the speaker 14, and the effect display device 15 to execute an effect (hereinafter referred to as the unplayable effect) suggesting or informing that the gaming machine has been put into an unplayable state because the number of gaming media managed by the gaming machine has exceeded the playable limit. The unplayable effect corresponds to an effect suggesting or informing that an overflow error has occurred. For example, the unplayable effect may be a display effect in which an image is displayed on the effect display device 15 suggesting or informing that the gaming machine has been put into an unplayable state because the number of gaming media managed by the gaming machine has exceeded the playable limit, or an effect including such a display effect. For example, the unplayable effect may be a sound effect in which a sound is output from the speaker 14 suggesting or informing that the gaming machine has been put into an unplayable state because the number of gaming media managed by the gaming machine has exceeded the playable limit, or an effect including such a sound effect. When the overflow error is resolved, the secondary CPU 51 controls to terminate the unplayable effect. For example, when the number of gaming media managed by the gaming machine that can be specified from the direct type possession number command becomes less than the upper limit number of games, the sub-CPU 51 performs control so as to end the impossible effect.

[0120] In the gaming machine 10, the effect display device 15 may execute an owned number display effect that displays the number of gaming media managed by the gaming machine. In other words, the display effects that the effect display device 15 can execute include an owned number display effect that displays the number of gaming media managed by the gaming machine. In this embodiment, the owned number display effect corresponds to the first display effect that displays the number of gaming media owned by the player.

[0121] As shown in FIG. 7(a), in the gaming machine 10, a holding number image HM is displayed on the effect display device 15, and an holding number effect is executed. The holding number image HM generally contains information that can identify the number of gaming media managed by the gaming machine. For example, the holding number image HM shown in FIG. 7(a), which includes the text information "1012," corresponds to the holding number image HM that includes information that can identify that the number of gaming media managed by the gaming machine is "1012." When the holding number image HM shown in FIG. 7(a) is displayed on the effect display device 15, it is possible to identify that the number of gaming media managed by the gaming machine is "1012." As shown in FIG. 7(b), for example, if the number of gaming media managed by the gaming machine becomes "1009," the holding number image HM that includes the text information "1009" is displayed on the effect display device 15, and an holding number display effect is executed. By displaying the holding number image HM, the effect display device 15 displays the number of gaming media owned by the player. In this embodiment, the performance display device 15 corresponds to the specific display unit.

[0122] As shown in FIG. 7(a), the owned number image HM is displayed in the upper left of the display area in which the effect display device 15 can display an image. Incidentally, in the gaming machine 10, the gaming machine managed gaming media number display unit 27 is provided in the lower right of the effect display device 15. Therefore, the upper left display area of ​​the display area of ​​the effect display device 15 is a display area located in the exact opposite direction from the center CP of the display area of ​​the effect display device 15 to the gaming machine managed gaming media number display unit 27. In other words, the owned number image HM is displayed in a display area of ​​the display area of ​​the effect display device 15 that is located in the exact opposite direction from the gaming machine managed gaming media number display unit 27 in the left-right direction, based on the center CP of the display area of ​​the effect display device 15. Furthermore, the upper left display area of ​​the display area of ​​the effect display device 15 is a display area located in the exact opposite direction from the center CP of the display area of ​​the effect display device 15 to the gaming machine managed gaming media number display unit 27. In other words, the number of possessions image HM is displayed in a display area of ​​the display area of ​​the performance display device 15 that is located in the opposite vertical direction to the gaming machine management gaming medium number display unit 27, with the center CP of the display area of ​​the performance display device 15 as the reference point. In this embodiment, the shape of the display area of ​​the performance display device 15 is rectangular. In this embodiment, the "center CP of the display area of ​​the performance display device 15" is the intersection of two diagonals of the display area of ​​the performance display device 15.

[0123] As shown in FIG. 8 , for example, the effect display device 15 is mounted so that the display surface 15a of the effect display device 15 is tilted backward by an angle X1 when viewed from the player. For example, the gaming machine managed game media number display unit 27 is mounted so that the display surface 27a of the gaming machine managed game media number display unit 27 is tilted backward by an angle X2 when viewed from the player. In this case, in the gaming machine 10, angle X1 is different from angle X2. Specifically, angle X1 in the gaming machine 10 is smaller than angle X2. As a result, when the gaming machine 10 is viewed from the side, the orientation MY1 of the display surface 15a of the effect display device 15 is different from the orientation MY2 of the display surface 27a of the gaming machine managed game media number display unit 27. Thus, in the gaming machine 10, the orientation MY1 of the display surface 15a of the effect display device 15 relative to the player is different from the orientation MY2 of the display surface 27a of the gaming machine managed game media number display unit 27 relative to the player. In other words, in the gaming machine 10, the orientation MY2 of the display surface 27a of the gaming machine-managed gaming media number display unit 27 relative to the player is different from the orientation MY1 of the display surface 15a of the effect display device 15 relative to the player. That is, in this embodiment, the orientation of the display surface of the specific display unit relative to the player is different from the orientation of the display surface of the non-specific display unit relative to the player. In addition, in the gaming machine 10, the vertical orientation of the display surface 15a of the effect display device 15 is different from the vertical orientation of the display surface 27a of the gaming machine-managed gaming media number display unit 27. On the other hand, in the gaming machine 10, the left-right orientation of the display surface 15a of the effect display device 15 is the same as the vertical orientation of the display surface 27a of the gaming machine-managed gaming media number display unit 27.

[0124] In the gaming machine 10, the effect display device 15 may execute a bet number display effect that allows the bet number to be specified. That is, the display effects that the effect display device 15 can execute include a bet number display effect that allows the bet number to be specified.

[0125] As shown in FIG. 7(a), in the gaming machine 10, a multiplier display image BP is displayed on the effect display device 15, and a multiplier display effect is executed. The multiplier display image BP is composed of a first multiplier display image BP1, a second multiplier display image BP2, and a third multiplier display image BP3. The first multiplier display image BP1 to the third multiplier display image BP3 may each be displayed in a white display mode or in a yellow display mode. For example, when the first multiplier display image BP1 is displayed in a white display mode, the first multiplier display image BP1 with a white base is displayed on the effect display device 15. Here, the first multiplier display image BP1 is used as an example, but the same applies when the second multiplier display image BP2 and the third multiplier display image BP3 are displayed in a white display mode. For example, when the first multiplier display image BP1 is displayed in a yellow display mode, the first multiplier display image BP1 with a yellow base is displayed on the effect display device 15. Here, the first multiply number display image BP1 is taken as an example, but the same applies to the case where the second multiply number display image BP2 and the third multiply number display image BP3 are displayed in a yellow display mode.

[0126] As shown in FIG. 7(a), in the gaming machine 10, when the bet is 0, all of the first multiplier display image BP1 to the third multiplier display image BP3 are displayed in a white display mode on the effect display device 15. On the other hand, as shown in FIG. 7(b), in the gaming machine 10, when the bet is 3, all of the first multiplier display image BP1 to the third multiplier display image BP3 are displayed in a yellow display mode on the effect display device 15. Although not shown, in the gaming machine 10, when the bet is 1, the first multiplier display image BP1 is displayed in a yellow display mode on the effect display device 15, and the second multiplier display image BP2 and the third multiplier display image BP3 are displayed in a white display mode on the effect display device 15. Also, although not shown, in the gaming machine 10, when the bet is 2, the first multiplier display image BP1 and the second multiplier display image BP2 are displayed in a yellow display mode on the effect display device 15, and the third multiplier display image BP3 is displayed in a white display mode on the effect display device 15. In the gaming machine 10, when some or all of the first multiplier display image BP1 to the third multiplier display image BP3 change from a white display mode to a yellow display mode, it can be determined that the multiplier has increased, that is, that the number of gaming media managed by the gaming machine has decreased. The multiplier display effect can be said to be a display effect that can determine that the multiplier has increased, that is, that the number of gaming media managed by the gaming machine has decreased.

[0127] Incidentally, in the gaming machine 10, when some or all of the first multiplier display image BP1 to the third multiplier display image BP3 are displayed in yellow, if the settlement button 19 is operated, the bet becomes 0, and all of the first multiplier display image BP1 to the third multiplier display image BP3 are displayed in white. In the gaming machine 10, when some or all of the first multiplier display image BP1 to the third multiplier display image BP3 switch from yellow to white, it can be determined that the bet has become 0, that is, that the bet has been paid out to the number of gaming media managed by the gaming machine. The bet display effect may function as a display effect that can determine that the bet has been paid out.

[0128] In the gaming machine 10, the effect display device 15 executes a medal insertion effect that can identify a decrease in the number of gaming media managed by the gaming machine due to the bet number being set. In other words, the display effects that the effect display device 15 can execute include a medal insertion effect that can identify a decrease in the number of gaming media managed by the gaming machine. In this embodiment, the medal insertion effect corresponds to the second display effect that can identify a decrease in the number of gaming media owned by the player.

[0129] As shown in FIG. 9(a), in the gaming machine 10, when the bet number increases by 1, a medal insertion effect is executed in which one medal image MD resembling a gaming medal is displayed on the effect display device 15. At this time, on the effect display device 15, one medal image MD is displayed moving from the owned number image HM toward the bet number display image BP. Also, as shown in FIG. 9(b), in the gaming machine 10, when the bet number increases by 2, a medal insertion effect is executed in which two medal images MD are displayed on the effect display device 15. At this time, on the effect display device 15, two medal images MD are displayed moving from the owned number image HM toward the bet number display image BP. Similarly, as shown in FIG. 9(c), in the gaming machine 10, when the bet number increases by 2, a medal insertion effect is executed in which three medal images MD are displayed on the effect display device 15. At this time, on the effect display device 15, three medal images MD are displayed moving from the owned number image HM toward the bet number display image BP.

[0130] Incidentally, the medal insertion effect is initiated as the number of gaming media managed by the gaming machine, indicated in the owned number image HM, decreases as the bet number is set. For example, as shown in FIG. 9(a), if the number of gaming media managed by the gaming machine indicated in the owned number image HM is "1012" before the bet number is set, when the bet number is increased by one, the number of gaming media managed by the gaming machine indicated in the owned number image HM becomes "1011," and the medal insertion effect, in which one medal image MD is displayed, is initiated. For example, as shown in FIG. 9(b), if the number of gaming media managed by the gaming machine indicated in the owned number image HM is "1012" before the bet number is set, when the bet number is increased by two, the number of gaming media managed by the gaming machine indicated in the owned number image HM becomes "1010," and the medal insertion effect, in which two medal images MD are displayed, is initiated. Similarly, for example, as shown in Figure 9(c), if the number of gaming media managed by the gaming machine shown in the owned number image HM is "1012" before the bet number is set, when the bet number is increased by 3, the number of gaming media managed by the gaming machine shown in the owned number image HM becomes "1009", and the medal insertion effect is started in which three medal images MD are displayed.

[0131] As described above, the medal insertion effect can be executed by setting a bet number and consuming gaming media when playing a game. That is, the medal insertion effect as the second display effect can be executed by consuming gaming media. Furthermore, in the medal insertion effect, the gaming machine 10 displays the medal image MD moving from the owned number image HM toward the bet number display image BP, thereby making it possible to identify a decrease in the number of gaming media managed by the gaming machine. Furthermore, in the gaming machine 10, the number of gaming media that will be decreased from the number of gaming media managed by the gaming machine can be identified by the number of medal images MD displayed in the medal insertion effect.

[0132] Although not shown, when a medal insertion effect is executed, after the medal insertion effect ends, the first multiplier display image BP1 to the third multiplier display image BP3 are displayed in a display mode according to the multiplier. Here, "after the medal insertion effect ends" means after the medal image MD displayed in the medal insertion effect has moved to the multiplier display image BP.

[0133] In the gaming machine 10, the effect display device 15 executes a winning effect that can identify an increase in the number of gaming media managed by the gaming machine due to a win. That is, the display effects that the effect display device 15 can execute include a winning effect that can identify an increase in the number of gaming media managed by the gaming machine. In this embodiment, the winning effect corresponds to a special display effect that can identify an increase in the number of gaming media owned by the player.

[0134] The display mode of the winning effect differs depending on the winning payout combination. That is, in the gaming machine 10, the display mode of the winning effect differs depending on the event that triggered the increase in the number of gaming media managed by the gaming machine. That is, in this embodiment, the display mode of the winning effect as a special display effect differs depending on the event that triggered the increase in the number of gaming media owned by the player. Incidentally, in the gaming machine 10, when a payout combination other than a single coin combination (i.e., a cherry combination, a watermelon combination, or a bell combination) is won, the winning effect is executed on the effect display device 15 in response to the winning. On the other hand, in the gaming machine 10, when a payout combination other than a single coin combination is won, the winning effect is not executed on the effect display device 15 in response to the winning.

[0135] As shown in FIG. 10(a), in the gaming machine 10, when a bell combination is won, a winning image GN that can identify that a payout combination has been won is displayed on the effect display device 15, and a winning effect is executed. When a bell combination is won, a winning effect is executed in which a winning image GN resembling a bell is displayed. The winning image GN displayed when a bell combination is won includes text information "+15" that can identify that 15 game media will be won by winning the bell combination. Similarly, as shown in FIG. 10(b), in the gaming machine 10, when a watermelon combination is won, a winning image GN that can identify that a payout combination has been won is displayed on the effect display device 15, and a winning effect is executed. When a watermelon combination is won, a winning effect is executed in which a winning image GN resembling a watermelon is displayed. The winning image GN displayed when a watermelon combination is won includes text information "+5" that can identify that 5 game media will be won by winning the watermelon combination. Although not shown, in the gaming machine 10, when a cherry combination is won, a winning image GN is displayed, indicating that a payout combination has been won, and a winning effect is executed. When a cherry combination is won, a winning effect is executed in which a winning image GN resembling a cherry is displayed. The winning image GN displayed when a cherry combination is won includes text information such as "+3," indicating that three gaming media will be won by the cherry combination. In addition, in the gaming machine 10, after the winning image GN is displayed at a predetermined position on the effect display device 15 during the winning effect, the winning image GN is displayed so as to move toward the owned number image HM. As described above, in the gaming machine 10, the winning image GN displayed during the winning effect differs depending on the winning payout combination, and therefore the display mode of the winning effect differs depending on the event that triggered the increase in the number of gaming media managed by the gaming machine.

[0136] Although not shown, when a winning effect is executed, the number of gaming media managed by the gaming machine shown in the possession number image HM increases at the timing after the winning effect ends. Here, "after the winning effect ends" means after the winning image GN displayed in the winning effect has moved to the possession number image HM.

[0137] In the gaming machine 10, the effect display device 15 executes a transfer effect that can specify that management of gaming media will be transferred from the gaming machine 10 to the management unit 100. The transfer effect is a display effect that can specify that gaming media owned by a player will be transferred from the gaming machine 10 to the management unit 100, and corresponds to a display effect that can specify that the number of gaming media owned by a player will be transferred outside the machine. In other words, the display effects that can be executed by the effect display device 15 include a transfer effect that can specify that the number of gaming media managed by the gaming machine will be transferred outside the machine. In this embodiment, the transfer effect corresponds to a specific display effect that can specify that the number of gaming media owned by a player will be transferred outside the gaming machine.

[0138] The transfer effects include a first transfer effect and a second transfer effect. The first transfer effect can be executed when management of one gaming medium is transferred from the gaming machine 10 to the management unit 100. In other words, the first transfer effect can be executed when one gaming medium owned by a player is transferred outside the gaming machine. The second transfer effect can be executed when management of more than one gaming medium is transferred from the gaming machine 10 to the management unit 100. In other words, the second transfer effect can be executed when two or more gaming media owned by a player are transferred outside the gaming machine. In the gaming machine 10, the first transfer effect is executed when the counting button 28 is pressed briefly to transfer management of one gaming medium from the gaming machine 10 to the management unit 100. In the gaming machine 10, the second transfer effect is executed when the counting button 28 is pressed and held to transfer management of two or more gaming media from the gaming machine 10 to the management unit 100. Incidentally, in the gaming machine 10, when the counting button 28 is pressed and held down and the management of one gaming medium is transferred from the gaming machine 10 to the management unit 100, a first transfer effect is executed.

[0139] As shown in FIG. 11(a), in the gaming machine 10, a first transfer image TG1 is displayed on the effect display device 15, and the first transfer effect is executed. At this time, the first transfer image TG1 is displayed on the effect display device 15, superimposed on the owned number image HM. This makes it easier to recognize that the first transfer effect is an effect related to the number of gaming media managed by the gaming machine. Also, as shown in FIG. 11(b), in the gaming machine 10, a second transfer image TG2 is displayed on the effect display device 15, and the second transfer effect is executed. At this time, the second transfer image TG2 is displayed on the effect display device 15, superimposed on the owned number image HM. This makes it easier to recognize that the second transfer effect is an effect related to the number of gaming media managed by the gaming machine. In this embodiment, the second transfer image TG2 is larger than the first transfer image TG1. In other words, the effect area in which the second transfer effect is executed is larger than the effect area in which the first transfer effect is executed. This makes it easier for the player to recognize that when the second transfer presentation is executed, a larger number of gaming media are being transferred outside the gaming machine than when the first transfer presentation is executed.

[0140] The transfer effect is initiated when the number of gaming media managed by the gaming machine is transferred out of the gaming machine, causing the number of gaming media displayed in the owned number image HM to decrease. For example, assume that the number of gaming media managed by the gaming machine displayed in the owned number image HM is "1012" before the number of gaming media managed by the gaming machine is transferred out of the gaming machine. For example, as shown in FIG. 11(a), if one gaming medium is transferred out of the gaming machine, the number of gaming media managed by the gaming machine displayed in the owned number image HM becomes "1011," a first transfer image TG1 is displayed, and the first transfer effect is initiated. On the other hand, as shown in FIG. 11(b), if 50 gaming media are transferred out of the gaming machine, the number of gaming media managed by the gaming machine displayed in the owned number image HM becomes "962," a second transfer image TG2 is displayed, and the second transfer effect is initiated.

[0141] In the gaming machine 10, the effect display device 15 executes a special transfer effect when the number of gaming media continuously transferred outside the gaming machine reaches a predetermined number of executions. In this embodiment, the "number of gaming media continuously transferred" refers to the number of gaming media transferred without a predetermined interval (5 seconds in this embodiment). In this embodiment, the "predetermined number of executions" is 2000. The special transfer effect can also be considered as a display effect that can identify the transfer of the number of gaming media owned by the player outside the machine. In this way, the special transfer effect is one of the display effects that the effect display device 15 can execute.

[0142] As shown in FIG. 11(c), in the gaming machine 10, when a special transfer effect is executed, a special transfer image TGx is displayed on the effect display device 15, and the special transfer effect is executed. In this embodiment, the special transfer image TGx is an image resembling a heart. Also, in this embodiment, the special transfer image TGx includes the text information "2000." The special transfer image TGx is not displayed superimposed on the holding number image HM on the effect display device 15. Also, when a special transfer effect is executed, the first transfer image TG1 or the second transfer image TG2 is displayed, and the transfer effect is executed on the effect display device 15. However, the special transfer image TGx is not displayed superimposed on either the first transfer image TG1 or the second transfer image TG2 on the effect display device 15.

[0143] Here, the control relating to the execution of the number of possession display effect, the odds display effect, the medal insertion effect, the winning effect, the transfer effect, and the special transfer effect will be explained. The sub-CPU51 controls the effect display device 15 so that a multiplier display effect is executed. The sub-CPU51 controls the effect display device 15 so that a multiplier display image BP is displayed. The sub-CPU51 also controls the display modes of the first multiplier display image BP1 to the third multiplier display image BP3 according to the multiplier. The control relating to the display modes of the first multiplier display image BP1 to the third multiplier display image BP3 will be described later together with the control relating to the execution of each effect.

[0144] The sub-CPU 51 controls the effect display device 15 so that an owned number display effect is executed. The sub-CPU 51 controls the effect display device 15 so that an owned number image HM including information that can identify the number of gaming media managed by the gaming machine that can be specified from the via-type owned number command is displayed. When the sub-CPU 51 inputs a via-type owned number command that can identify that the number of gaming media managed by the gaming machine has increased as gaming media are loaned out, the sub-CPU 51 controls the effect display device 15 so that an owned number image HM including information that can identify the number of gaming media managed by the gaming machine that can be specified from the via-type owned number command is displayed.

[0145] When the sub-CPU51 inputs a via-type owned number command that can identify that the number of gaming media managed by the gaming machine has increased as the bet amount is settled, the sub-CPU51 controls the effect display device 15 so that an owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be identified from the via-type owned number command is displayed. Furthermore, when the sub-CPU51 inputs a via-type owned number command that can identify that the number of gaming media managed by the gaming machine has increased as the bet amount is settled, the sub-CPU51 controls the effect display device 15 so that all of the first multiply number display image BP1 to the third multiply number display image BP3 are displayed in white.

[0146] When the sub-CPU 51 inputs a via-type owned number command that can identify that the number of gaming media managed by the gaming machine has decreased as a result of setting the bet number, the sub-CPU 51 controls the effect display device 15 so that an owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be identified from the via-type owned number command is displayed. Furthermore, when the sub-CPU 51 inputs a bet number command, the sub-CPU 51 controls the effect display device 15 so that medal images MD of the same number as the bet number increased from the bet number command are displayed. When displaying medal images MD, the sub-CPU 51 controls the effect display device 15 so that the displayed medal images MD move from the owned number image HM toward the bet number display image BP. As a result, a medal insertion effect is executed on the effect display device 15. Then, after the medal insertion effect ends, the sub-CPU 51 controls the display modes of the first bet number display image BP1 to the third bet number display image BP3 so that they are displayed in a mode that corresponds to the increased bet number. At this time, since the multiplier is 1 or more, the sub-CPU 51 controls the effect display device 15 so that at least one of the first multiplier display image BP1 to the third multiplier display image BP3 is displayed in a yellow display mode.

[0147] When the sub-CPU 51 inputs a winning command that can identify that a payout role other than a single coin role has been won, the sub-CPU 51 controls the effect display device 15 to display a winning image GN corresponding to the winning role that can be identified from the winning command. When displaying the winning image GN, the sub-CPU 51 controls the effect display device 15 to display the displayed winning image GN so that it moves toward the owned number image HM. This causes the effect display device 15 to execute a winning effect. When the sub-CPU 51 inputs a via-type owned number command that can identify that the number of gaming media managed by the gaming machine has increased due to a win, the sub-CPU 51 controls the effect display device 15 to display an owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be identified from the via-type owned number command. Specifically, after the winning effect ends, the sub-CPU 51 controls the effect display device 15 to display an owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be identified from the via-type owned number command that can identify that the number of gaming media managed by the gaming machine has increased due to a win.

[0148] When the sub-CPU 51 inputs a via-type holding number command that can identify a decrease in the number of gaming media managed by the gaming machine due to a transfer of management of gaming media, the sub-CPU 51 controls the effect display device 15 to display an holding number image HM including information that can identify the number of gaming media managed by the gaming machine that can be identified from the via-type holding number command. Furthermore, when the sub-CPU 51 can identify a decrease of one gaming machine-managed gaming media from the via-type holding number command that can identify a decrease in the number of gaming media managed by the gaming machine due to a transfer of management of gaming media, the sub-CPU 51 controls the effect display device 15 to display a first transfer image TG1. As a result, the effect display device 15 executes a first transfer effect. On the other hand, when the sub-CPU 51 can identify a decrease of two or more gaming machine-managed gaming media from the via-type holding number command that can identify a decrease in the number of gaming media managed by the gaming machine due to a transfer of management of gaming media, the sub-CPU 51 controls the effect display device 15 to display a second transfer image TG2. As a result, the effect display device 15 executes a second transfer effect.

[0149] Furthermore, the sub-CPU 51 controls the effect display device 15 so that a special transfer image TGx is displayed when the number of game media continuously transferred outside the gaming machine reaches a predetermined number of executions. As a result, a special transfer effect is executed on the effect display device 15. The sub-CPU 51 identifies the number of game media continuously transferred outside the gaming machine from the "transit-type holding number command capable of identifying a decrease in the number of game media managed by the gaming machine due to the transfer of management of game media" input consecutively within a time period of 5 seconds or more.

[0150] Specifically, the sub-RWM 53 stores information capable of identifying the number of gaming media that have been continuously transferred out (hereinafter referred to as transfer number information). When the sub-CPU 51 inputs a via-type holding number command capable of identifying a decrease in the number of gaming media managed by the gaming machine due to the transfer of management of the gaming media, the sub-CPU 51 calculates the difference between the number of gaming media managed by the gaming machine before the via-type holding number command was input and the number of gaming media managed by the gaming machine that can be identified from the input via-type holding number command. The sub-CPU 51 then adds the calculated difference to the transfer number information and updates the transfer number information. When the number that can be identified from the transfer number information reaches a predetermined execution number as a result of updating the transfer number information, the sub-CPU 51 controls the effect display device 15 to display the special transfer image TGx. If five seconds have passed since the secondary CPU 51 input a transit-type holding number command that can identify a decrease in the number of gaming media managed by the gaming machine due to a transfer of management of the gaming media, without inputting the next transit-type holding number command that can identify a decrease in the number of gaming media managed by the gaming machine due to a transfer of management of the gaming media, the secondary CPU 51 initializes the transfer number information by updating the transfer number information that can identify it to 0.

[0151] In the gaming machine 10, when a bypass type holding number command and a direct type holding number command are output from the gaming media number control board 60, the bypass type holding number command is input to the sub-control board 50 at a timing after the direct type holding number command is input. This is because the direct type holding number command is input to the sub-control board 50 without being input by the main CPU 41 in the main control board 40 through input processing, whereas the bypass type holding number command is input by the main CPU 41 in the main control board 40 through input processing before being input to the sub-control board 50.

[0152] As described above, when the secondary CPU 51 inputs a via-type owned number command, it controls the effect display device 15 so that an owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be determined from the via-type owned number command is displayed. When a direct-type owned number command that is stored in the output buffer along with the input via-type owned number command is input, the secondary CPU 51 determines whether the numbers of gaming media managed by the gaming machine that can be determined from each owned number command match. If the numbers of gaming media managed by the gaming machine that can be determined from each owned number command do not match, the secondary CPU 51 controls the effect display device 15 so that the owned number image HM is displayed in a concealed manner.

[0153] As shown in Fig. 12, the owned number image HM displayed in a concealed manner is an owned number image HM including the text information "?????". By displaying the owned number image HM in a concealed manner, the number of gaming media managed by the gaming machine is concealed. Incidentally, at this time, although the number of gaming media managed by the gaming machine is not displayed on the performance display device 15, the number of gaming media managed by the gaming machine remains displayed on the gaming machine managed gaming media number display unit 27.

[0154] After displaying the possession number image HM in a concealed manner, the sub-CPU 51 displays the possession number image HM in a concealed manner until the numbers of gaming media managed by the gaming machine that can be specified from the possession number commands, the via-type possession number command and the direct-type possession number command, match. Furthermore, after displaying the possession number image HM in a concealed manner, the sub-CPU 51 does not display the possession number image HM including information that can specify the number of gaming media managed by the gaming machine, even if a via-type possession number command is input, until the numbers of gaming media managed by the gaming machine that can be specified from the possession number commands, the via-type possession number command and the direct-type possession number command, match. In other words, if the numbers of gaming media managed by the gaming machine that can be specified from the possession number commands, the via-type possession number command and the direct-type possession number command, do not match, the display of the possession number image HM including information that can specify the number of gaming media managed by the gaming machine that can be specified from the via-type possession number command is restricted.

[0155] For example, suppose that after restricting the display of the owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be determined from the via-type owned number command, the numbers of gaming media that can be determined from the via-type owned number command and the direct owned number command match. In this case, the secondary CPU 51 controls the effect display device 15 so that the next time a via-type owned number command is input, the owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be determined from the via-type owned number command is displayed. This removes the restriction on the display of the owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be determined from the via-type owned number command, and the display of the owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be determined from the via-type owned number command is restored.

[0156] When the owned number image HM is not displayed in a concealed manner, if the numbers of gaming machine-managed gaming media identifiable from each owned number command match, the sub-CPU 51 does not control the owned number image HM to be displayed in a concealed manner. Furthermore, if the numbers of gaming machine-managed gaming media identifiable from each owned number command match, the sub-CPU 51 does not restrict the display of the owned number image HM, which includes information that can identify the number of gaming machine-managed gaming media identifiable from the via-type owned number command. Furthermore, if the numbers of gaming machine-managed gaming media identifiable from each owned number command match, the sub-CPU 51 controls the effect display device 15 to display the owned number image HM, which includes information that can identify the number of gaming machine-managed gaming media identifiable from the via-type owned number command.

[0157] Here, an example of a change in the number of gaming media managed by the gaming machine and the display contents of the effect display device 15 will be described with reference to FIGS. 13(a) to 13(g). As shown in FIG. 13(a), when the number of gaming media managed by the gaming machine is "7063," the effect display device 15 displays an owned number image HM containing the text information "7063." Furthermore, at this time, when the bet number is not set, that is, when the bet number is 0, the effect display device 15 displays all of the first bet number display image BP1 to the third bet number display image BP3 in white. Thereafter, as shown in FIG. 13(b), when the MAX BET button 18 is operated and the bet number increases by 3, the effect display device 15 decreases the number of gaming media managed by the gaming machine indicated by the owned number image HM by 3, and displays the owned number image HM containing the text information "7060." Furthermore, the effect display device 15 starts executing a medal insertion effect in which three medal images MD are displayed. The three medal images MD displayed at this time are displayed moving from the owned number image HM toward the bet number display image BP. As shown in FIG. 13(c), since the multiplier is 3, when the medal insertion effect ends, the effect display device 15 displays all of the first multiplier display image BP1 to the third multiplier display image BP3 in yellow.

[0158] Thereafter, as shown in Fig. 13(d), when a variable game is executed and a bell role is won, the effect display device 15 executes a winning effect in which a winning image GN resembling a bell is displayed. The winning image GN displayed at this time is displayed so as to move toward the owned number image HM. Then, as shown in Fig. 13(e), because 15 game media have been won by the winning of the bell role, the effect display device 15 displays the owned number image HM including the text information "7075 pieces."

[0159] 13(f), when the count button 28 is pressed and held, the effect display device 15 displays a second transfer image TG2 and executes a second transfer effect. Furthermore, as 50 gaming media are transferred outside the gaming machine, the effect display device 15 displays a holding number image HM including the text information "7025 pieces." After that, as shown in FIG. 13(g), when the number of gaming media continuously transferred outside the gaming machine reaches 2000, the effect display device 15 displays a special transfer image TGx and executes a special transfer effect.

[0160] Therefore, according to this embodiment, the following effects can be obtained. (1) The control information (control signals) output from the gaming media count control board 60, which has a media count CPU 61 capable of managing the number of gaming media owned by a player, includes a holding number command related to the number of gaming media owned by the player. The holding number command includes a direct holding number command that is output to the sub-control board 50 without being input by the input process executed by the main CPU 41. By outputting such a direct holding number command, it is possible to reduce the discrepancy between the change in the number of gaming media managed by the gaming media count control board 60 and the change in the number of gaming media managed by the gaming machine displayed on the effect display device 15, compared to, for example, a case where the command is temporarily input to the main control board 40 and then a control signal is output to the sub-control board 50. As described above, by controlling the control so as to reduce the discrepancy between the change in the number of gaming media managed by the gaming media count control board 60 and the change in the number of gaming media managed by the effect display device 15, it is possible to reduce a decline in interest in the medalless gaming machine and increase its enjoyment.

[0161] (2) As the holding number command, a bypass holding number command input by the input process executed by the main CPU 41 is output separately from the direct holding number command. The main CPU 41 can control the game to an unplayable state in response to the input of the bypass holding number command among the holding number commands. This enables the main CPU 41 to control the game to an unplayable state while suppressing the discrepancy between the change in the number of gaming media managed by the gaming media number control board 60 and the change in the number of gaming media managed by the gaming machine displayed on the performance display device 15, thereby improving the game's enjoyment.

[0162] (3) The orientation of the display surface 15a of the effect display device 15 relative to the player is different from the orientation of the display surface 27a of the number of gaming media managed by the gaming machine display unit 27 relative to the player. This makes it difficult to clearly see the display contents of the effect display device 15 and the number of gaming media managed by the gaming machine display unit 27 at the same time. As a result, even if a discrepancy occurs between the "display of the number of gaming media managed by the gaming machine" on the effect display device 15 and the "display of the number of gaming media managed by the gaming machine" on the number of gaming media managed by the gaming machine display unit 27, it is difficult for the player to notice the discrepancy, making it easier to increase interest.

[0163] (4) While consuming gaming media gives players a sense of enjoyment in playing games, it can also cause players to feel disappointment at losing gaming media. In particular, when a game display that displays the number of gaming media owned by a player is executed, the decrease in the number of gaming media managed by the gaming machine displayed in the game display may cause players to feel disappointment at losing gaming media and reduce their interest. However, gaming machine 10 is configured to execute a medal insertion effect that can identify a decrease in the number of gaming media owned by a player in conjunction with the consumption of gaming media. As a result, gaming machine 10 can prevent players from feeling disappointment at losing gaming media, thereby improving their interest.

[0164] (5) The effect display device 15 executes a transfer effect that can identify the transfer of the number of gaming media owned by the player to outside the gaming machine. By executing such a transfer effect, the gaming machine 10 can reassure the player that even if the number of gaming media owned by the player is transferred to outside the gaming machine and the number of gaming media managed by the gaming machine displayed in the owned number display effect decreases, the number of gaming media is not lost, and the player can be made to identify that it has been transferred to outside the gaming machine, thereby enhancing the player's interest.

[0165] (6) In the gaming machine 10, the display mode of the winning effect that can identify the increase in the number of game media owned by the player is changed depending on the event that triggered the increase in the number of game media owned by the player. Therefore, the gaming machine 10 can draw attention to the display mode of the winning effect, thereby increasing interest.

[0166] (7) The effect display device 15 executes a bet display effect that allows the set bet to be identified. This makes it easy to recognize that even if the number of gaming media managed by the gaming machine increases as a result of the bet being settled, the increase is due to the set bet being paid back. Also, even if the number of gaming media managed by the gaming machine decreases as a result of the bet being set, the decrease is due to the bet being set.

[0167] (8) When the number of game media continuously transferred outside the gaming machine reaches a predetermined number, a special transfer effect is executed in the effect display device 15. By being able to execute such a special transfer effect, the gaming machine 10 can prevent players from getting bored of continuously transferring game media outside the gaming machine due to the large number of game media continuously transferred outside the gaming machine.

[0168] (9) In the gaming machine 10, if the number of gaming media managed by the gaming machine that can be determined from the relay-type owned number command and the direct-type owned number command do not match, the owned number image HM is displayed in a concealed manner. Therefore, the gaming machine 10 can prevent the potentially incorrect number of gaming media managed by the gaming machine from continuing to be displayed on the effect display device 15. For example, if the number of gaming media managed by the gaming machine in the owned number image HM is incorrect, this could cause discomfort to the player and reduce their interest. However, the gaming machine 10 can prevent the potentially incorrect number of gaming media managed by the gaming machine from continuing to be displayed on the effect display device 15, thereby reducing a decrease in interest.

[0169] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The owned number image HM may be configured not to be displayed in a confidential manner. Even if the numbers of gaming media managed by the gaming machine that can be specified from the owned number commands of the relay type owned number command and the direct type owned number command do not match, the gaming machine 10 may be configured to display on the effect display device 15 an owned number image HM including information that can identify the number of gaming media managed by the gaming machine that can be specified from the direct type owned number command. Even if the numbers of gaming media managed by the gaming machine that can be specified from the owned number commands of the relay type owned number command and the direct type owned number command do not match, the gaming machine 10 may be configured to display on the effect display device 15 an owned number image HM including information that can identify the number of gaming media managed by the gaming machine that can be specified from the relay type owned number command.

[0170] The secondary CPU 51 may control the effect display device 15 so that an owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be identified from each owned number command is displayed only when the number of gaming media that can be identified from each owned number command, that is, the intermediate owned number command and the direct owned number command, matches.

[0171] The sub-CPU 51 controls the effect display device 15 so that an owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be identified from the direct owned number command is displayed. Thereafter, when a via owned number command that is paired with the already input direct owned number command is input, the sub-CPU 51 may control the effect display device 15 so that an owned number image HM containing information that can identify the number of gaming media managed by the gaming machine that can be identified from the via owned number command is displayed.

[0172] The direct holding number command may be configured to be output to the sub-control board 50 without passing through a conductor wired on the main control board 40. For example, the gaming media number control board 60 may be configured to output a relay holding number command to the main control board 40 and a direct holding number command to the sub-control board 50.

[0173] The bypassed holding number command may be configured not to be output to the sub-control board 50. For example, the bypassed holding number command may be a holding number command input to the main control board 40. For example, the direct holding number command may be a holding number command input to the sub-control board 50. For example, the bypassed holding number command may be a holding number command input in the input process executed by the main CPU 41 of the main control board 40. For example, the direct holding number command may be a holding number command input in the input process executed by the sub-CPU 51 of the sub-control board 50.

[0174] The holding number command may be only one of the via-type holding number command and the direct-type holding number command. For example, the gaming machine 10 may be configured so that only the direct-type holding number command is output from the via-type holding number command and the direct-type holding number command. For example, the gaming machine 10 may be configured so that only the via-type holding number command is output from the via-type holding number command and the direct-type holding number command.

[0175] The gaming machine 10 does not have to be configured to be controllable to an unplayable state. For example, the gaming machine 10 may be configured not to be controlled to an unplayable state by the main CPU 41 upon input of a via-type holding number command. For example, the gaming machine 10 may be configured not to be controlled to an unplayable state upon input of a via-type holding number command, but to be controlled to an unplayable state upon the occurrence of another event. For example, the "other event" may be the occurrence of a specific error. For example, the "other event" may be the number of gaming media granted to a player reaching a specified value. For example, the "other event" may be the reaching of a specific value that is variable based on the number of gaming media granted and the number of gaming media consumed in playing a game.

[0176] The orientation of the display surface 15a of the effect display device 15 relative to the player may be the same as the orientation of the display surface 27a of the gaming machine managed gaming media number display unit 27 relative to the player. In the gaming machine 10, the up-down orientation of the display surface 15a of the effect display device 15 and the up-down orientation of the display surface 27a of the gaming machine managed gaming media number display unit 27 may be the same. In the gaming machine 10, the left-right orientation of the display surface 15a of the effect display device 15 and the up-down orientation of the display surface 27a of the gaming machine managed gaming media number display unit 27 may be different.

[0177] The effect display device 15 does not have to be installed so that the display surface 15a of the effect display device 15 is tilted when viewed from the player. The effect display device 15 may be installed so that the display surface 15a of the effect display device 15 is tilted toward the player when viewed from the player.

[0178] The gaming machine managed game media number display unit 27 does not have to be installed so that the display surface 27a of the gaming machine managed game media number display unit 27 is tilted when viewed from the player. The gaming machine managed game media number display unit 27 may be installed so that the display surface 27a of the gaming machine managed game media number display unit 27 is tilted toward the player when viewed from the player.

[0179] The gaming machine 10 does not need to execute some or all of the effects of the number of possessions display effect, the odds display effect, the medal insertion effect, the winning effect, the transfer effect, and the special transfer effect. For example, the gaming machine 10 may be configured to execute some of the effects of the number of possessions display effect, the odds display effect, the medal insertion effect, the winning effect, the transfer effect, and the special transfer effect. The effect modes of some or all of the effects of the number of possessions display effect, the odds display effect, the medal insertion effect, the winning effect, the transfer effect, and the special transfer effect may be changed to effect modes different from those in the above embodiment.

[0180] The "predetermined number of executions" that triggers the execution of the special transfer effect may be changed. For example, the predetermined number of executions may be multiple. For example, the predetermined number of executions may be a multiple of 1,000. In this case, for example, the special transfer effect may be executed on the effect display device 15 each time the predetermined number of executions is exceeded as the number of consecutively transferred game media is updated. For example, the special transfer effect may be executed both when the number of consecutively transferred game media is updated from 970 to 1,020 and when the number of consecutively transferred game media is updated from 1,970 to 2,020. Note that if the predetermined number of executions is multiple, there will also be multiple opportunities for the special transfer effect to be executed. The special transfer effect executed each time may be the same, or the special transfer effect's presentation style may differ depending on the timing of execution (predetermined number of executions).

[0181] The gaming machine-managed gaming media number display unit 27 may also serve as a display unit that displays error information that can identify an error that has occurred in the gaming machine 10. For example, if an error occurs when the gaming machine is in an unplayable state, error information is displayed on the gaming machine-managed gaming media number display unit 27. On the other hand, if an error occurs when the gaming machine is not in an unplayable state (when the gaming machine is in a playable state in which play is possible), the gaming machine-managed gaming media number display unit 27 may be configured not to display error information. In other words, even if an error occurs, if the gaming machine is in a playable state, error information may not be displayed on the gaming machine-managed gaming media number display unit 27. For example, when displaying error information, the media number CPU 61 may control the gaming machine-managed gaming media number display unit 27 so that information that can identify the number of gaming media managed by the gaming machine and error information are alternately displayed every predetermined time (e.g., 4800 ms).

[0182] The gaming machine 10 may be configured so that, when the bet amount has not reached the upper limit, the bet amount can be increased by operating the MAX BET button 18, even if the bet amount and the number of gaming media managed by the gaming machine are less than the upper limit, as long as the number of gaming media managed by the gaming machine is 1 or more. For example, when the bet amount has not reached the upper limit, the main CPU 41 may increase the bet amount by the number of gaming media managed by the gaming machine upon receiving a detection signal from the MAX BET button 18, even if the sum of the set bet amount and the number of gaming media managed by the gaming machine is less than the upper limit, as long as the number of gaming media managed by the gaming machine is 1 or more. As described above, the gaming machine 10 may be configured so that a bet amount less than the maximum bet amount can be set by operating the MAX BET button 18.

[0183] The main control board 40 may be provided with a role ratio display unit (a so-called role ratio monitor). The main CPU 41 may be able to control the display contents of the role ratio display unit. For example, the contents displayed on the role ratio display unit may be some or all of the role status ratio, advantageous zone ratio, consecutive role ratio, and role ratio. The advantageous zone ratio is the ratio of the number of variable games executed in the advantageous zone to the number of variable games executed in the advantageous zone and non-advantageous zone.

[0184] The gaming machine in the above embodiment may be embodied as a slot machine in which a bonus game is generated (awarded) when a symbol combination (bonus stop) corresponding to a bonus role is derived in a variable game. The period during which the bonus role is generated may be configured to be included in a favorable zone. Incidentally, in a slot machine capable of generating a bonus role, the state in which a bonus role is allowed to be won is called a "carry-over state" or "internal state."

[0185] The gaming machine 10 may be configured to allow games to be played using physical gaming media (e.g., gaming medals) in addition to or instead of using electromagnetic gaming media. In this case, the gaming machine 10 may be configured to allow physical gaming media to be inserted into the machine, or to allow physical gaming media to be ejected from the machine.

[0186] The gaming machine in the above embodiment may be embodied as a pachinko gaming machine. In a pachinko gaming machine, winning a prize corresponds to a gaming ball entering a predetermined winning slot. In a pachinko gaming machine, gaming balls are fired and, when the gaming balls enter a predetermined winning slot, gaming media are awarded. A pachinko gaming machine may be capable of storing the number of gaming media (so-called "in-possession balls") owned by a player as data, and may be capable of playing a game by consuming the gaming media by converting the stored gaming media into physical gaming media (gaming balls) and firing them. In other words, the gaming machine 10 in the above embodiment may be embodied as a pachinko gaming machine (so-called "managed gaming machine") that does not dispense physical gaming media. In a managed gaming machine, the number of in-possession balls can be increased when gaming media is loaned from a management device (management unit). In a managed gaming machine, the management of the in-possession balls can be transferred from the pachinko gaming machine to the management device, thereby decreasing the number of in-possession balls.

[0187] The functions of the main control board 40 in the above embodiment may be divided among multiple boards. The main CPU 41 may be composed of multiple CPUs mounted on a single board. The functions of the game media count control board 60 in the above embodiment may be divided among multiple boards. The game media count CPU 61 may be composed of multiple CPUs mounted on a single board. The functions of the main control board 40 in the above embodiment and the functions of the game media count control board 60 in the above embodiment may be integrated into a single board (hereinafter referred to as the integrated control board). The integrated control board may be configured to correspond to both the first control board and the second control board. In other words, the control board corresponding to the first control board and the control board corresponding to the second control board may be the same control board. The number of CPUs running on the integrated control board may be one or more. The functions of both the first control unit and the second control unit may be realized by one CPU on the integrated control board, or the functions of both the first control unit and the second control unit may be realized by multiple CPUs on the integrated control board.

[0188] The functions of the sub-control board 50 in the above embodiment may be realized by dividing them into multiple boards. For example, a lamp control board specifically for controlling the decorative lamps 13, a sound control board specifically for controlling the speakers 14, and a display control board specifically for controlling the performance display device 15 may be provided, and an integrated board for overall control of these boards may also be provided. Furthermore, the sub-CPU 51 may be composed of multiple CPUs mounted on a single board.

[0189] The gaming machine may not have some or all of the replay display unit 31, wait display unit 32, advantageous zone display unit 33, multiplier display unit 34, and payout display unit 35. The various display units of the replay display unit 31, wait display unit 32, advantageous zone display unit 33, multiplier display unit 34, and payout display unit 35 do not need to be provided on the same member (in the above embodiment, the information panel 30), and for example, some or all of the display units may be provided on different members.

[0190] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (A-1) A gaming machine comprising: a first control board having a first control unit; a second control board capable of two-way communication with the first control board and having a second control unit; a third control board capable of unidirectional communication from the first control board and having a third control unit; and a specific display unit controllable by the third control unit and capable of displaying the number of gaming media held by a player, wherein the second control unit is capable of executing a process to manage the number of gaming media held by a player, the first control unit is capable of executing an input process to input control information output from the second control board, and the control signals output from the second control board include a holding control signal related to the number of gaming media held by the player, and the holding control signals include a specific control signal that is not input by the input process executed by the first control unit and is output to the third control board.

[0191] (A-2) A gaming machine described in the technical idea (A-1) that is controllable by the second control unit and has a non-specific display unit that can display the number of gaming media owned by the player, and the orientation of the display surface of the specific display unit relative to the player is different from the orientation of the display surface of the non-specific display unit relative to the player.

[0192] (A-3) A gaming machine described in technical idea (A-1) or technical idea (A-2), in which the retained control signals include the specific control signal and a non-specific control signal input by the input processing executed by the first control unit, and the first control unit is capable of controlling the machine to a non-progression state in which it is impossible to proceed with the game upon input of the non-specific control signal.

[0193] (B-1) A gaming machine configured to be able to manage the number of gaming media held by a player using data, and in which games can be played by consuming gaming media, the gaming machine is equipped with a display means and a display control means capable of controlling the display means, and the display effects that the display means can execute include a first display effect that displays the number of gaming media held by the player, and a second display effect that can identify a decrease in the number of gaming media held by the player, and the second display effect can be executed in conjunction with the consumption of gaming media.

[0194] (B-2) A gaming machine described in technical idea (B-1) that is equipped with a transfer operation means that can be operated by a player, and is configured so that when the transfer operation means is operated, the number of gaming media held by the player is transferred outside the gaming machine, and the display effects that the display means can execute include specific display effects that can identify the transfer of the number of gaming media held by the player to outside the gaming machine.

[0195] (B-3) A gaming machine described in technical idea (B-1) or technical idea (B-2) in which the display effects that the display means can execute include a special display effect that can identify an increase in the number of gaming media held by the player, and the display mode of the special display effect varies depending on the event that triggers the increase in the number of gaming media held by the player. [Explanation of symbols]

[0196] 10...Slot machine (gaming machine) 12...Front door 13...Decorative lamp 14...Speaker 15...Performance display device 15a...Display surface 16a...Left reel 16b...Middle reel 16c...Right reel 17...1 bet button 18...MAX bet button 19...Settlement button 20...Start lever 21...Left stop button 22...Middle stop button 23...Right stop button 27...Game machine management game medium number display unit 27a...Display surface 28...Counting button 30...Information panel 35...Payout display unit 40...Main control board 41...Main CPU 42...Main ROM 43...Main RWM 50...Sub control board 51...Sub CPU 52...Sub ROM 53...Sub RWM 60...Game medium number control board 61...Media number CPU 62...Media number ROM 63...Media number RWM

Claims

[Claim 1] A gaming machine that is configured to be able to manage the number of gaming media owned by a player using data, and allows a player to play a game by consuming gaming media, a transfer operation means operable by a player; a storage means for storing a predetermined value that can be changed in accordance with the operation of the transfer operation means; and a notification means, When the transfer operation means is operated, the game media held by the player are transferred to outside the gaming machine, The notifications that can be executed by the notification means include a first notification that notifies the player of the number of game media that the player owns; A gaming machine characterized in that, when the predetermined value, which changes in response to operation of the transfer operation means, reaches a specific value, a specific notification is executed that can identify that the predetermined value has reached the specific value.

Citation Information

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