Gaming machine

The gaming machine enhances player interest by incorporating predetermined information settings and state control mechanisms to manage special gaming states, improving engagement through controlled conditions.

JP2026086037APending Publication Date: 2026-05-26NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-11-14
Publication Date
2026-05-26

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  • Figure 2026086037000001_ABST
    Figure 2026086037000001_ABST
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Abstract

To provide gaming machines that can enhance the enjoyment of the game. [Solution] When the challenge lottery is won in the 22nd spin game during the first challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is set, and after the special performance state ends, the game state returns to one in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 22". When the challenge lottery is won in the 15th spin game during the first challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 15" is set, and after the special performance state ends, the game state returns to one in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 15".
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Description

Technical Field

[0001] This invention relates to a gaming machine.

Background Art

[0002] Conventionally, gaming machines include pachinko machines and rotary gaming machines (so-called slot machines). Among rotary gaming machines, there are those that can be controlled to a state such as ART (Assist Replay Time) as a special gaming state advantageous to the player, for example, like the rotary gaming machine described in Patent Document 1.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Today, in gaming machines that can be controlled to a special gaming state, further improvement in interest is desired.

Means for Solving the Problems

[0005] The gaming machine for solving the above problems is a gaming machine that can be controlled to a special gaming state advantageous to the player, and includes predetermined information setting means capable of setting predetermined information, and gaming state control means capable of controlling the gaming state. The gaming state control means can control the gaming state based on the set predetermined information, and the gist is that as the predetermined information regarding the gaming state after the end of the special gaming state, the predetermined information corresponding to the establishment status of special conditions related to the control to the special gaming state can be set.

Effects of the Invention

[0006] According to the present invention, the interest can be improved.

Brief Description of the Drawings

[0007] [Figure 1] Figure 1 shows the front view of a slot machine. [Figure 2] Figure 2(a) shows the display unit for the number of management media in the gaming machine and the counting buttons, and Figure 2(b) shows the information panel. [Figure 3] Figure 3 shows the sequence in which to press the stop button. [Figure 4] Figure 4 shows the state of the performance. [Figure 5] Figure 5 shows the electrical configuration of a slot machine. [Figure 6] Figure 6 is a flowchart showing the game progression process. [Figure 7] Figures 7(a) to 7(e) show examples of the probability of winning the challenge lottery after winning the challenge lottery in the first challenge performance state. [Figure 8] Figure 8 illustrates an example of the transition in the performance state after the end of the second challenge performance state. [Figure 9] Figures 9(a) to 9(d) show examples of how the probability of winning in the challenge lottery changes. [Modes for carrying out the invention]

[0008] The following describes an embodiment of a revolving-type gaming machine, which is a type of gaming machine. In this specification, the directions up, down, left, right, front (front), and back refer to the directions as seen from the perspective of a player playing a game on a revolving-type gaming machine.

[0009] As shown in Figure 1, in the island facility (gaming island), the slot machine 10 (hereinafter referred to as "gaming machine 10") is installed next to a management unit 100, which is a type of management device. In other words, the management unit 100 is installed alongside the gaming machine 10. The management unit 100 is connected to the gaming machine 10 in a way that allows for communication.

[0010] Now, let's describe the management unit 100. The management unit 100 includes 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 balance of the deposited money and the number of game mediums held by the player that the management unit 100 can manage. In the following description, "the number of game mediums held by the player that the management unit 100 can manage" will be referred to as "unit-managed game medium count". Game mediums are used to play games in the game machine 10. The unit-managed game medium count is data managed by the management unit 100. The management medium may also be capable of storing the player's personal information. The management unit 100 includes a cash input section 102 into which banknotes as cash can be inserted. The amount inserted into the cash input section 102 is added to the remaining balance 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 held by a player that the gaming machine 10 can manage, based on the remaining balance of money inserted into the management media. In the following description, "the number of gaming media held by a player that the gaming machine 10 can manage" 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 media inserted into the management unit 100. The management unit 100 includes a unit management media count display unit 106. The unit management media count display unit 106 displays display information (for example, character information including Arabic numerals) that can identify the number of game media under unit management. The management unit 100 includes a balance display unit 107. The balance display unit 107 displays display information (for example, character 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 the operation of the management unit 100. For example, the 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 in a bidirectional manner.

[0013] The unit control board 110 is connected to the management medium insertion unit 101. The unit CPU 110a is configured to rewrite the contents of the management medium inserted into the management medium insertion unit 101. The unit control board 110 is connected to the cash input unit 102. The unit CPU 110a is configured to accept input signals output when cash is inserted into the cash input unit 102. The input signal is a signal that can identify the amount of money to be inserted into the cash input unit 102. The unit control board 110 is connected to the loan operation unit 103. The unit CPU 110a is configured to accept loan signals output when the loan operation unit 103 is operated. The unit control board 110 is connected to the disbursement operation unit 104. The unit CPU 110a is configured to accept disbursement signals output when the disbursement 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 accept the return signal output when the return operation unit 105 is operated. The unit control board 110 is connected to the unit management medium count display unit 106. The unit CPU 110a is configured to control the display content of the unit management medium count display unit 106. The unit control board 110 is connected to the remaining balance display unit 107. The unit CPU 110a is configured to control the display content of the remaining 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 accept various control information (control signals) output by the gaming machine 10. The unit CPU 110a is configured to output various control information (control signals) to the gaming machine 10.

[0014] The management unit 100 may be equipped with an external communication terminal for connecting to an external management device provided 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 that can communicate 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 in a way that allows for bidirectional communication.

[0015] The processes performed in the management unit 100 will be described below. When a management medium is inserted into the management medium insertion unit 101, the unit CPU 110a reads the remaining balance of the inserted money stored in the management medium and updates the read balance to identifiable balance information. The balance information is information that can identify the remaining balance of the inserted money and is stored in 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 game media stored in the management medium and updates the read number to identifiable unit-managed game media number information. The unit-managed game media number information is information that can identify the number of unit-managed game media and is stored in unit RWM 110c.

[0016] When the management medium is inserted, the unit CPU 110a performs the processes described below. When the management medium is inserted, when the unit CPU 110a inputs an insertion signal, it adds the insertion amount that can be specified from the insertion signal to the balance of the inserted money and updates the balance information. When the unit CPU 110a inputs a lending signal when the balance of the inserted money is equal to or more than a specified amount (for example, 1,000 yen), it outputs control information (hereinafter referred to as a lending command) that can specify the lending of game media to the gaming machine 10. At this time, the unit CPU 110a outputs a lending command that can specify the lending of a number (for example, 50) of game media corresponding to the specified amount to the gaming machine 10. On the other hand, when the balance of the inserted money is less than the specified amount, the unit CPU 110a does not output a lending command to the gaming machine 10 even if a lending signal is input. When the unit CPU 110a inputs a payout signal when the number of unit-managed game media is equal to or more than a predetermined number (for example, 50), it outputs a lending command that can specify the lending of a predetermined number of game media to the gaming machine 10. When the unit CPU 110a inputs a payout signal when the number of unit-managed game media is less than the predetermined number and is 1 or more, it outputs a lending command that can specify the lending of the number of game media stored as the number of unit-managed game media to the gaming machine 10. When the number of unit-managed game 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 a lending command is output, the unit CPU 110a updates the unit-managed game media number information that can specify the number obtained by subtracting the number of lent games indicated by the lending command from the number of unit-managed game media.

[0017] Also, when the unit CPU 110a inputs a counting information command from the gaming machine 10, it adds the number that can be specified from the counting information command to the number of unit-managed game media and updates the unit-managed game media number information that can specify the unit-managed game media number after the addition. Although it will be described in detail later, the counting information command corresponds to control information that can specify the number of game media whose management is transferred from the gaming machine 10 to the management unit 100.

[0018] Also, the unit CPU 110a controls the unit management medium number display unit 106 to display display information that can identify the unit management game medium number that can be identified from the unit management game medium number information. When the unit management game medium number information is updated, the display content of the unit management medium number display unit 106 is updated. The unit CPU 110a controls the balance display unit 107 to display display information that can identify the balance of the inserted money that can be identified from the remaining number information. When the remaining number information is updated, the display content of the balance display unit 107 is updated.

[0019] Hereinafter, the gaming machine 10 will be described. The gaming machine 10 in the present embodiment is a gaming machine (so-called medal-less gaming machine) that can perform a game using an electromagnetic game medium instead of a physical game medium (for example, a game medal). The electromagnetic game medium can also be regarded as an electronic game medium. Performing a game using an electromagnetic game medium corresponds to performing a game using a game medium managed by data. The gaming machine 10 can manage, in data, the number of game media held by the player (the number of game media managed by the gaming machine). That is, the gaming machine 10 is configured to be able to manage, in data, the number of game media held by the player. The gaming machine 10 can perform a game by consuming the game media. The gaming machine 10 manages the number of game media managed by the gaming machine as data based on the number of loaned game media and the number of acquired game media. The number of loaned game media is the number of game media loaned from the management unit 100 to the gaming machine 10. That is, it can be said that the number of loaned game media is the number of game media loaned to the player. The number of acquired game media is the number of game media acquired by the player (for example, game media given as a prize) along with performing the game.

[0020] As shown in Figure 1, the gaming machine 10 includes a rectangular box-shaped main cabinet 11. The main cabinet 11 has an opening on its front (not shown). The gaming machine 10 includes a front door 12 that covers the opening of the main cabinet 11. The front door 12, 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 mechanism SJ. In the gaming machine 10, the opening of the front door 12 is restricted by the locking mechanism SJ. In the gaming machine 10, for example, the locking mechanism SJ can be unlocked and the front door 12 opened by operating it clockwise using a key managed by the administrator of the gaming hall.

[0021] The gaming machine 10 is equipped with a decorative lamp 13 on its front door 12, which is a light-emitting means capable of performing effects such as turning a light-emitting element on, off, or flashing. The gaming machine 10 is equipped with a speaker 14 on its front door 12, which is a sound output means capable of performing effects such as outputting sound effects, music, or voices. The gaming machine 10 is equipped with an effect display device 15 on its front door 12, which is a display means capable of performing effects such as displaying images that mimic characters or letters. For example, a liquid crystal display and an organic EL display can be used as the effect display device 15. In this embodiment, some or all of the effect devices among the decorative lamp 13, speaker 14 and effect display device 15 correspond to effect execution means. The gaming machine 10 is equipped with a substantially rectangular display window 12a on the front of the front door 12 and below the effect display device 15. The display window 12a is made of, for example, a colorless transparent resin material.

[0022] The gaming machine 10 includes a reel unit 16. The reel unit 16 is installed inside the machine so that it can be seen by the player through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a middle reel 16b (second reel), and a right reel 16c (third reel). Reels 16a to 16c are also called drums. Thus, the gaming machine 10 has multiple reels. Each of the reels 16a to 16c has a pattern row along its outer circumference in which multiple symbols are arranged in an identifiable manner. The pattern row is provided by wrapping a strip of translucent film, on which multiple symbols are printed along the longitudinal direction, around the outside of the reels 16a to 16c. Each pattern row of reels 16a to 16c contains 21 symbols. There are multiple types of symbols. For example, the multiple types of symbols include a cherry symbol that resembles a cherry, a watermelon symbol that resembles a watermelon, a bell symbol that resembles a bell, a seven symbol that resembles the number "7", a bar symbol that resembles the word "BAR", and a replay symbol that resembles the word "REPLAY". In this way, reels 16a to 16c each have multiple symbols.

[0023] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the middle reel 16b, and an actuator for driving the right reel 16c. For example, stepping motors can be used as actuators to drive the reels 16a to 16c. The reels 16a to 16c can rotate and stop vertically independently of each other by the actuators provided for each of them. In the gaming machine 10, when the reels 16a to 16c rotate, the sequence of symbols (multiple types of symbols) visible through the display window 12a changes, and a variation game is executed. For example, the change in the sequence of symbols is performed by scrolling the sequence of symbols vertically from top to bottom. In this way, the gaming machine 10 is configured to execute a variation game. The reel unit 16 includes a left reel sensor SE1 for detecting the rotational position of the left reel 16a, a middle reel sensor SE2 for detecting the rotational position of the middle reel 16b, and a right reel sensor SE3 for detecting the rotational position of the right reel 16c (as shown in Figure 5).

[0024] The display window 12a is configured to allow the player to see the symbols that have stopped at the designated stopping positions when the rotation of each reel 16a to 16c stops. Each reel 16a to 16c has a designated stopping position for the symbols that will stop so that the player can see them through the display window 12a. Each reel 16a to 16c has multiple designated stopping positions for the symbols. The left reel 16a has a first upper stopping position corresponding to the stopping position of the symbols that will be visible at the upper position of the display window 12a, a first middle stopping position corresponding to the stopping position of the symbols that will be visible at the middle position of the display window 12a, and a first lower stopping position corresponding to the stopping position of the symbols that will be visible at the lower position of the display window 12a. Furthermore, the middle reel 16b is set to a second upper stop position corresponding to the stop position of a symbol that can be seen at the upper position of the display window 12a, a second middle stop position corresponding to the stop position of a symbol that can be seen at the middle position of the display window 12a, and a second lower stop position corresponding to the stop position of a symbol that can be seen at the lower position of the display window 12a. Similarly, the right reel 16c is set to a third upper stop position corresponding to the stop position of a symbol that can be seen at the upper position of the display window 12a, a third middle stop position corresponding to the stop position of a symbol that can be seen at the middle position of the display window 12a, and a third lower stop position corresponding to the stop position of a symbol that can be seen at the lower position of the display window 12a.

[0025] Of the symbol stopping positions visible from the display window 12a, the first upper stopping position, the second upper stopping position, and the third upper stopping position are located in a straight line within the display window 12a. Similarly, of the symbol stopping positions visible from the display window 12a, the first middle stopping position, the second middle stopping position, and the third middle stopping position are located in a straight line within the display window 12a. Likewise, of the symbol stopping positions visible from the display window 12a, the first lower stopping position, the second lower stopping position, and the third lower stopping position are located in a straight line within the display window 12a. Furthermore, the three upper stopping positions, the three middle stopping positions, and the three lower stopping positions are located parallel to each other. When all reels 16a to 16c are stopped, the player can see the nine symbols stopped at each stopping position from the display window 12a. Thus, in the gaming machine 10, once all the reels have stopped rotating, the nine symbols can be viewed through the display window 12a.

[0026] In the gaming machine 10, a set of three stopping positions—upper, middle, and lower—is used for each of the three reels 16a to 16c. The combination of these stopping positions determines which combination of symbols will result in a winning combination. This "combination of stopping positions that determines which combination of symbols will result in a winning combination" corresponds to the effective line YL. The effective line YL is also called the winning line.

[0027] In the gaming machine 10, the effective line YL (a combination of effective stopping positions) is formed by the first middle stopping position, the second middle stopping position, and the third middle stopping position. That is, the effective line YL is formed by the first middle stopping position, the second middle stopping position, and the third middle stopping position. In the gaming machine 10, the number of effective lines is "one". In the following description, when a symbol stops at each stopping position that constitutes the effective line YL, it may be indicated as "a symbol stops on the effective line YL". In this embodiment, the effective line YL is a combination of stopping positions located in a straight line, but it does not have to be a combination of stopping positions located in a straight line; for example, the effective line YL may be formed by the first middle stopping position, the second middle stopping position, and the third upper stopping position.

[0028] Here, "stopping" in relation to the symbols means that the symbols stop within the display window 12a, that is, at one of the upper, middle, or lower stopping positions, and are displayed in a way that is visible to the player. Also, "winning" means that a symbol combination for which a prize has been determined is displayed on the active line YL. In the gaming machine 10, when a win occurs, the prize determined for that winning symbol combination is awarded. Note that combinations other than the valid stopping position combinations are invalid stopping position combinations (so-called invalid lines) for which the displayed symbol combination cannot be determined to be a win. Hereafter, "game results derived in the variable game" corresponds to the symbol combinations that stop on the active line YL in the variable game.

[0029] As described above, in the gaming machine 10, when all the reels stop rotating, nine symbols can be viewed through the display window 12a. In this embodiment, the display window 12a, which is the symbol extraction means, displays symbols when each reel stops, and a combination of symbols is extracted when all the reels stop rotating. Furthermore, since the nine symbols that can be viewed through the display window 12a include all the symbols that have stopped at the stopping positions of the symbols that constitute the active line YL, the symbols extracted by the symbol extraction means can also be considered as symbols that constitute the combination of symbols extracted on the active line YL. In this way, the display window 12a makes it possible to view some of the multiple types of symbols on the stopped reels.

[0030] The gaming machine 10 is equipped with a 1-bet button 17 on the front of the front door 12. The 1-bet button 17 is an operating means that, when operated, allows the user to set the number of bets from the number of gaming media managed by the gaming machine. Specifically, when the number of bets 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 will decrease the number of gaming media managed by the gaming machine by 1 and increase the number of bets by 1. However, when the number of bets has reached the upper limit, operating the 1-bet button 17 will not increase the number of bets. When the number of gaming media managed by the gaming machine is 0, operating the 1-bet button 17 will not increase the number of bets.

[0031] The gaming machine 10 is equipped with a MAX bet button 18 on the front of the front door 12. The MAX bet button 18 is an operating means that allows the user to set the bet amount from the number of gaming media managed by the gaming machine by operating it. 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 will reduce the number of gaming media managed by the gaming machine by the remaining amount until the bet amount reaches the upper limit, thereby increasing the bet amount to the upper limit. However, if 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, if the MAX bet button 18 is operated when the bet amount and the number of gaming media managed by the gaming machine are less than the upper limit, the bet amount cannot be increased.

[0032] The gaming machine 10 is equipped with a settlement button 19 on the front of the front door 12, which serves as an operable settlement operation means. The settlement button 19 is an operation means that, when operated, can refund a set number of bets to the number of gaming media managed by the gaming machine. Specifically, when the bet is 1 or more, operating the settlement button 19 will reduce the bet to 0, and the number of gaming media managed by the gaming machine can be increased by the amount reduced.

[0033] The gaming machine 10 is equipped with a start lever 20 on the front of the front door 12, which serves as a start operation unit. The start lever 20 is a means for performing the start operation to begin the rotation of reels 16a to 16c. In other words, the acceptance of the start operation triggers the start of the variable game. The start lever 20 is an operating means that is operated when starting the variable game. The start lever 20 can be operated by the player. In the gaming machine 10, the variable game starts based on the start operation. By operating the start lever 20, the start condition is met.

[0034] The gaming machine 10 is equipped with a left stop button 21 on the front of the front door 12. The left stop button 21 corresponds to the left reel 16a and is an operating means for stopping the rotation of the left reel 16a. The gaming machine 10 is equipped with a middle stop button 22 on the front of the front door 12. The middle stop button 22 corresponds to the middle reel 16b and is an operating means for stopping the rotation of the middle reel 16b. The gaming machine 10 is equipped with a right stop button 23 on the front of the front door 12. The right stop button 23 corresponds to the right reel 16c and is an operating means for stopping the rotation of the right reel 16c. Stop buttons 21 to 23 can be operated by the player. Stop buttons 21 to 23 correspond to multiple symbol rows. Stop buttons 21 to 23 each correspond to a stop operation section. Thus, the gaming machine 10 is configured to stop the rotation of the reels when a stop button is operated. Furthermore, operating the stop button to stop a reel while it is rotating can be called a stop operation. In the gaming machine 10, the rotation of the reels stops based on the stop operation. As described above, the gaming machine 10 is equipped with multiple stop buttons 21 to 23, which serve as stop operation means corresponding to multiple reels 16a to 16c. In the following description, the first stop operation among the stop buttons 21 to 23 may be referred to as the first stop operation, the second stop operation as the second stop operation, and the third stop operation as the third stop operation.

[0035] As shown in Figure 2(a), the gaming machine 10 includes a gaming machine management media count display unit 27 that displays information that allows for the identification of the number of gaming media managed by the gaming machine. The gaming machine management media count display unit 27 is composed of a plurality of 7-segment displays. The plurality of 7-segment displays that make up the gaming machine management media count display unit 27 are arranged in a row. The gaming machine management media count display unit 27 is composed of five 7-segment displays. In this embodiment, the five 7-segment displays that make up the gaming machine management media count display unit 27 can display a 5-digit decimal number from 00000 to 99999. The gaming machine 10 includes a counting button 28 that can be operated by the 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 by the gaming machine 10 as the number of gaming media managed by the gaming machine are managed by the management unit 100. In this way, when the counting button 28 is operated, the gaming media held by the player are transferred from the gaming machine 10 to the management unit 100. As will be explained in more detail later, the number of gaming media transferred at one time in the gaming machine 10 differs depending on how the counting button 28 is operated.

[0036] As shown in Figure 2(b), the gaming machine 10 is equipped with an information panel 30. The information panel 30 has a replay display unit 31, a weight display unit 32, a multiplier display unit 33, and a payout display unit 34.

[0037] The replay display unit 31 displays information that allows for the identification of whether or not replay is in operation. Specifically, the replay display unit 31 lights up when replay is in operation and turns off when replay is not in operation. Replay will be explained later. The wait display unit 32 displays information that allows for the identification of 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 bet display unit 33 displays information that allows for the identification of the set bet (number of bets). Specifically, the bet display unit 33 is composed of three light-emitting elements. In the bet display unit 33, the number of light-emitting elements corresponding to the bet number lights up. For example, if the bet number is 3, all the light-emitting elements that make up the bet display unit 33 light up. The payout display unit 34 is composed of multiple 7-segment displays. The multiple 7-segment displays that make up the payout display unit 34 are arranged in a row. For example, the payout display unit 34 is composed of two 7-segment displays. These two 7-segment displays make up the payout display unit 34 capable of displaying two-digit decimal numbers from 00 to 99.

[0038] As shown in Figure 3, there are six possible operating sequences for stop buttons 21-23 (hereinafter sometimes referred to as "pressing sequence"), with each stop button used for the first, second, and third stop operations being a different sequence, from the first to the sixth pressing sequence. For example, the first pressing sequence is the sequence in which stop buttons 21-23 are operated so that the rotation stops in the order of left reel 16a → middle reel 16b → right reel 16c. In Figure 3, when indicating the pressing sequence, the left stop button 21 is indicated as "left," the middle stop button 22 as "middle," and the right stop button 23 as "right." For example, the first pressing sequence is indicated as "left, middle, right." Also, Figure 3 shows the reels whose rotation stops due to the first, second, and third stop operations. For example, in the case of the first pressing sequence, the first stop operation stops the rotation of the left reel 16a, the second stop operation stops the rotation of the middle reel 16b, and the third stop operation stops the rotation of the right reel 16c. For example, the first pressing sequence "left, middle, right" and the second pressing sequence "left, right, middle" correspond to pressing the left stop button 21 of the stop buttons 21-23 first. The third pressing sequence "middle, left, right" and the fourth pressing sequence "middle, right, left" correspond to pressing the middle stop button 22 of the stop buttons 21-23 first. The fifth pressing sequence "right, left, middle" and the sixth pressing sequence "right, middle, left" correspond to pressing the right stop button 23 of the stop buttons 21-23 first.

[0039] Next, we will explain the design combinations that determine the prizes. A combination of symbols that has been designated to award a prize is also called a "winning combination." Prize-winning combinations of symbols (winning combinations) include combinations of symbols that have been designated to award a payout of game currency (payout combinations) and combinations of symbols that have been designated to award a replay (replay combinations). A replay means that the next spinning game can be started without having to bet game currency. Replay combinations are also called replay combinations. Examples of payout combinations include the cherry combination, watermelon combination, bell combination, and single-coin combination.

[0040] For the cherry symbol, a predetermined number of game tokens (3 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the cherry symbol is won is referred to as the "cherry stop combination". The cherry stop combination includes the combination of symbols in which the cherry symbol stops at each stop position that makes up the active line YL. For the watermelon symbol, a predetermined number of game tokens (5 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the watermelon symbol is won is referred to as the "watermelon stop combination". The watermelon stop combination includes the combination of symbols in which the watermelon symbol stops at each stop position that makes up the active line YL. For the bell symbol, a predetermined number of game tokens (15 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the bell symbol is won is referred to as the "bell stop combination". Bell stop combinations include symbol combinations in which the bell symbol stops at each stop position that makes up the active line YL. Single-coin wins are awarded a predetermined number of game tokens (1 token in this embodiment) as a prize. In the following description, the symbol combinations that stop on the active line YL when a single-coin win is achieved are referred to as "bell spill stop combinations". The number of game tokens paid out corresponds to the number of game tokens given to the player and corresponds to the number of game tokens added to the number of game tokens managed by the game machine. Replay wins are awarded a replay as a prize. In the following description, the symbol combinations that stop on the active line YL when a replay win is achieved are referred to as "replay stop combinations". Replay stop combinations include symbol combinations in which the replay symbol stops at each stop position that makes up the active line YL.

[0041] The gaming machine 10 is configured to allow control of its performance state (performance mode). There are multiple types of performance states in the gaming machine 10. In each performance state, performance state identification information is announced that allows the player to identify the current performance state. The current performance state corresponds to the controlled performance state. The gaming machine 10 announces the performance state identification information by, for example, displaying a different background image on the performance display device 15 for each type of performance state, illuminating decorative lamps 13 with different light colors for each type of performance state, or outputting different background sounds (so-called BGM) from the speaker 14 for each type of performance state. By announcing the performance state identification information, the player can recognize the type of performance state they are currently in.

[0042] In the gaming machine 10, for example, an operation-related performance (hereinafter referred to as a navigation performance) is performed that suggests or notifies the manner in which the stop button is operated to stop a combination of symbols for which a prize has been determined on the active line YL. The manner in which the stop button is operated suggested or notified in the navigation performance includes at least one of 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 refers to the so-called precise stopping position. The navigation performance is also called an operation navigation performance or a push-order navigation performance (push-order navigation). In the gaming machine 10, the navigation performance may be performed in a manner that is advantageous to the player. For example, in certain performance states, the proportion of times the navigation performance is performed in a manner that is advantageous to the player may be higher compared to other performance states. For example, the navigation performance may not be performed in certain performance states, but may be performed in other performance states.

[0043] Now, based on Figure 4, the performance state in the gaming machine 10 of this embodiment will be described. The game machine 10 has four performance states: a normal performance state, a special performance state, a challenge performance state, and a winning streak performance state. The special performance state has six special performance states, from the first to the sixth. The special performance state in the game machine 10 is a performance state that is more advantageous than other performance states, and is also known as a pseudo-bonus state. In this embodiment, the game state controlled to be a special performance state corresponds to a special game state that is advantageous to the player. Thus, the game machine 10 can be controlled to be a special game state that is advantageous to the player. The challenge performance state has two types: the first challenge performance state and the second challenge performance state. The winning streak performance state has two types: the first winning streak performance state and the second winning streak performance state.

[0044] When the conditions for transitioning to the first special performance state are met during the normal performance state, the game transitions to the first special performance state. The conditions for transitioning to the first special performance state can be met by winning the advantageous transition lottery, which determines the transition to the first special performance state.

[0045] In the first special performance state, if a bell symbol is allowed to be won, a navigation display will be executed that suggests or notifies the order in which to press the stop buttons to win the bell symbol. The first special performance state ends when the number of game tokens awarded since entering the first special performance state exceeds 100 (shown as "Awarded Tokens > 100" in Figure 4). After the first special performance state ends, the game transitions to the first challenge performance state.

[0046] In the first challenge state, if a bell symbol is allowed to be won, a navigation sequence that suggests or notifies the order in which to press the stop buttons to win the bell symbol may be executed, or a navigation sequence that suggests or notifies the order in which to press the stop buttons to win the bell symbol may not be executed. If a bell symbol is allowed to be won, but a navigation sequence that suggests or notifies the order in which to press the stop buttons to win the bell symbol is not executed, a navigation sequence that suggests or notifies the order in which to press the stop buttons to win a single symbol may be executed, or the navigation sequence itself may not be executed.

[0047] If the player does not win the challenge lottery (i.e., transition to the special performance state is not determined) before the variable game for the maximum number of stays in the first challenge performance state is executed, the first challenge performance state ends and the player transitions to the normal performance state. In Figure 4, the case where the player does not win the challenge lottery before the variable game for the maximum number of stays in the first challenge performance state is executed is shown as "failure to meet the conditions for transitioning to the special performance state". On the other hand, if the player wins the challenge lottery (i.e., transition to the special performance state is determined) before the variable game for the maximum number of stays in the first challenge performance state is executed, the first challenge performance state ends and the player transitions to the special performance state. In other words, if the player wins the challenge lottery in the first challenge performance state, the first challenge performance state ends and the player transitions to the special performance state. At this time, if the player wins the challenge lottery conducted in conjunction with the execution of the first variable game in the first challenge performance state (shown as "Number of games = 1" in Figure 4), the player transitions to the fifth special performance state. On the other hand, if the player wins the challenge lottery held in conjunction with the execution of the second or subsequent variable games in the first challenge performance state (indicated as "Number of games ≥ 2" in Figure 4), the player will transition to the second special performance state.

[0048] In the second special performance state, if a bell symbol is allowed to be won, a navigation sequence will be executed that suggests or notifies the order in which to press the stop buttons to win the bell symbol. The second special performance state ends when the number of game tokens awarded since entering the second special performance state exceeds 150 (indicated as "Awarded Tokens > 150" in Figure 4). After the second special performance state ends, the game transitions to the second challenge performance state.

[0049] In the second challenge performance state, if a bell symbol is allowed to be won, a navigation performance that suggests or notifies the order in which to press the stop buttons to win the bell symbol may be executed, or a navigation performance that suggests or notifies the order in which to press the stop buttons to win the bell symbol may not be executed. If a bell symbol is allowed to be won but a navigation performance that suggests or notifies the order in which to press the stop buttons to win the bell symbol is not executed, a navigation performance that suggests or notifies the order in which to press the stop buttons to win a single symbol may be executed, or the navigation performance itself may not be executed. If the challenge lottery is not won before the maximum number of stays in the second challenge performance state is executed, the second challenge performance state ends and the player transitions to the normal performance state. In Figure 4, the case in which the challenge lottery is not won before the maximum number of stays in the second challenge performance state is executed is shown as "failure to meet the conditions for transitioning to the special performance state". On the other hand, if the player wins the challenge lottery before the variable game for the maximum number of stays in the second challenge performance state is executed, the second challenge performance state ends and the player transitions to the special performance state. That is, if the player wins the challenge lottery in the second challenge performance state, the second challenge performance state ends and the player transitions to the special performance state. At this time, if the number of times the player has been controlled from the second special performance state to the second challenge performance state and then controlled to the third special performance state (hereinafter referred to as the first consecutive count) has not reached the first limit count, the player transitions to the third special performance state. On the other hand, if the first consecutive count has reached the first limit count, the player transitions to the fourth special performance state. In this embodiment, the first limit count is set to "4 times". Thus, in the game machine 10, when the player wins the challenge lottery in the second challenge performance state, the type of special performance state to which the player transitions differs depending on whether the first consecutive count has reached the first limit count.

[0050] In the third special performance state, if a bell symbol is allowed to be won, a navigation animation is performed that suggests or notifies the order in which to press the stop buttons to win the bell symbol. The third special performance state ends when the number of game tokens awarded since entering the third special performance state exceeds the number awarded in the third special performance state (hereinafter referred to as the third special award number) (indicated as "award number > third special award number" in Figure 4). After the third special performance state ends, the game returns to the second challenge performance state. In this embodiment, there are multiple third special award numbers. For example, the third special award numbers could be 200 and 100. The third special award number in the third special performance state is determined before transitioning to the third special performance state, and the third special performance state ends when the number of game tokens awarded since entering the third special performance state exceeds the determined third special award number. The third special award number is determined each time the game is controlled to enter the third special performance state.

[0051] In the 4th Special Performance state, if a bell symbol is awarded, a navigation sequence will be executed that suggests or notifies the order in which to press the stop buttons to award the bell symbol. The 4th Special Performance state ends when the number of game tokens awarded since entering the 4th Special Performance state exceeds 200. After the 4th Special Performance state ends, the game transitions to the 1st Challenge Performance state or the 1st Consecutive Win Performance state. When controlled to the 4th Special Performance state, a lottery is held to determine whether to execute the promotion challenge performance. If it is decided not to execute the promotion challenge performance, the game transitions to the 1st Challenge Performance state after the 4th Special Performance state ends. On the other hand, if it is decided to execute the promotion challenge performance, the promotion challenge performance will be executed upon the end of the 4th Special Performance state. If a success result is obtained in the promotion challenge performance, the game transitions to the 1st Consecutive Win Performance state after the 4th Special Performance state ends. On the other hand, if a failure result is obtained in the promotion challenge performance, the game transitions to the 1st Challenge Performance state after the 4th Special Performance state ends. The promotion challenge animation can be executed when the game's progress is stalled, that is, when freeze control is in effect. In other words, the promotion challenge animation is a so-called freeze animation.

[0052] In the first consecutive win state, if a bell symbol is allowed to be won, a navigation animation may be performed that suggests or notifies the order in which to press the stop buttons to win the bell symbol, or it may not be performed. If a bell symbol is allowed to be won but a navigation animation that suggests or notifies the order in which to press the stop buttons to win the bell symbol is not performed, a navigation animation that suggests or notifies the order in which to press the stop buttons to win a single symbol may be performed, or the navigation animation itself may not be performed. In the first consecutive win state, one spin game is played. In this one spin game in the first consecutive win state, if the challenge lottery is won, the conditions for transitioning to the special performance state are met. If the challenge lottery is won, the first consecutive win state ends and the game transitions to the fifth special performance state.

[0053] In the 5th Special Performance state, if a bell symbol is allowed to be won, a navigation display will be executed that suggests or notifies the order in which to press the stop buttons to win the bell symbol. The 5th Special Performance state ends when the number of game tokens awarded since entering the 5th Special Performance state exceeds 150 (indicated as "Awarded Tokens > 150" in Figure 4). After the 5th Special Performance state ends, the game transitions to the 2nd Consecutive Win Performance state.

[0054] In the second consecutive win state, if a bell symbol is allowed to be won, a navigation animation will be performed that suggests or notifies the order in which to press the stop buttons to win the bell symbol, or a navigation animation that suggests or notifies the order in which to press the stop buttons to win the bell symbol will not be performed. If a bell symbol is allowed to be won but a navigation animation that suggests or notifies the order in which to press the stop buttons to win the bell symbol will not be performed, a navigation animation that suggests or notifies the order in which to press the stop buttons to win a single symbol may be performed, or the navigation animation itself may not be performed. In the second consecutive win state, one spin game is played. In this one spin game in the second consecutive win state, if the challenge lottery is won, the conditions for transitioning to the special performance state will be met. If the challenge lottery is won, the second consecutive win state ends and the game transitions to the sixth special performance state.

[0055] In the 6th Special Performance state, if a bell symbol is allowed to be won, a navigation animation is performed that suggests or notifies the order in which to press the stop buttons to win the bell symbol. The 6th Special Performance state ends when the number of game tokens awarded since entering the 6th Special Performance state exceeds the number awarded in the 6th Special Performance state (hereinafter referred to as the 6th Special Award Count) (indicated as "Award Count > 6th Special Award Count" in Figure 4). In this embodiment, there are multiple 6th Special Award Counts. For example, the 6th Special Award Counts could be 200 and 100. The 6th Special Award Count in the 6th Special Performance state is determined before transitioning to the 6th Special Performance state, and the 6th Special Performance state ends when the number of game tokens awarded since entering the 6th Special Performance state exceeds the determined 6th Special Award Count. The 6th Special Award Count is determined each time the game is controlled to enter the 6th Special Performance state.

[0056] After the 6th Special Performance state ends, the game may or may not transition to the 2nd Consecutive Wins performance state. If the number of times the game has been controlled from the 5th Special Performance state to the 2nd Consecutive Wins performance state and then to the 6th Special Performance state (hereinafter referred to as the 2nd consecutive win count) has not reached the 2nd limit count, the game will transition back to the 2nd Consecutive Wins performance state after the 6th Special Performance state ends. On the other hand, if the 2nd consecutive win count reaches the 2nd limit count, the game will transition to a performance state other than the 2nd Consecutive Wins performance state after the 6th Special Performance state ends. Specifically, if the 2nd consecutive win count reaches the 2nd limit count, the promotion challenge performance will be executed after the 6th Special Performance state ends. If the promotion challenge performance is successful, the game will transition to the 1st Consecutive Wins performance state after the 6th Special Performance state ends. On the other hand, if the promotion challenge performance is unsuccessful, the game will transition to the 1st Challenge performance state after the 6th Special Performance state ends. In the gaming machine 10, the promotion challenge sequence performed upon the end of the 6th special performance state is the same as the promotion challenge sequence performed upon the end of the 4th special performance state. However, the promotion challenge sequence performed upon the end of the 4th special performance state and the promotion challenge sequence performed upon the end of the 6th special performance state may be different. In this embodiment, the second limit number of times is set to "5 times".

[0057] In the gaming machine 10, if the game transitions to any of the following states: the first consecutive win state, the fifth special performance state, the second consecutive win state, or the sixth special performance state, the game will not transition to the first challenge state until the second consecutive win count reaches the second limit count, thus maintaining a favorable situation. When the gaming machine 10 is in any of the following states: the first consecutive win state, the fifth special performance state, the second consecutive win state, or the sixth special performance state, the performance display device 15 executes the Heaven Mode performance. In this embodiment, the execution of the Heaven Mode performance corresponds to the execution of the arrival notification. In this embodiment, the execution of the Heaven Mode performance by the performance display device 15 realizes the function of an arrival notification means capable of executing arrival notifications. Note that in the gaming machine 10, if the game is controlled to any of the following states: the first consecutive win state, the fifth special performance state, the second consecutive win state, or the sixth special performance state, the Heaven Mode performance is executed. Therefore, in the gaming machine 10, when the transition conditions to the 1st consecutive win performance state or the 5th special performance state are met from a performance state that is different from any of the 1st consecutive win performance state, the 5th special performance state, the 2nd consecutive win performance state, and the 6th special performance state, the Heaven Mode performance is executed. Accordingly, in this embodiment, the arrival condition is met when the transition conditions to the 1st consecutive win performance state or the 5th special performance state are met from a performance state that is different from any of the 1st consecutive win performance state, the 5th special performance state, the 2nd consecutive win performance state, and the 6th special performance state. And in this embodiment, when the arrival condition is met, an arrival notification is executed.

[0058] Next, the electrical configuration of the gaming machine 10 will be explained. As shown in Figure 5, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs processing related to the variable game. The main board 40 outputs control information. Control information is also called a control signal or control command. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs processing based on the control information input from the main board 40. The gaming machine 10 includes a media board 60. The media board 60 performs processing based on the control information input from the main board 40. The media board 60 outputs control information. The main board 40 and the media board 60 are connected so that they can communicate bidirectionally. The main board 40 outputs control information to the media board 60. The media board 60 outputs control information to the main board 40. The main board 40 and the sub-board 50 are connected so that they can communicate unidirectionally from the main board 40 to the sub-board 50. The main board 40 outputs control information to the sub-board 50. On the other hand, the sub-board 50 does not output control information to the main board 40.

[0059] When the gaming machine 10 and the management unit 100 are connected via a connection terminal board 90 provided on the gaming machine 10, the media count board 60 of the gaming machine 10 and the unit control board 110 of the management unit 100 are connected in a way that enables bidirectional communication. When the gaming machine 10 and the management unit 100 are connected via a connection terminal board 90, the media count board 60 outputs control information to the management unit 100. When the gaming machine 10 and the management unit 100 are connected via a connection terminal board 90, the management unit 100 outputs control information to the media count board 60.

[0060] Now, let's describe the main board 40. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing the main control program. The main CPU 41 can receive control information output from the media board 60 by performing input processing. The main ROM 42 stores the main control program and judgment values ​​used for predetermined lotteries. The main RWM 43 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. The random numbers may be hardware random numbers or software random numbers.

[0061] Reel sensors SE1 to SE3 are connected to the main board 40. The main CPU 41 is configured to receive detection signals output by the various reel sensors SE1 to SE3 via a port (not shown). The main CPU 41 can receive 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 board 40. The main CPU 41 is configured to control the operation of the actuators of the reels 16a to 16c via a drive circuit (not shown).

[0062] The main board 40 is connected to a 1-bet button 17, a MAX-bet button 18, a payout button 19, a start lever 20, and stop buttons 21-23. The main CPU 41 is configured to receive detection signals output by the 1-bet button 17, MAX-bet button 18, payout button 19, start lever 20, and stop buttons 21-23 via a port (not shown). The main CPU 41 can receive detection signals output by the 1-bet button 17, MAX-bet button 18, payout button 19, start lever 20, and stop buttons 21-23 by performing input processing. An information panel 30 is connected to the main board 40. The main CPU 41 is configured to control the display content of the information panel 30 via a drive circuit (not shown).

[0063] Here, we will explain the role lottery table and the winning numbers mentioned above, which are used in the internal lottery to determine the winning numbers from among multiple winning numbers stored in the main ROM 42. The internal lottery to determine the winning numbers is called the "role lottery." The winning numbers determined in the role lottery are also called the condition device combination. For this reason, the role lottery can also be called the "condition device combination lottery." In the following explanation, "the determination of a predetermined winning number in the role lottery" may be expressed as "winning a predetermined winning number in the role lottery," and "the winning number determined in the role lottery" may be expressed as "the winning number."

[0064] The winning number is control information that defines one or more 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 winning combinations that can be achieved in a variable game. Winning numbers include, for example, winning numbers that allow the cherry combination, winning numbers that allow the watermelon combination, winning numbers that allow the bell combination, and winning numbers that allow the re-play combination. Among the winning numbers that allow the bell combination, there are winning numbers that allow the single-coin combination in addition to the bell combination. Among the winning numbers that allow the bell combination and the single-coin combination, there are winning numbers in which the order of operation of the stop button to achieve the bell combination is different from the order of operation of the stop button to achieve the single-coin combination. For example, among the winning numbers that allow for both the bell and single-coin wins, there are winning numbers in which the bell win occurs when the stop button is operated in a predetermined sequence, while the single-coin win occurs when the stop button is operated in a sequence different from the predetermined sequence.

[0065] In the following explanation, "when a cherry symbol is awarded" refers to the case where a winning number that allows for a cherry symbol to be awarded in the prize draw. Note that "when a cherry symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a cherry symbol to be awarded." In the following explanation, "when a watermelon symbol is awarded" refers to the case where a winning number that allows for a watermelon symbol to be awarded in the prize draw. Note that "when a watermelon symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a watermelon symbol to be awarded." In the following explanation, "when a bell symbol is awarded" refers to the case where a winning number that allows for a bell symbol to be awarded in the prize draw. Note that "when a bell symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a bell symbol to be awarded." The winning numbers that allow for a bell win include the winning numbers that allow for both a bell win and a single-card win. In the following explanation, when a winning number that allows for a replay win is drawn in the win draw, it is referred to as "when a replay win is allowed." When a replay win is allowed, it corresponds to the result of the win draw being "a result that allows for a replay win."

[0066] In the role lottery table, for each of the winning numbers that can be determined, a predetermined number of random numbers used for role lottery (hereinafter referred to as random numbers for role lottery) are assigned from a range of possible values ​​for the random numbers. For example, the system may be configured to allow setting values, and the main ROM 42 may store a role lottery table that is referenced for each setting value. In the game machine 10, if none of the winning numbers are matched in the role lottery, that is, if a role is not awarded, the result of the role lottery is "miss". When the result of the role lottery is "miss", the symbol combinations that have been determined to award prizes based on the result of the role lottery are not derived on the active line YL.

[0067] Next, we will explain the media substrate 60. The media count board 60 comprises a media count CPU 61, a media count ROM 62, and a media count RWM 63. The media count CPU 61 primarily performs processing related to managing the number of game media held by the player by executing a game media count control program. The media count CPU 61 can receive control information output from the main board 40 by executing input processing. The media count ROM 62 stores the game media count control program and the like. The media count RWM 63 is configured to store various information that is rewritten as appropriate during the operation of the game machine 10. The information stored in the media count RWM 63 includes, for example, flags, counters, and timers. A game machine management media count display unit 27 is connected to the media count board 60. The media count CPU 61 is configured to control the display content of the game machine management media count display unit 27 via a drive circuit (not shown). The game machine management media count display unit 27 is controllable by the media count CPU 61. A counting button 28 is connected to the media count board 60. The media count CPU 61 is configured to accept detection signals output by the counting button 28 via a port (not shown). A connection terminal board 90 is connected to the media count board 60.

[0068] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 performs various processes (for example, processes related to performance effects) by executing a sub-control program. The sub-CPU 51 can receive control information output from the main board 40 by executing input processing. The sub-ROM 52 stores the sub-control program and judgment values ​​used for various lotteries. The sub-ROM 52 stores light-emitting performance data related to the light-emitting performance of the decorative lamp 13. The sub-ROM 52 stores sound-emitting performance data related to the sound-emitting performance of the speaker 14. The sub-ROM 52 stores display-emitting performance data related to the display-emitting performance of the performance display device 15. The sub-RWM 53 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. The random numbers may be hardware random numbers or software random numbers.

[0069] The sub-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 control the decorative lamp 13, the speaker 14, and the performance display device 15 via a drive circuit (not shown). 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 capable of controlling a light-emitting means. 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 capable of controlling a sound output means. 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 capable of controlling a display means.

[0070] Here, we will explain the game progression process executed by the main CPU 41. The game progression process is a series of processes related to the progress of the game, such as executing variable games and awarding prizes. As shown in Figure 6, in the game progression process, the main CPU 41 executes the game start set process (step S101). In the game start set process, the main CPU 41 updates a predetermined memory area in the main RWM 43. Next, the main CPU 41 executes error processing (step S102). In 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 game media managed by the game machine, which can be identified from the number of media held command input from the media count board 60. If the number of game media managed by the game machine, which can be identified from the number of media held command, is less than the maximum number of games (for example, 16369), the main CPU 41 does not generate an overflow error. In this case, the main CPU 41 controls the game to a playable state without controlling it to a game-disabled state. After that, the main CPU 41 terminates the error processing. On the other hand, if the number of game media managed by the game machine, which can be identified from the number of media held command, is equal to or greater than the maximum number of games, the main CPU 41 generates an overflow error. In this case, the main CPU 41 controls the machine to a game-disabled state where it is not possible to play. The main CPU 41 controls the machine to a game-disabled state without executing any processing different from error processing until the number of game media managed by the game machine, which can be identified from the number command, falls below the maximum number of games. When the main CPU 41 controls the machine to a game-disabled state, it stores control information (hereinafter referred to as the game-disabled state command) in the output buffer that identifies that the machine was controlled to a game-disabled state because the number of game media managed by the game machine exceeded the maximum number of games. The game-disabled state command is output to the sub-board 50. When the machine is controlled to a game-disabled state, the main CPU 41 controls the machine so that "EE" is displayed on the payout display unit 34. After controlling the machine to a game-disabled state, if the number of game media managed by the game machine falls below the maximum number of games, the main CPU 41 terminates the game-disabled state and ends error processing.

[0071] After error handling is complete, the main CPU 41 determines whether the re-play function is not active (step S103). "Re-play function not active" means that the re-play function has not been granted. "Re-play function active" means that the re-play function has been granted. If the re-play function is not active (step S103; YES), the main CPU 41 executes a bet button acceptance process to set the bet amount for the current variable game (step S104).

[0072] 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 neither the 1-bet button 17 nor the MAX-bet button 18 has been operated, the main CPU 41 terminates the bet button reception process. If either 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, if the main CPU 41 receives a detection signal from the 1-bet button 17, it may increase the bet amount by 1. The main CPU 41 increases the bet amount by 1 when it receives a detection signal from the 1-bet button 17, provided that the bet amount has not reached the upper limit and the number of game media managed by the game machine is 1 or more. The main CPU 41 can determine the number of game media managed by the game machine based on the number of held commands. In the bet button reception process, if the main CPU 41 receives a detection signal from the MAX-bet button 18, it may increase the bet amount to the upper limit. When the main CPU 41 receives a detection signal from the MAX bet button 18, if the number of bets has not reached the upper limit and the sum of the set number of bets and the number of game media managed by the game machine is equal to or greater than the upper limit, the main CPU 41 will increase the number of bets to the upper limit. However, even if the number of bets has not reached the upper limit, the main CPU 41 will not increase the number of bets even if a detection signal is received from the MAX bet button 18, if the sum of the set number of bets and the number of game media managed by the game machine is less than the upper limit. Furthermore, when the number of bets has reached the upper limit, the main CPU 41 will not increase the number of bets even if a detection signal is received from the 1 bet button 17 or the MAX bet button 18. Even if the number of bets has not reached the upper limit, the main CPU 41 will not increase the number of bets even if a detection signal is received from the 1 bet button 17 or the MAX bet button 18, if the number of game media managed by the game machine is 0.

[0073] When the multiplier is increased during the bet button acceptance process, the main CPU 41 stores control information (hereinafter referred to as the multiplier command) that identifies that the multiplier has been set in the output buffer. The multiplier command is control information that identifies the multiplier that 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 multiplier increases by 1 when the 1-bet button 17 or the MAX-bet button 18 is operated, the multiplier command that identifies that the multiplier has increased by 1 is stored in the output buffer. For example, if the multiplier increases by 3 when the MAX-bet button 18 is operated, the multiplier command that identifies that the multiplier has increased by 3 is stored in the output buffer. When the multiplier is increased during the bet button acceptance process, the main CPU 41 stores the multiplier command in the output buffer and then terminates the bet button acceptance process. If the multiplier is not increased during the bet button acceptance process, the main CPU 41 does not store the multiplier command in the output buffer and terminates the bet button acceptance process. The multiplier command is output to both the sub-board 50 and the media count board 60.

[0074] After completing the bet button reception process, the main CPU 41 executes the settlement button reception process (step S105). In the settlement button reception 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 reception process. If the settlement button 19 has been operated, the main CPU 41 may reduce the bet amount. In other words, if the settlement button 19 has been operated, the main CPU 41 may settle the bet amount. Specifically, if the main CPU 41 receives a detection signal from the settlement button 19 when the bet amount is 1 or greater, it sets the bet amount to 0 and reduces the bet amount. If the main CPU 41 receives a detection signal from the settlement button 19 when the bet amount is 0, it does not reduce the bet amount and terminates the settlement button reception process.

[0075] When the multiplier is reduced during the settlement button acceptance process, the main CPU 41 stores control information (hereinafter referred to as a settlement command) that can identify that the multiplier has been settled in the output buffer. Settling the multiplier means that the set multiplier is reduced. More specifically, settling the multiplier means that the set multiplier changes from 1 to 3 to 0. The settlement command is control information that can identify the number of times the multiplier has been reduced due to the operation of the settlement button 19. For example, if the settlement button 19 is operated when the multiplier is 3, the main CPU 41 stores a settlement command in the output buffer that can identify that the multiplier has been reduced by 3. The settlement command is output to both the sub-board 50 and the media count board 60.

[0076] If the replay function is not inactive (step S103; NO), or if the settlement button acceptance process has finished, the main CPU 41 determines whether the set multiplier matches the predetermined multiplier (3 in this embodiment) that allows the variable game to start (step S106). If the replay function is not inactive (step S103; NO), the main CPU 41 sets the multiplier that was set when the previous variable game was started as the multiplier for the current variable game.

[0077] If the set multiplier does not match the specified multiplier (step S106; NO), the main CPU 41 proceeds to the process in step S102. In other words, in the process in step S106, the main CPU 41 determines whether or not the variable game is ready to start. On the other hand, if the set multiplier matches the specified multiplier (step S106; YES), the main CPU 41 determines whether or not a start operation by the start lever 20 has been received (step S107). In the process in step S107, the main CPU 41 makes a positive determination if a detection signal is input from the start lever 20. On the other hand, the main CPU 41 makes a negative determination if no detection signal is input from the start lever 20. If the start operation has not been received (step S107; NO), the main CPU 41 proceeds to the process in step S102. On the other hand, if the start operation has been received (step S107; YES), the main CPU 41 executes the game count processing (step S108). When the main CPU 41 receives a start command, it stores control information that identifies the start of a variable game (hereinafter referred to as the variable game start command) in the output buffer. The variable game start command is output to the sub-board 50.

[0078] In the game count processing, the main CPU 41 performs the first game count processing, the second game count processing, the third game count processing, and the fourth game count processing. In the game count subtraction processing, the main CPU 41 performs the first game count processing, and after completing the first game count processing, performs the second game count processing, and after completing the second game count processing, performs the third game count processing. Then, in the game count processing, after completing the third game count processing, the main CPU 41 performs the fourth game count processing, and after completing the fourth game count processing, returns to the game progress processing.

[0079] In the first game count processing, the main CPU 41 refers to the value of the performance state flag stored in the main RWM 43 and determines whether the current performance state is the first challenge performance state. If it is not the first challenge performance state, the main CPU 41 terminates the first game count processing. On the other hand, if it is the first challenge performance state, the main CPU 41 updates the number of times the first challenge has been played stored in the main RWM 43 by adding 1. The number of times the first challenge has been played corresponds to the number of variable games played since staying in the first challenge performance state. After that, the main CPU 41 terminates the first game count processing.

[0080] In the second game count processing, the main CPU 41 refers to the value of the performance state flag stored in the main RWM 43 and determines whether the current performance state is the second challenge performance state. If it is not the second challenge performance state, the main CPU 41 terminates the second game count processing. On the other hand, if it is the second challenge performance state, the main CPU 41 updates the number of times the second challenge has been played stored in the main RWM 43 by adding 1. The number of times the second challenge has been played corresponds to the number of variable games played since entering the second challenge performance state. After that, the main CPU 41 terminates the second game count processing.

[0081] In the third game count processing, the main CPU 41 refers to the value of the performance state flag stored in the main RWM 43 and determines whether the current performance state is the first consecutive win performance state. If it is not the first consecutive win performance state, the main CPU 41 terminates the third game count processing. On the other hand, if it is the first consecutive win performance state, the main CPU 41 updates the number of times the first consecutive win has been held stored in the main RWM 43 by adding 1. The number of times the first consecutive win has been held corresponds to the number of variable games played since the first consecutive win performance state was reached. After that, the main CPU 41 terminates the third game count processing.

[0082] In the fourth game count processing, the main CPU 41 refers to the value of the performance state flag stored in the main RWM 43 and determines whether the current performance state is the second consecutive performance state. If it is not the second consecutive performance state, the main CPU 41 terminates the fourth game count processing. On the other hand, if it is the second consecutive performance state, the main CPU 41 updates the number of times the second consecutive state has been reached stored in the main RWM 43 by adding 1. The number of times the second consecutive state has been reached corresponds to the number of games played since the second consecutive performance state was reached. After that, the main CPU 41 terminates the fourth game count processing.

[0083] After the game count reduction process is complete, the main CPU 41 performs a role lottery process to determine the winning numbers (step S109). In the role lottery process, the main CPU 41 obtains a random number value for the role lottery. Based on the obtained random number value, the main CPU 41 performs the role lottery by referring to the role lottery table. Specifically, the main CPU 41 determines the winning numbers to which the obtained random number value for the role lottery is assigned. If the random number value for the role lottery is not assigned to a winning number that allows for a winning combination of symbols for which a prize has been determined, the result of the role lottery is "miss". In this embodiment, the main CPU 41 performs the role lottery process, thereby realizing the function of a role lottery means that performs a role lottery.

[0084] In the role lottery process, the main CPU 41 stores information that can identify the result of the role lottery (hereinafter referred to as winning information) in the main RWM 43. The main CPU 41 stores control information that can identify 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 terminates the role lottery process and returns to the game progression process. The winning information command is output to the sub-board 50.

[0085] After completing the role lottery process, the main CPU 41 performs the advantageous lottery process (step S110). In the advantageous lottery process, the main CPU 41 performs the advantageous transition lottery process, the first challenge lottery process, the second challenge lottery process, the first consecutive win lottery process, and the second consecutive win lottery process.

[0086] In the advantageous transition lottery process, the main CPU 41 refers to the value of the performance state flag and determines whether the current performance state is the normal performance state. If it is not the normal performance state, the main CPU 41 terminates the advantageous transition lottery process. On the other hand, if it is the normal performance state, the main CPU 41 performs an advantageous transition lottery based on the result of the role lottery. For example, the main CPU 41 refers to a predetermined lottery table, obtains a random number value generated within the main board 40, and performs an advantageous transition lottery that can determine the transition to the first special performance state based on the obtained random number value. The probability that the transition to the first special performance state is determined in the advantageous transition lottery (the winning probability of the advantageous transition lottery) differs depending on the result of the role lottery. If the advantageous transition lottery is not won, the main CPU 41 terminates the advantageous transition lottery process. On the other hand, if the advantageous transition lottery is won, the main CPU 41 stores advantageous allowance information in the main RWM 43 that can identify that the transition to the first special performance state has been determined. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the "advantageous transition command") that can identify that a transition to the first special performance state has been decided in the output buffer, and terminates the advantageous transition lottery process. The advantageous transition command is output to the sub-board 50.

[0087] In the first challenge lottery process, the main CPU 41 refers to the value of the performance state flag and determines whether the current performance state is the first challenge performance state. If it is not the first challenge performance state, the main CPU 41 terminates the first challenge lottery process. On the other hand, if it is the first challenge performance state, the main CPU 41 performs a challenge lottery based on the special lottery table information stored in the main RWM 43 and the result of the role lottery. The special lottery table information corresponds to information that can identify the lottery table used in the challenge lottery. For example, the main CPU 41 refers to the lottery table that can be identified from the special lottery table information, obtains the value of a random number generated in the main board 40, and performs a challenge lottery that can determine the transition to the special performance state based on the obtained random number value. The probability of determining the transition to the special performance state in the challenge lottery (the winning probability of the challenge lottery) differs depending on the result of the role lottery. In this embodiment, the challenge lottery performed in the first challenge lottery process corresponds to a lottery that determines the transition to the second special performance state or the fifth special performance state. If the challenge lottery is unsuccessful, the main CPU 41 terminates the first challenge lottery process. On the other hand, if the challenge lottery is successful, the main CPU 41 stores in the main RWM 43 special permission information that allows it to identify that a transition to the fifth special performance state has been decided, provided that the number of times the first challenge has been spent stored in the main RWM 43 is 1. Furthermore, the main CPU 41 stores in the output buffer control information (hereinafter referred to as the fifth special permission command) that allows it to identify that a transition to the fifth special performance state has been decided, and terminates the first challenge lottery process. The fifth special permission command is output to the sub-board 50. Also, if the challenge lottery is successful, the main CPU 41 stores in the main RWM 43 special permission information that allows it to identify that a transition to the second special performance state has been decided, provided that the number of times the first challenge has been spent stored in the main RWM 43 is 2 or more. Furthermore, the main CPU 41 stores in the output buffer control information (hereinafter referred to as the second special permission command) that allows it to identify that a transition to the second special performance state has been decided, and terminates the first challenge lottery process. The second special permission command is output to the sub-board 50.

[0088] In the second challenge lottery process, the main CPU 41 refers to the value of the performance state flag and determines whether the current performance state is the second challenge performance state. If it is not the second challenge performance state, the main CPU 41 terminates the second challenge lottery process. On the other hand, if it is the second challenge performance state, the main CPU 41 performs a challenge lottery based on the special lottery table information stored in the main RWM 43 and the result of the role lottery. In this embodiment, the challenge lottery performed in the second challenge lottery process corresponds to a lottery that determines the transition to the third special performance state. If the challenge lottery is unsuccessful, the main CPU 41 terminates the second challenge lottery process. On the other hand, if the challenge lottery is successful, the main CPU 41 stores in the main RWM 43 either third special allowable information that identifies that the transition to the third special performance state has been determined, or fourth special allowable information that identifies that the transition to the fourth special performance state has been determined. Specifically, at this time, the main CPU 41 identifies the first consecutive count from the first consecutive count information stored in the main RWM 43, and if the first consecutive count has not reached the first limit count, it stores the third special allowance information in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that a transition to the third special performance state has been decided (hereinafter referred to as the third special allowance command) in the output buffer and terminates the second challenge lottery process. The third special allowance command is output to the sub-board 50. On the other hand, the main CPU 41 identifies the first consecutive count from the first consecutive count information stored in the main RWM 43, and if the first consecutive count has reached the first limit count, it stores the fourth special allowance information in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that a transition to the fourth special performance state has been decided (hereinafter referred to as the fourth special allowance command) in the output buffer and terminates the second challenge lottery process. The fourth special allowance command is output to the sub-board 50.

[0089] In the first consecutive win lottery process, the main CPU 41 refers to the value of the performance status flag and determines whether the current performance status is the first consecutive win performance status. If it is not the first consecutive win performance status, the main CPU 41 terminates the first consecutive win lottery process. On the other hand, if it is the first consecutive win performance status, the main CPU 41 performs a challenge lottery. In this embodiment, the probability of winning the challenge lottery in the first consecutive win lottery process is 100%. For this reason, it is also possible to process the case as if the challenge lottery had been won without performing the challenge lottery. Winning the challenge lottery in the first consecutive win lottery process corresponds to deciding to transition to the fifth special performance status. When the challenge lottery in the first consecutive win lottery process is won, the main CPU 41 stores the fifth special allowable information in the main RWM 43. Furthermore, the main CPU 41 stores the fifth special allowable command in the output buffer and terminates the first consecutive win lottery process.

[0090] In the second consecutive win lottery process, the main CPU 41 refers to the value of the performance status flag and determines whether the current performance status is the second consecutive win performance status. If it is not the second consecutive win performance status, the main CPU 41 terminates the second consecutive win lottery process. On the other hand, if it is the second consecutive win performance status, the main CPU 41 performs a challenge lottery. In this embodiment, the probability of winning the challenge lottery in the second consecutive win lottery process is 100%. For this reason, it is also possible to process the case as if the challenge lottery had been won without performing the challenge lottery. Winning the challenge lottery in the second consecutive win lottery process corresponds to deciding to transition to the sixth special performance status. When the challenge lottery in the second consecutive win lottery process is won, the main CPU 41 stores sixth special allowable information in the main RWM 43 that can identify that the transition to the sixth special performance status has been decided. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the sixth special allowable command) that can identify that the transition to the sixth special performance status has been decided in the output buffer and terminates the second consecutive win lottery process. The sixth special permission command is output to the sub-board 50.

[0091] After completing the advantageous lottery process, the main CPU 41 performs an instruction information determination process (step S111). In the instruction information determination process, if the main CPU 41 is in a special performance state and has won a winning number that allows for the winning of a bell role and a single role in the role lottery, it determines the instruction information corresponding to the operation sequence for winning the bell role. If the main CPU 41 is in the first challenge performance state and has won a winning number that allows for the winning of a bell role and a single role in the role lottery, it determines by lottery either the instruction information corresponding to the operation sequence for winning the bell role or the instruction information corresponding to the operation sequence for winning the single role. Similarly, if the main CPU 41 is in the second challenge performance state and has won a winning number that allows for the winning of a bell role and a single role in the role lottery, it determines by lottery either the instruction information corresponding to the operation sequence for winning the bell role or the instruction information corresponding to the operation sequence for winning the single role. Furthermore, when the main CPU 41 is in the first consecutive win state and has selected a winning number in the role lottery that allows for the winning of a bell role and a single-coin role, it randomly determines either instruction information corresponding to the operation sequence for winning a bell role or instruction information corresponding to the operation sequence for winning a single-coin role. Similarly, when the main CPU 41 is in the second consecutive win state and has selected a winning number in the role lottery that allows for the winning of a bell role and a single-coin role, it randomly determines either instruction information corresponding to the operation sequence for winning a bell role or instruction information corresponding to the operation sequence for winning a single-coin role. Also, when the instruction information is determined in the instruction information determination process, the main CPU 41 stores control information that can identify the determined instruction information (hereinafter referred to as an instruction information command) in the output buffer and terminates the instruction information determination process. The instruction information command is output to the sub-board 50. The instruction information displayed on the payout display unit 34 includes instruction information corresponding to each operation sequence (press order) of the stop button. In the instruction information determination process, the main CPU 41 refers to the value of the game state flag to determine the current game state.

[0092] After completing the instruction information determination process, the main CPU 41 performs the instruction information display process (step S112). Specifically, if instruction information is determined during the instruction information determination process, the main CPU 41 controls the payout display unit 34 so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit 34 so that the instruction information is displayed until the variable game ends. If no instruction information is determined during the instruction information determination process, the main CPU 41 terminates the instruction information display process.

[0093] 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 sets the wait time (4.1 seconds in this embodiment) (step S114).

[0094] After setting the wait time, the main CPU 41 controls the actuators of reels 16a to 16c so that the rotation of reels 16a to 16c begins (step S115). In the gaming machine 10, the variable game begins when the rotation of reels 16a to 16c begins in step S115. Incidentally, in the gaming machine 10, rotation control is performed in the interrupt processing to accelerate and maintain the rotation of reels 16a to 16c. When the rotation speed of reels 16a to 16c reaches a constant speed, the rotation speed of reels 16a to 16c is maintained at that constant speed. In step S115, the main CPU 41 may make the timing at which the rotation of some of the reels 16a to 16c begins to rotate different from the timing at which the rotation of other reels begins to rotate. For example, in step S115, the main CPU 41 may determine the order in which to start the rotation of reels 16a to 16c and start the rotation of reels 16a to 16c in the determined order. In this case, the order in which to start the rotation of reels 16a to 16c may be determined from among several possible orders, or it may be a single predetermined order. Furthermore, in step S115, the main CPU 41 may start the rotation of all reels 16a to 16c simultaneously or nearly simultaneously, or it may always start the rotation of all reels 16a to 16c simultaneously or nearly simultaneously.

[0095] Next, the main CPU 41 determines whether the rotation speed of reels 16a to 16c has reached a constant speed (step S116). If the rotation speed of reels 16a to 16c has not reached a constant speed (step S116; NO), the main CPU 41 waits until the rotation speed of reels 16a to 16c reaches a constant speed. If the rotation speed of reels 16a to 16c has reached a constant speed (step S116; YES), the main CPU 41 determines whether a stop operation has been received from any of the stop buttons 21 to 23 (step S117). In step S117, the main CPU 41 makes a positive determination if a detection signal has been input from any of the stop buttons 21 to 23, and a negative determination if no detection signal has been input from any of the stop buttons 21 to 23. If no stop operation has been received (step S117; NO), the main CPU 41 proceeds to the process in step S116. As a result, the main CPU 41 will wait until it receives a stop command while the rotation of reels 16a to 16c is at a constant speed.

[0096] On the other hand, if a stop operation is received (step S117; 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 S118). That is, the main CPU 41 controls the actuator in response to the stop operation and stops 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 active line YL from among the symbols located within a predetermined pull-in range (for example, 4 symbols) based on the lottery result of the role lottery and the operation patterns (operation order and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbols are stopped on the active line YL. By performing this reel stop control with respect to the stop operation of reels 16a to 16c, the main CPU 41 stops the symbol combinations on the active line YL according to the winning numbers and the operation patterns of the stop buttons. In step S120, when the main CPU 41 receives a detection signal from the stop buttons 21 to 23, it stores control information (hereinafter referred to as an operation command) that identifies the stop button that received the detection signal in the output buffer. The operation command is output to the sub-board 50.

[0097] Next, the main CPU 41 determines whether all of the reels 16a to 16c have stopped (step S119). If some of the reels 16a to 16c have not stopped (step S119; NO), the main CPU 41 proceeds to the process in step S118. On the other hand, if all of the reels 16a to 16c have stopped (step S119; YES), the main CPU 41 performs a display symbol determination process to determine the combination of symbols stopped on the active line YL (step S120). In the display symbol determination process, the main CPU 41 determines whether a combination of symbols (winning combinations) that have been awarded a prize has stopped on the active line YL, and if a combination of symbols (winning combinations) that have been awarded a prize has stopped on the active line YL, it determines the type of that combination. If a combination of symbols that has been awarded a prize has stopped, that is, if a winning combination has been achieved, the main CPU 41 stores control information that can identify the winning combination (hereinafter referred to as a winning command) in the output buffer. The winning command is output to both the sub-board 50 and the media count board 60. In this embodiment, the winning command, which can identify that a payout has been won, is control information that can identify the winning combination and the number of game media awarded as a result of the win. In step S120, if a combination of symbols for which a replay has been designated as a prize is stopped on the active line YL, the main CPU 41 sets the multiplier set in the current variable game as the multiplier again and activates the replay. As a result, a replay is awarded as a prize.

[0098] Next, the main CPU 41 determines whether to grant game media (step S121). In step S121, the main CPU 41 makes a positive determination if a payout combination has been won, and a negative determination if a payout combination has not been won. If game media is to be granted (step S121; YES), the main CPU 41 executes the game media granting process (step S122). In the game media granting process, the main CPU 41 stores control information that can specify the number of game media granted in conjunction with the winning combination (hereinafter referred to as the payout number command) in the output buffer. The payout number command is output to both the sub-board 50 and the media number board 60. In the game media granting process, the main CPU 41 controls the payout display unit 34 so that the number of game media granted in conjunction with the winning combination is displayed. Incidentally, in the game machine 10, if a combination of symbols for which no prize is determined (a losing combination) stops on the active line YL, no prize is granted.

[0099] If no game medium is provided (step S121; NO), and if the game medium provision process is completed, the main CPU 41 performs an termination process to end one variable game (step S123). In the termination process, the main CPU 41 stores control information that can identify the end of the variable game (hereinafter referred to as the variable game termination command) in the output buffer. The variable game termination command is output to the sub-board 50. The variable game termination command is control information that can identify whether or not a prize was won, and also the winning combination.

[0100] In the termination process of step S123, the main CPU 41 performs a performance state transition process. In the termination process, the main CPU 41 may also perform processes other than the performance state transition process, such as processes related to the advantageous section or processes that can update the MY value related to the complete function. The performance state transition processes in this embodiment include special performance state processing, normal performance state processing, challenge performance state processing, and consecutive win performance state processing. The special performance state processing includes a first special performance state processing, a second special performance state processing, a third special performance state processing, a fourth special performance state processing, a fifth special performance state processing, and a sixth special performance state processing. The challenge performance state processing includes a first challenge performance state processing and a second challenge performance state processing. The consecutive win performance state processing includes a first consecutive win performance state processing and a second consecutive win performance state processing.

[0101] In the first special performance state processing, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the first special performance state. If it is not the first special performance state, the main CPU 41 terminates the first special performance state processing. On the other hand, if it is the first special performance state, the main CPU 41 may update the first special grant information, which can identify the number of game media that have been granted since the first special performance state was entered. The first special grant information is stored in the main RWM 43. For example, the main CPU 41 reflects the number of granted game media in the first special grant information and updates the first special grant information. The number of granted game media is the "number of game media granted in connection with winning a role" identified in the game media grant processing of step S122. For example, if a bell role is won and 15 game media are granted, the main CPU 41 adds 15 to the value that can be identified from the first special grant information and updates the first special grant information. If the first special grant information is updated, the main CPU 41 determines whether the value identifiable from the updated first special grant information exceeds "100". If the value identifiable from the updated first special grant information does not exceed "100", the main CPU 41 terminates the first special performance state processing. If the value identifiable from the updated first special grant information exceeds "100", the main CPU 41 terminates the first special performance state processing and, upon termination of the performance state transition processing, updates the performance state flag to information identifiable to the first challenge performance state.

[0102] In the second special performance state processing, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the second special performance state. If it is not the second special performance state, the main CPU 41 terminates the second special performance state processing. On the other hand, if it is the second special performance state, the main CPU 41 may update the second special grant information, which can identify the number of game tokens granted since the second special performance state was entered. The second special grant information is stored in the main RWM 43. For example, the main CPU 41 reflects the number of game tokens granted in the second special grant information and updates the second special grant information. If the second special grant information is updated, the main CPU 41 determines whether the value that can be identified from the updated second special grant information exceeds "150". If the value that can be identified from the updated second special grant information does not exceed "150", the main CPU 41 terminates the second special performance state processing. If the value identifiable from the updated second special assignment information exceeds "150", the main CPU 41 terminates the second special performance state processing and, upon termination of the performance state transition processing, updates the performance state flag to information that identifies the second challenge performance state.

[0103] In the processing of the third special performance state, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the third special performance state. If it is not the third special performance state, the main CPU 41 terminates the processing of the third special performance state. On the other hand, if it is the third special performance state, the main CPU 41 may update the third special grant information, which can identify the number of game tokens that have been granted since the third special performance state was entered. The third special grant information is stored in the main RWM 43. For example, the main CPU 41 reflects the number of game tokens granted in the third special grant information and updates the third special grant information. If the third special grant information is updated, the main CPU 41 determines whether the value that can be identified from the updated third special grant information exceeds the third special grant number. The main RWM 43 stores the third grant number information as information that can identify the third special grant number. By referring to the third grant number information, the main CPU 41 can identify the third special grant number. If the value identifiable from the updated third special grant information does not exceed the number of third special grants, the main CPU 41 terminates the third special performance state processing. If the value identifiable from the updated third special grant information exceeds the number of third special grants, the main CPU 41 terminates the third special performance state processing and, upon termination of the performance state transition processing, updates the performance state flag to information identifiable to the second challenge performance state.

[0104] In the processing of the fourth special performance state, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the fourth special performance state. If it is not the fourth special performance state, the main CPU 41 terminates the processing of the fourth special performance state. On the other hand, if it is the fourth special performance state, the main CPU 41 may update the fourth special grant information, which can identify the number of game tokens that have been granted since the fourth special performance state was entered. The fourth special grant information is stored in the main RWM 43. For example, the main CPU 41 reflects the number of game tokens granted in the fourth special grant information and updates the fourth special grant information. If the fourth special grant information is updated, the main CPU 41 determines whether the value that can be identified from the updated fourth special grant information exceeds "200". If the value that can be identified from the updated fourth special grant information does not exceed "200", the main CPU 41 terminates the processing of the fourth special performance state. If the value that can be identified from the updated fourth special grant information exceeds "200", the main CPU 41 draws a lottery to determine whether to execute the promotion challenge performance. If the main CPU 41 decides to execute the promotion challenge sequence, it draws a result to be derived in the promotion challenge sequence. If it decides to derive a success result in the promotion challenge sequence, it stores freeze information in the main RWM 43 that identifies the promotion challenge sequence that will result in a success. On the other hand, if it decides to derive a failure result in the promotion challenge sequence, it stores freeze information in the main RWM 43 that identifies the promotion challenge sequence that will result in a failure. The freeze information corresponds to information that identifies the decision to execute the promotion challenge sequence. If the main CPU 41 decides not to execute the promotion challenge sequence, it terminates the fourth special sequence state processing and, upon termination of the sequence state transition processing, updates the sequence state flag to information that identifies the first challenge sequence state.

[0105] If freeze information is stored, the main CPU 41 executes freeze control. When executing freeze control, the main CPU 41 stores control information that identifies the start of freeze control (hereinafter referred to as the freeze start command) in the output buffer. At this time, if the main CPU 41 can identify from the freeze information that a success result will be derived in the promotion challenge performance, it stores a first freeze start command in the output buffer. On the other hand, if the main CPU 41 can identify from the freeze information that a failure result will be derived in the promotion challenge performance, it stores a second freeze start command in the output buffer. After that, the main CPU 41 waits until the freeze time (for example, 15 seconds) has elapsed. When the freeze time has elapsed, the main CPU 41 stores control information that identifies the end of freeze control (hereinafter referred to as the freeze end command) in the output buffer, terminates freeze control, and ends the fourth special performance state processing. If the freeze information allows for the determination of a successful outcome in the promotion challenge sequence, the main CPU 41 terminates the freeze control and, upon completion of the sequence state transition process, updates the sequence state flag with information that allows for the determination of the first consecutive win sequence state. If the freeze information allows for the determination of a failed outcome in the promotion challenge sequence, the main CPU 41 terminates the freeze control and, upon completion of the sequence state transition process, updates the sequence state flag with information that allows for the determination of the first challenge sequence state.

[0106] In the fifth special performance state processing, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the fifth special performance state. If it is not the fifth special performance state, the main CPU 41 terminates the fifth special performance state processing. On the other hand, if it is the fifth special performance state, the main CPU 41 may update the fifth special grant information, which can identify the number of game tokens that have been granted since the fifth special performance state was entered. The fifth special grant information is stored in the main RWM 43. For example, the main CPU 41 reflects the number of granted game tokens in the fifth special grant information and updates the fifth special grant information. If the fifth special grant information is updated, the main CPU 41 determines whether the value that can be identified from the updated fifth special grant information exceeds "150". If the value that can be identified from the updated fifth special grant information does not exceed "150", the main CPU 41 terminates the fifth special performance state processing. If the value identifiable from the updated fifth special assignment information exceeds "150", the main CPU 41 terminates the fifth special performance state processing and, upon termination of the performance state transition processing, updates the performance state flag to information identifiable to the second consecutive performance state.

[0107] In the processing of the 6th special performance state, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the 6th special performance state. If it is not the 6th special performance state, the main CPU 41 terminates the processing of the 6th special performance state. On the other hand, if it is the 6th special performance state, the main CPU 41 may update the 6th special grant information, which can identify the number of game tokens that have been granted since the 6th special performance state was entered. The 6th special grant information is stored in the main RWM 43. For example, the main CPU 41 reflects the number of game tokens granted in the 6th special grant information and updates the 6th special grant information. If the 6th special grant information is updated, the main CPU 41 determines whether the value that can be identified from the updated 6th special grant information exceeds the 6th special grant number. The main RWM 43 stores the 6th grant number information as information that can identify the 6th special grant number. By referring to the 6th grant number information, the main CPU 41 can identify the 6th special grant number. If the value identifiable from the updated sixth special grant information does not exceed the sixth special grant count, the main CPU 41 terminates the sixth special performance state processing. If the value identifiable from the updated sixth special grant information exceeds the sixth special grant count, the main CPU 41 terminates the sixth special performance state processing and updates the performance state flag upon termination of the performance state transition processing. Specifically, the main CPU 41 identifies the second consecutive count from the second consecutive count information stored in the main RWM 43, and if the second consecutive count has not reached the second limit count, it updates the performance state flag to information that identifies the second consecutive performance state upon termination of the performance state transition processing.

[0108] Meanwhile, the main CPU 41 identifies the second consecutive count from the second consecutive count information stored in the main RWM 43, and if the second consecutive count has reached the second limit count, it draws a result to be derived in the promotion challenge sequence. If it decides to derive a success result in the promotion challenge sequence, it stores freeze information in the main RWM 43 that allows it to identify the promotion challenge sequence in which the success result is derived. On the other hand, if it decides to derive a failure result in the promotion challenge sequence, it stores freeze information in the main RWM 43 that allows it to identify the promotion challenge sequence in which the failure result is derived. Next, the main CPU 41 executes freeze control. When executing freeze control, the main CPU 41 stores a freeze start command in the output buffer. At this time, if the main CPU 41 can identify from the freeze information that a success result will be derived in the promotion challenge sequence, it stores a first freeze start command in the output buffer. Meanwhile, if the main CPU 41 can determine from the freeze information that a failure result will be derived in the promotion challenge sequence, it stores a second freeze start command in the output buffer. The main CPU 41 then waits until the freeze time (for example, 15 seconds) has elapsed. Once the freeze time has elapsed, the main CPU 41 stores a freeze end command in the output buffer and terminates the freeze control. Also, when the promotion challenge sequence is executed after the end of the 6th special sequence state, the main CPU 41 initializes the 2nd consecutive sequence information by updating it to 2nd consecutive sequence information that can identify 0 as the 2nd consecutive sequence. If the main CPU 41 can determine from the freeze information that a success result will be derived in the promotion challenge sequence, after terminating the freeze control, the main CPU 41 updates the sequence state flag to information that can identify the 1st consecutive sequence sequence state upon completion of the sequence state transition process. Furthermore, if it is possible to determine from the freeze information that a failure result will be derived in the promotion challenge sequence, the main CPU 41 will terminate the freeze control and, upon completion of the sequence state transition process, update the sequence state flag with information that can identify the first challenge sequence state.

[0109] During normal performance state processing, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the normal performance state. If it is not the normal performance state, the main CPU 41 terminates the normal performance state processing. On the other hand, if it is the normal performance state, the main CPU 41 determines whether the main RWM 43 has stored the advantage-allowing information. If the advantage-allowing information is not stored, the main CPU 41 terminates the normal performance state processing. If the advantage-allowing information is stored, the main CPU 41 terminates the normal performance state processing and, upon termination of the performance state transition processing, updates the performance state flag with information that can identify the first special performance state.

[0110] In the first challenge performance state processing, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the first challenge performance state. If it is not the first challenge performance state, the main CPU 41 terminates the first challenge performance state processing. On the other hand, if it is the first challenge performance state, the main CPU 41 determines whether the second special allowance information is stored in the main RWM 43. If the second special allowance information is stored, the main CPU 41 terminates the first challenge performance state processing and updates the performance state flag with information that can identify the second special performance state upon termination of the performance state transition processing. If the second special allowance information is not stored, the main CPU 41 determines whether the fifth special allowance information is stored in the main RWM 43. If the fifth special allowance information is stored, the main CPU 41 terminates the first challenge performance state processing and updates the performance state flag with information that can identify the fifth special performance state upon termination of the performance state transition processing.

[0111] If the second special allowance information and the fifth special allowance information are not stored, the main CPU 41 determines whether the number of stays in the first challenge stored in the main RWM 43 has reached the maximum number of stays in the first challenge performance state (30 times in this embodiment). If the number of stays in the first challenge has not reached the maximum number of stays in the first challenge performance state, the main CPU 41 terminates the first challenge performance state processing. On the other hand, if the number of stays in the first challenge has reached the maximum number of stays in the first challenge performance state, the main CPU 41 terminates the first challenge performance state processing and updates the performance state flag to information that can identify the normal performance state upon termination of the performance state transition processing. In addition, when terminating the first challenge performance state and controlling to another performance state (for example, the normal performance state, the second special performance state, or the fifth special performance state), the main CPU 41 initializes the number of stays in the first challenge by updating it to a first challenge stay count that can identify 0.

[0112] In the second challenge performance state processing, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the second challenge performance state. If it is not the second challenge performance state, the main CPU 41 terminates the second challenge performance state processing. On the other hand, if it is the second challenge performance state, the main CPU 41 determines whether the third special allowance information is stored in the main RWM 43. If the third special allowance information is stored, the main CPU 41 terminates the second challenge performance state processing and updates the performance state flag with information that can identify the third special performance state upon termination of the performance state transition processing. If the third special allowance information is not stored, the main CPU 41 determines whether the fourth special allowance information is stored in the main RWM 43. If the fourth special allowance information is stored, the main CPU 41 terminates the second challenge performance state processing and updates the performance state flag with information that can identify the fourth special performance state upon termination of the performance state transition processing. Furthermore, in conjunction with controlling to the fourth special performance state, the main CPU 41 initializes the first consecutive count information by updating it to first consecutive count information that can specify 0 as the first consecutive count.

[0113] If the third special allowance information and the fourth special allowance information are not stored, the main CPU 41 determines whether the number of times the second challenge stays stored in the main RWM 43 has reached the maximum number of times the second challenge performance state has been reached (30 times in this embodiment). If the number of times the second challenge stays has not reached the maximum number of times the second challenge performance state has been reached, the main CPU 41 terminates the second challenge performance state processing. On the other hand, if the number of times the second challenge stays has reached the maximum number of times the second challenge performance state has been reached, the main CPU 41 terminates the second challenge performance state processing and updates the performance state flag to information that can identify the normal performance state upon termination of the performance state transition processing. Furthermore, upon termination of the second challenge performance state and control to the normal performance state, the main CPU 41 initializes the first consecutive count information by updating it to first consecutive count information that can identify 0 as the first consecutive count. In addition, when ending the second challenge performance state and switching to another performance state (for example, the normal performance state, the third special performance state, or the fourth special performance state), the main CPU 41 initializes the number of times the second challenge has been played by updating 0 to a identifiable number of times the second challenge has been played.

[0114] In the first consecutive win performance state processing, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the first consecutive win performance state. If it is not the first consecutive win performance state, the main CPU 41 terminates the first consecutive win performance state processing. On the other hand, if it is the first consecutive win performance state, the main CPU 41 determines whether the fifth special allowable information is stored in the main RWM 43. If the fifth special allowable information is stored, the main CPU 41 terminates the first consecutive win performance state processing and, upon termination of the performance state transition processing, updates the performance state flag to information that can identify the fifth special performance state. If the fifth special allowable information is not stored, the main CPU 41 terminates the first consecutive win performance state processing. In addition, when terminating the first consecutive win performance state and controlling to another performance state (for example, the fifth special performance state), the main CPU 41 initializes the first consecutive win stay count by updating 0 to the first consecutive win stay count that can identify it.

[0115] In the second consecutive win performance state processing, the main CPU 41 refers to the performance state flag and determines whether the current performance state is the second consecutive win performance state. If it is not the second consecutive win performance state, the main CPU 41 terminates the second consecutive win performance state processing. On the other hand, if it is the second consecutive win performance state, the main CPU 41 determines whether the sixth special allowable information is stored in the main RWM 43. If the sixth special allowable information is stored, the main CPU 41 terminates the second consecutive win performance state processing and, upon termination of the performance state transition processing, updates the performance state flag to information that can identify the sixth special performance state. If the sixth special allowable information is not stored, the main CPU 41 terminates the second consecutive win performance state processing. In addition, when terminating the second consecutive win performance state and controlling to another performance state (for example, the sixth special performance state), the main CPU 41 initializes the second consecutive win stay count by updating 0 to the number of times the second consecutive win has been held that can identify it.

[0116] When the main CPU 41 updates the performance state flag upon completion of the performance state transition process, it stores control information (hereinafter referred to as a performance state command) that can identify the performance state identifiable from the updated performance state flag in the output buffer. Alternatively, the main CPU 41 may store the performance state command in the output buffer during the termination process regardless of whether the performance state flag has been updated.

[0117] Furthermore, once the termination process is completed during the game progression process, the main CPU 41 terminates the game progression process related to the execution of one variable game and proceeds back to the process of step S101. As described above, in the gaming machine 10, the rotation of all reels begins when a start operation is performed, and the rotation of the reels stops when a stop operation is performed.

[0118] Next, we will explain the processing performed by the CPU61. When a multiplier command is input to the media count CPU 61, it updates the information that identifies the number of gaming media managed by the gaming machine stored in the media count RWM 63 (hereinafter referred to as the gaming machine managed media count information) based on the input multiplier command. Specifically, when a multiplier command is input, the media count CPU 61 subtracts the number of gaming media managed by the gaming machine managed media that can be identified from the gaming machine managed media count information by the multiplier that can be identified from the input multiplier command, and updates the gaming machine managed media count information. For example, if a multiplier command is input that identifies an increase of 1 in the multiplier, the media count CPU 61 subtracts 1 from the number of gaming media managed by the gaming machine managed media that can be identified from the gaming machine managed media count information. In this way, the media count CPU 61 decreases the number of gaming media managed by the gaming machine according to the multiplier command.

[0119] When a settlement command is entered, the media count CPU 61 updates the gaming machine management media count information based on the entered settlement command. Specifically, when a settlement command is entered, the media count CPU 61 identifies the number of multipliers reduced due to the operation of the settlement button 19, adds that number to the gaming machine management media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, if a settlement command is entered that identifies the number of multipliers reduced due to the operation of the settlement button 19 as 3, the media count CPU 61 adds 3 to the gaming machine management media count that can be identified from the gaming machine management media count information. In this way, the media count CPU 61 increases the gaming machine management media count in response to settlement commands.

[0120] When a payout command is entered, the media count CPU 61 updates the gaming machine management media count information based on the entered payout command. Specifically, when a payout command is entered, the media count CPU 61 identifies the number of gaming media awarded upon winning a prize based on the entered payout command, adds that number to the gaming machine management gaming media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, if a payout command is entered that identifies the number of gaming media awarded upon winning a prize as 15, the media count CPU 61 adds 15 to the gaming machine management gaming media count that can be identified from the gaming machine management media count information. In this way, the media count CPU 61 increases the gaming machine management gaming media count according to the payout command.

[0121] When a lending command is entered, the media count CPU 61 updates the gaming machine management media count information based on the entered lending command. Specifically, when a lending command is entered, the media count CPU 61 adds a number corresponding to the specified amount to the gaming machine management media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, when a lending command is entered, the media count CPU 61 adds 50 to the gaming machine management media count that can be identified from the gaming machine management media count information.

[0122] When the media count CPU 61 receives a detection signal from the counting button 28, it may update the gaming machine management media count information according to the operation mode of the counting button 28. There are two operation modes for the counting button 28: a first operation mode in which the time the counting button 28 is operated is less than a predetermined time (for example, 500ms), and a second operation mode in which the time the counting button 28 is operated is the predetermined time or longer. The first operation mode corresponds to a short press of the counting button 28. The second operation mode corresponds to a long press of the counting button 28. Based on the detection signal from the counting button 28, the media count CPU 61 identifies whether the counting button 28 is a short press or a long press. If the counting button 28 is operated for the predetermined time or longer, each time the operation mode of the counting button 28 is identified, the media count CPU 61 identifies whether the counting button 28 is a long press based on the detection signal from the counting button 28.

[0123] When the media count CPU 61 identifies a short press operation of the counting button 28, if the number of game media managed by the game machine that can be identified from the game machine management media count information is 1 or more, it subtracts 1 from the number of game media managed by the game machine and updates the game machine management media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that identifies the transfer of management of one game media owned by the player from the game machine 10 to the management unit 100. The control information stored in the output buffer on the media count board 60 is output to at least one of the main board 40 and the management unit 100 by output processing executed as a timer interrupt process. The counting command is output to the management unit 100. When the media count CPU 61 identifies a short press operation of the counting button 28, if the number of game media managed by the game machine that can be identified from the game machine management media count information is 0, it does not update the game machine management media count information.

[0124] When the media count CPU 61 detects a long press operation of the counting button 28, if the number of game media managed by the game machine that can be identified from the game machine management media count information is 50 or more, it subtracts 50 from the number of game media managed by the game machine and updates the game machine management media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that can be identified as transferring the management of 50 game media owned by the player from the game machine 10 to the management unit 100. Furthermore, when the media count CPU 61 detects a long press operation of the counting button 28, even if the number of game media managed by the game machine that can be identified from the game machine management media count information is less than 50 but is 1 or more, it subtracts the number of game media managed by the game machine to 0 and updates the game machine management media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that can be identified as transferring the management of the remaining game media owned by the player from the game machine 10 to the management unit 100. Furthermore, when the media count CPU 61 detects a long press operation of the counting button 28, if the number of gaming media managed by the gaming machine that can be identified from the gaming machine management media count information is 0, it does not update the gaming machine management media count information. In this way, the media count CPU 61 performs the process of managing the number of gaming media held by the player by executing the process related to updating the gaming machine management media count information.

[0125] When the media count CPU 61 updates the gaming machine management media count information, it stores control information (hereinafter referred to as the "holding count command") that can identify the gaming machine management media count that can be determined from the updated gaming machine management media count information in the output buffer. The holding count command is output to the main board 40 and the management unit 100.

[0126] When the media count CPU 61 stores a holding count command in the output buffer, it stores a holding count command in the output buffer that can identify the event that triggered the output of the holding count command. For example, if the media count CPU 61 decreases the number of game media managed by the game machine in response to a multiplier command, it stores a holding count command in the output buffer that can identify that the number of game media managed by the game machine decreased in accordance with the setting of the multiplier. For example, if the media count CPU 61 increases the number of game media managed by the game machine in response to a settlement command, it stores a holding count command in the output buffer that can identify that the number of game media managed by the game machine increased in accordance with the settlement of the multiplier. For example, if the media count CPU 61 increases the number of game media managed by the game machine in response to a payout command, it stores a holding count command in the output buffer that can identify that the number of game media managed by the game machine increased in accordance with a win. For example, if the media count CPU 61 increases the number of gaming media managed by the gaming machine in response to a lending command, it stores a holding count command in the output buffer that identifies the increase in the number of gaming media managed by the gaming machine due to the lending of gaming media. For example, if the media count CPU 61 decreases the number of gaming media managed by the gaming machine in response to an operation of the counting button 28, it stores a holding count command in the output buffer that identifies the decrease in the number of gaming media managed by the gaming machine due to the transfer of management of the gaming media.

[0127] The media count CPU 61 controls the display content of the gaming machine management media count display unit 27. Specifically, the media count CPU 61 controls the display content of the gaming machine management media count display unit 27 so that it displays the number of gaming media managed by the gaming machine, which can be identified from the gaming machine management media count information. Therefore, when the gaming machine management media count information is updated, the display content of the gaming machine management media count display unit 27 is also updated. The gaming machine management media count display unit 27 can display the number of gaming media managed by the gaming machine, which can be identified from the gaming machine management media count information, and can display information regarding the number of gaming media held by the player.

[0128] Next, we will explain the processing performed by the secondary CPU 51. When a performance state command is input, the sub-CPU 51 updates the performance state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the performance state information to indicate the performance state that can be identified from the performance state command. When a multiplier command is input, the sub-CPU 51 controls the game to a performance state that can be identified from the performance state information. Incidentally, after a re-play win occurs, when a variable game start command is input, the sub-CPU 51 controls the game to a performance state that can be identified from the performance state information. Specifically, if the type of performance state that can be identified from the performance state information changes, the sub-CPU 51 controls the game to the changed performance state. On the other hand, if the type of performance state that can be identified from the performance state information has not changed, the sub-CPU 51 continues to control the game to the currently controlled performance state.

[0129] When an instruction information command is input, the sub-CPU 51 performs a push-button navigation performance processing that executes a navigation performance that suggests or notifies the order in which to press the buttons. The sub-CPU 51 performs the push-button navigation performance processing based on the winning number that can be identified from the winning information command and the instruction information that can be identified from the instruction information command. In the push-button navigation performance processing, the sub-CPU 51 controls the performance display device 15 so that a navigation performance based on the instruction information that can be identified from the instruction information command is executed. For example, when executing a navigation performance that suggests or notifies the fourth button press order, the sub-CPU 51 may execute a navigation performance in which a navigation image containing "3", a navigation image containing "1", and a navigation image containing "2" are displayed from left to right in the area above the stop buttons 21 to 23 on the performance display device 15. The sub-CPU 51 controls the performance display device 15 so that the navigation performance is executed until the rotation of all reels 16a to 16c stops.

[0130] Incidentally, when the sub-CPU 51 is executing a navigation animation based on instruction information that can be identified from the instruction information command, if the stop buttons are operated in a different order than the order suggested or announced in the navigation animation, the sub-CPU 51 terminates the navigation animation and stops its execution. For this reason, in the gaming machine 10, for example, when a navigation animation suggesting or announcing the fourth button press order is being executed, if a stop button other than stop button 22, such as 21 or 23, is operated on the first attempt, the navigation animation will terminate. Similarly, in the gaming machine 10, for example, when a navigation animation suggesting or announcing the fourth button press order is being executed, even if stop button 22 is operated on the first attempt, if stop button 21 is operated on the second attempt, the navigation animation will terminate. In addition, in the gaming machine 10, even if the execution of the navigation animation on the animation display device 15 is stopped, the display of instruction information on the payout display unit 34 will continue.

[0131] When a winning command is input, the sub-CPU 51 may execute a performance corresponding to the winning role that can be identified from the winning command. For example, if a winning command is input that identifies that a bell role has been won, the sub-CPU 51 controls the decorative lamp 13 to light up yellow and controls the performance display device 15 to display an image resembling a bell. For example, if a winning command is input that identifies that a re-play role has been won, the sub-CPU 51 controls the decorative lamp 13 to light up blue and controls the performance display device 15 to display an image that identifies that a re-play role has been won.

[0132] When the sub-CPU 51 receives a command indicating a disabled state, it controls at least one of the decorative lamps 13, speaker 14, and display device 15 to execute an effect (hereinafter referred to as the disabled effect) that suggests or notifies that the game has been controlled to a disabled state because the number of game media managed by the game machine has exceeded the maximum number of games that can be played. The disabled effect corresponds to an effect that suggests or notifies that an overflow error has occurred. When the overflow error is resolved, the sub-CPU 51 controls the system to terminate the disabled effect. For example, the sub-CPU 51 controls the system to terminate the disabled effect when the number of game media managed by the game machine, which can be determined from the number of games held command, falls below the maximum number of games that can be played.

[0133] If a freeze start command is entered, the sub-CPU 51 performs the promotion challenge animation process. However, if no freeze start command is entered, the sub-CPU 51 does not perform the promotion challenge animation process. During the promotion challenge animation process, if the freeze start command is the first freeze start command, the sub-CPU 51 controls the animation display device 15 so that a promotion challenge animation that ultimately leads to a success result is executed. On the other hand, if the freeze start command is the second freeze start command, the sub-CPU 51 controls the animation display device 15 so that a promotion challenge animation that ultimately leads to a failure result is executed. Then, if a freeze end command is entered, the sub-CPU 51 terminates the promotion challenge animation and ends the promotion challenge animation process.

[0134] In the gaming machine 10, as described above, when the second challenge performance state is in progress, a challenge lottery is conducted using a lottery table that can be identified from the special lottery table information. In the gaming machine 10, if the lottery table is different, the probability of winning the challenge lottery, that is, the probability of the transition to the special performance state being determined in the challenge lottery, will be different. As described above, the special lottery table information that can identify this lottery table is stored in the main RWM 43, and the probability of winning the challenge lottery may change when the special lottery table information is updated. In the gaming machine 10, the main CPU 41 sets the special lottery table information as predetermined information by updating the special lottery table information stored in the main RWM 43. In this way, in this embodiment, the main CPU 41 sets the special lottery table information, thereby realizing the function of a predetermined information setting means that can set predetermined information. Furthermore, in the gaming machine 10, the main CPU 41 controls the game state in which a challenge lottery is conducted using a lottery table that can be identified from the special lottery table information by conducting a challenge lottery using the lottery table that can be identified from the special lottery table information. Thus, in this embodiment, the main CPU 41 controls the game state in which a challenge draw is performed using a draw table that can be identified from the special draw table information, thereby realizing the function of a game state control means capable of controlling the game state. Furthermore, in this embodiment, the main CPU 41 that realizes the function of a game state control means is capable of controlling the game state in which a challenge draw is performed using a draw table that can be identified from the special draw table information, and is capable of controlling the game state based on predetermined information that has been set.

[0135] As shown in Figure 7(a), in the first challenge performance state, the challenge lottery is conducted with a winning probability of "1 / 30" in principle. If the challenge lottery is not won in the first challenge performance and the maximum number of times the first challenge performance state is reached (30 times in this embodiment) of variable games are played, the first challenge performance state ends and the game transitions to the normal performance state. However, as shown in Figures 7(b) to 7(e), in the game machine 10, if the challenge lottery is won in the first challenge performance state, the special lottery table information is updated, and the winning probability of subsequent challenge lotteries may change. Specifically, in the game machine 10, if the challenge lottery is won in the first challenge performance state, the winning probability of the challenge lottery in the second challenge performance state after the second special performance state ends is approximately "the reciprocal of the number of games played from the time the first challenge performance state was reached until the challenge lottery was won".

[0136] For example, as shown in Figure 7(b), in the gaming machine 10, if the player wins the challenge lottery held in conjunction with the 22nd variable game in the first challenge performance state, the machine is controlled to the second special performance state, and the probability of winning the challenge lottery in the subsequent second challenge performance becomes "1 / 22". At this time, the special lottery table information stored in the main RWM43 is changed from special lottery table information that can identify the lottery table with a winning probability of "1 / 30", which corresponds to the winning probability of the challenge lottery in the first challenge performance state, to special lottery table information that can identify the lottery table with a winning probability of "1 / 22". As a result, after the end of the second special performance state, the game enters a state where the challenge lottery is held using the lottery table with a winning probability of "1 / 22". Thus, when the challenge lottery is won in the 22nd spin game in the first challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is set, and after the special performance state ends, the game enters a state in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 22". In this embodiment, when the situation in which the challenge lottery is won in the 22nd spin game in the first challenge performance state is called the "first situation", the special lottery table information that can identify a lottery table with a winning probability of "1 / 22" corresponds to the "first predetermined information". That is, predetermined information includes first predetermined information. In this case, the game state in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 22" corresponds to a game state that can be controlled based on the setting of the first predetermined information, and corresponds to the first game state. In this embodiment, when the fulfillment of the special conditions for controlling to the special game state is the first situation, the first predetermined information is set, and based on the setting of said first predetermined information, the game is controlled to the first game state after the end of the special game state.

[0137] Furthermore, as shown in Figure 7(c), in the gaming machine 10, if the player wins the challenge lottery held in conjunction with the 15th variable game in the first challenge performance state, the machine is controlled to the second special performance state, and the probability of winning the challenge lottery in the subsequent second challenge performance becomes "1 / 15". At this time, the special lottery table information stored in the main RWM43 is changed from special lottery table information that can identify the lottery table with a winning probability of "1 / 30", which corresponds to the winning probability of the challenge lottery in the first challenge performance state, to special lottery table information that can identify the lottery table with a winning probability of "1 / 15". As a result, after the end of the second special performance state, the game enters a state where the challenge lottery is held using the lottery table with a winning probability of "1 / 15". Thus, when the challenge lottery is won in the 15th spin game during the first challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 15" is set, and after the special performance state ends, the game enters a state in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 15". In this embodiment, when the situation in which the challenge lottery is won in the 15th spin game during the first challenge performance state is considered the "second situation", the special lottery table information that can identify a lottery table with a winning probability of "1 / 15" corresponds to the "second predetermined information". That is, predetermined information includes second predetermined information. In this case, the game state in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 15" corresponds to a game state that can be controlled based on the setting of the second predetermined information, and corresponds to the second game state. In this embodiment, when the fulfillment of the special conditions is in the second situation, the second predetermined information is set, and based on the setting of said second predetermined information, the game is controlled to the second game state after the end of the special game state.

[0138] Furthermore, as shown in Figure 7(d), in the game machine 10, if the player wins the challenge lottery held in conjunction with the execution of the 10th variable game in the first challenge performance state, the game is controlled to the second special performance state, and the probability of winning the challenge lottery in the subsequent second challenge performance becomes "1 / 10". At this time, the special lottery table information stored in the main RWM43 is changed from special lottery table information that can identify the lottery table with a winning probability of "1 / 30", which corresponds to the winning probability of the challenge lottery in the first challenge performance state, to special lottery table information that can identify the lottery table with a winning probability of "1 / 10". As a result, after the end of the second special performance state, the game enters a state in which the challenge lottery is held using the lottery table with a winning probability of "1 / 10". Thus, when the challenge lottery is won in the 10th spin game during the first challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 10" is set, and after the special performance state ends, the game enters a state in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 10". In this embodiment, when the situation in which the challenge lottery is won in the 10th spin game during the first challenge performance state is considered the "third situation", the special lottery table information that can identify a lottery table with a winning probability of "1 / 10" corresponds to the "third predetermined information". That is, the predetermined information includes the third predetermined information. In this case, the game state in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 10" corresponds to a game state that can be controlled based on the setting of the third predetermined information, and corresponds to the third game state. In this embodiment, when the fulfillment of the special conditions is the third situation, the third predetermined information is set, and based on the setting of said third predetermined information, the game is controlled to the third game state after the end of the special game state.

[0139] Note that in Figures 7(b) to 7(d), for the sake of explanation, the probability of winning the challenge lottery in the second challenge sequence is shown as the reciprocal of the number of games played from the time the first challenge sequence is entered until the challenge lottery is won. However, it does not necessarily have to be exactly the reciprocal. For example, the probability of winning the challenge lottery in the second challenge sequence may be higher than the reciprocal of the number of games played from the time the first challenge sequence is entered until the challenge lottery is won plus one, and less than the reciprocal of the number of games played from the time the first challenge sequence is entered until the challenge lottery is won minus one.

[0140] Furthermore, as shown in Figure 7(e), in the gaming machine 10, if the player wins the challenge lottery held in conjunction with the execution of the first variable game in the first challenge performance state, the machine is controlled to the fifth special performance state, and the probability of winning the challenge lottery in the subsequent second consecutive performance state becomes "1 / 1 (100%)". At this time, the special lottery table information stored in the main RWM43 is changed from special lottery table information that can identify the lottery table with a winning probability of "1 / 30", which corresponds to the winning probability of the challenge lottery in the first challenge performance state, to special lottery table information that can identify the lottery table with a winning probability of "1 / 1". As a result, after the end of the second special performance state, the game enters a state in which the challenge lottery is held using the lottery table with a winning probability of "1 / 1".

[0141] Thus, the probability of winning the challenge lottery in the second challenge performance state after the end of the second special performance state is the probability of winning according to the number of variable games played from the time the game is controlled to the first challenge performance state until the challenge lottery is won (until the transition to the special performance state is decided). Similarly, the probability of winning the challenge lottery in the second consecutive performance state after the end of the fifth special performance state is the probability of winning according to the number of variable games played from the time the game is controlled to the first challenge performance state until the challenge lottery is won. Thus, in this embodiment, the manner in which the special conditions related to control to the special game state are met (probability of meeting) after the end of the special game state is the manner in which the special conditions related to control to the special game state are met according to the status of meeting the special conditions related to control to the special game state. In the game machine 10, special lottery table information corresponding to the number of variable games played from the time the game is controlled to the first challenge performance state until the challenge lottery is won is set as special lottery table information after the end of the second special performance state or the fifth special performance state. In other words, in this embodiment, predetermined information corresponding to the status of meeting the special conditions related to control to the special game state can be set as predetermined information related to the game state after the end of the special game state.

[0142] In the gaming machine 10, even if the game transitions to a special performance state, the special lottery table information is not changed as a result of the transition to that special performance state. For example, when the game transitions to the third special performance state while special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is stored, the special lottery table information stored while in the third special performance state will be special lottery table information that can identify a lottery table with a winning probability of "1 / 22". For example, when the game transitions to the third special performance state while special lottery table information that can identify a lottery table with a winning probability of "1 / 15" is stored, the special lottery table information stored while in the third special performance state will be special lottery table information that can identify a lottery table with a winning probability of "1 / 15". Thus, the special lottery table information stored when in the special performance state differs depending on whether the transition occurs from a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 22" to a special performance state, or from a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 15" to a special performance state. In other words, in this embodiment, the predetermined information set when the game is controlled to be in the special performance state differs depending on whether the transition occurs from the first game state to the special game state or from the second game state to the special game state.

[0143] Similarly, for example, when transitioning to the third special performance state while special lottery table information that can identify a lottery table with a winning probability of "1 / 10" is stored, the special lottery table information stored in the third special performance state becomes special lottery table information that can identify a lottery table with a winning probability of "1 / 10". Thus, the special lottery table information stored in the special performance state differs when transitioning from a game state in which a challenge lottery is performed using a lottery table with a winning probability of "1 / 22" to the special performance state, and when transitioning from a game state in which a challenge lottery is performed using a lottery table with a winning probability of "1 / 10" to the special performance state. In other words, in this embodiment, the predetermined information set when controlled to the special game state differs when transitioning from the first game state to the special game state, and when transitioning from the third game state to the special game state. Furthermore, the special lottery table information stored when in the special performance state differs depending on whether the transition occurs from a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 15" to a special performance state, or from a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 10" to a special performance state. In other words, in this embodiment, the predetermined information set when in the special performance state differs depending on whether the transition occurs from a second game state to a special game state or from a third game state to a special game state.

[0144] In the gaming machine 10, when the player transitions from the first challenge performance state to the second special performance state and then back to the second challenge performance state, the second challenge performance state and the third special performance state are repeated until the first consecutive count reaches the first limit count and the player wins the challenge lottery. At this time, the probability of winning the challenge lottery in each second challenge performance state does not change. Therefore, for example, if, after the second special performance state ends and the player returns to the second challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is stored, the special lottery table information will remain unchanged and maintained until the first consecutive count reaches the first limit count and the player wins the challenge lottery. For example, even if the player transitions from the second challenge performance state to the third special performance state, the special lottery table information that can identify a lottery table with a winning probability of "1 / 22" will continue to be stored in that third special performance state. Incidentally, in the game machine 10, if the player does not win the challenge lottery while in the second challenge performance state until the maximum number of stays in the second challenge performance state is reached, the game will transition to the normal performance state. In this case, if the game is controlled to return to the first challenge performance state after transitioning to the normal performance state (for example, when controlled to the first special performance state), the special lottery table information will be initialized to special lottery table information that can identify a lottery table with a winning probability of "1 / 30". Incidentally, if the player does not win the challenge lottery while in the second challenge performance state until the maximum number of stays in the second challenge performance state is reached, the game may transition to the normal performance state and the special lottery table information may be initialized to special lottery table information that can identify a lottery table with a winning probability of "1 / 30".

[0145] As shown in Figure 8, when the first consecutive count reaches the first limit count when the challenge lottery is won, the game transitions to the fourth special performance state after the second challenge performance state ends. When the game is controlled to this fourth special performance state, if it is decided to execute the promotion challenge performance and the game ends in the fourth special performance state, the promotion challenge performance will be executed.

[0146] When a successful result is obtained in the promotion challenge sequence and the promotion challenge sequence ends, the game transitions to the first consecutive win sequence state, and the probability of winning the challenge lottery in the subsequent first consecutive win sequence state becomes "1 / 1 (100%)". At this time, the special lottery table information stored in the main RWM43 is changed from special lottery table information that can identify the lottery table used in the second challenge sequence state to special lottery table information that can identify the lottery table with a "1 / 1" winning probability. As a result, after the fourth special sequence state ends, the promotion challenge sequence is executed, and after a successful result is obtained and the promotion challenge sequence ends, the game enters a state where the challenge lottery is conducted using the lottery table with a "1 / 1" winning probability.

[0147] On the other hand, if a failure result is obtained in the promotion challenge sequence and the promotion challenge sequence ends, the game transitions to the first challenge sequence state after the promotion challenge sequence ends, and the probability of winning the challenge lottery in the subsequent first challenge sequence state is reset to "1 / 30". At this time, the special lottery table information stored in the main RWM43 is changed from special lottery table information that can identify the lottery table used in the second challenge sequence state to special lottery table information that can identify the lottery table with a winning probability of "1 / 30". As a result, after the fourth special sequence state ends, the promotion challenge sequence is executed, and if a failure result is obtained and the promotion challenge sequence ends, the special lottery table information is reset, and the game enters a state where the challenge lottery is conducted using the lottery table with a winning probability of "1 / 30".

[0148] Thus, in the gaming machine 10, when it is decided to execute the promotion challenge performance while in the fourth special performance state, the promotion challenge performance is executed. In this embodiment, the promotion challenge performance corresponds to a notification that can identify that it has been decided to execute the promotion challenge performance, and corresponds to a special notification. For this reason, in this embodiment, the performance display device 15 executes the promotion challenge performance, thereby realizing the function of a special notification means capable of executing a special notification. In this embodiment, the decision to execute the promotion challenge performance corresponds to the fulfillment of a special condition. In other words, in this embodiment, a special notification is executed when a special condition is fulfilled while the game is controlled to a special game state. Furthermore, in the gaming machine 10, when a success result is derived in the promotion challenge performance and the promotion challenge performance ends, the special lottery table information is changed to special lottery table information that can identify a lottery table with a winning probability of "1 / 1". In this embodiment, when a success result is derived in the promotion challenge performance and the promotion challenge performance ends, it corresponds to when a non-specific notification termination condition among the notification termination conditions of the special notification is fulfilled. In this embodiment, if a non-specific notification termination condition among the special notification termination conditions is met, the most advantageous predetermined information is set. On the other hand, in the gaming machine 10, if a failure result is derived in the promotion challenge performance and the promotion challenge performance ends, the special lottery table information is changed to special lottery table information that can identify a lottery table with a winning probability of "1 / 30", and the special lottery table information is initialized. In this embodiment, if a failure result is derived in the promotion challenge performance and the promotion challenge performance ends, this corresponds to the case where a specific notification termination condition among the special notification termination conditions is met. In this embodiment, if a specific notification termination condition among the special notification termination conditions is met, predetermined information is initialized.

[0149] In addition, if the game machine 10 is controlled to the 4th special performance state and does not decide to execute the promotion challenge performance, a continuation lottery is held. This continuation lottery is performed by the main CPU 41. If the continuation lottery is won, after the 4th special performance state ends, the game transitions to the 1st challenge performance state, and the probability of winning the challenge lottery in the subsequent 1st challenge performance state is maintained. At this time, the special lottery table information stored in the main RWM 43 is not changed from the special lottery table information that can identify the lottery table used in the 2nd challenge performance state. For example, if the special lottery table information when in the 2nd challenge performance state is special lottery table information that can identify the lottery table with a winning probability of "1 / 22", then in the 1st challenge performance state after winning the continuation lottery, special lottery table information that can identify the lottery table with a winning probability of "1 / 22" will be stored. As a result, if the player wins the continuation lottery after the end of the 4th special performance state, the special lottery table information is not reset after the end of the 4th special performance state, and the game state returns to one in which the challenge lottery is conducted using the same lottery table that was used in the 2nd challenge performance state prior to the 4th special performance state.

[0150] On the other hand, if the player does not win the continuation lottery, after the end of the 4th special performance state, the game transitions to the 1st challenge performance state, and the winning probability of the challenge lottery in the subsequent 1st challenge performance state is reset to "1 / 30". At this time, the special lottery table information stored in the main RWM43 is changed from special lottery table information that can identify the lottery table used in the 2nd challenge performance state to special lottery table information that can identify the lottery table with a winning probability of "1 / 30". As a result, if the player does not win the continuation lottery after the end of the 4th special performance state, and the 4th special performance state ends, the special lottery table information is reset, and the game enters a state where the challenge lottery is conducted using a lottery table with a winning probability of "1 / 30".

[0151] As described above, in the gaming machine 10, when the first consecutive count reaches the first limit count, it may transition from the second challenge performance state to the fourth special performance state. Accordingly, the performance display device 15 executes a performance that can identify that it is in the fourth special performance state (for example, a performance that displays a background image exclusive to the fourth special performance state). In other words, in the gaming machine 10, when the first consecutive count reaches the first limit count and the challenge lottery is won, a specific condition is met, and the performance display device 15 executes a performance that can identify that it is in the fourth special performance state. In this embodiment, executing a performance that can identify that it is in the fourth special performance state corresponds to executing a specific notification. Therefore, in this embodiment, the performance display device 15 executes a performance that can identify that it is in the fourth special performance state, thereby realizing its function as a specific notification means capable of executing a specific notification. In this embodiment, when the first consecutive count reaches the first limit count and then the challenge lottery is won in the second challenge performance state, the specific condition is met. Thus, in this embodiment, a specific notification is executed when a specific condition is met. Furthermore, if the player wins the continuation lottery and the 4th special performance state ends, the special lottery table information is maintained, so the special lottery table information before and after the 4th special performance state is the same. In this embodiment, if the player wins the continuation lottery and the 4th special performance state ends, it corresponds to the case where a specific termination condition among the termination conditions of the specific notification is met. For this reason, in this embodiment, if a specific termination condition among the termination conditions of the specific notification is met, the predetermined information set before and after the meeting of that specific termination condition is the same. On the other hand, if the player does not win the continuation lottery and the 4th special performance state ends, the special lottery table information is initialized, so the special lottery table information before and after the 4th special performance state may differ. In this embodiment, if the player does not win the continuation lottery and the 4th special performance state ends, it corresponds to the case where a non-specific termination condition among the termination conditions of the specific notification is met. For this reason, in this embodiment, if a non-specific termination condition among the termination conditions of the specific notification is met, the predetermined information is initialized.

[0152] As shown in Figure 4, in the gaming machine 10, if a success result is obtained in the promotion challenge performance, the machine transitions to the first consecutive win performance state, and the heaven mode performance is executed on the performance display device 15. Also, in the gaming machine 10, even if a success result is not obtained in the promotion challenge performance, if the challenge lottery held in conjunction with the first variable game in the first challenge performance state is won, the machine transitions to the fifth special performance state, and the heaven mode performance is executed on the performance display device 15. Thus, in the gaming machine 10, there are cases where a success result is obtained in the promotion challenge performance and the machine transitions to the first consecutive win performance state and the heaven mode performance is executed, and cases where a success result is not obtained in the promotion challenge performance and the machine transitions to the fifth special performance state and the heaven mode performance is executed. In other words, in this embodiment, there are cases where a special notification is executed before the arrival notification, and cases where a special notification is not executed before the arrival notification. Incidentally, whether the promotion challenge sequence is successful and then enters the first consecutive win sequence state and the Heaven Mode sequence is executed, or whether the promotion challenge sequence is not successful and enters the fifth special sequence state and the Heaven Mode sequence is executed, the Heaven Mode sequence remains the same. In other words, whether the promotion challenge sequence is successful and then enters the first consecutive win sequence state and the Heaven Mode sequence is executed, or whether the promotion challenge sequence is not successful and enters the fifth special sequence state and the Heaven Mode sequence is executed, the Heaven Mode sequence is the same. That is to say, in this embodiment, whether the arrival notification is executed after the special notification is executed, or whether the arrival notification is executed without the special notification being executed, the arrival notification that is executed is the same.

[0153] Incidentally, in the gaming machine 10, the promotion challenge performance is executed when it is decided to execute the promotion challenge performance while in the fourth special performance state. If a success result is derived in the promotion challenge performance, the game transitions to the first consecutive win performance state and the heaven mode performance is executed. In other words, in the gaming machine 10, after a performance that can identify the fourth special performance state is executed, if it is decided to execute the promotion challenge performance while in the fourth special performance state, the heaven mode performance is executed at the timing after the end of the fourth special performance state and after a success result is derived in the promotion challenge performance. Thus, in this embodiment, if a special condition is met while the game is controlled to a special game state after a specific notification is executed, an arrival notification can be executed at the timing after the specific notification has ended.

[0154] Furthermore, in the gaming machine 10, special lottery table information that can identify a lottery table with a winning probability of "1 / 1" is stored in the main RWM43 in both the first consecutive win performance state and the second consecutive win performance state. And, even when in the fifth special performance state and the sixth special performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 1" continues to be stored in the main RWM43. In other words, in the gaming machine 10, when the heaven mode performance is being executed, predetermined information, specifically special lottery table information that can identify a lottery table with a winning probability of "1 / 1", is stored in the main RWM43. That is, in this embodiment, when arrival notification is being executed, predetermined information is set. Furthermore, when the game transitions to the first consecutive win state or the fifth special performance state, the execution of the Heaven Mode performance begins, and when the execution of the Heaven Mode performance ends after the sixth special performance state ends and the promotion challenge performance is executed, special lottery table information that can identify a lottery table with a winning probability of "1 / 1" is stored in the main RWM43. In other words, in the gaming machine 10, the special lottery table information is the same before and after the Heaven Mode performance. That is, in this embodiment, the predetermined information set before and after the arrival notification is the same.

[0155] Here, we will explain the control related to updating the special lottery table information, along with the control related to continuous lotteries. In normal performance state processing, if the main CPU 41 has stored the initial special lottery table information in the main RWM 43 and initializes the special lottery table information. Specifically, the main CPU 41 stores in the main RWM 43 special lottery table information that can identify a lottery table with a winning probability of "1 / 30", and initializes the special lottery table information by setting the special lottery table information. In this way, when the main CPU 41 has stored the advantageous allowance information and is controlled to the first special performance state, it stores new special lottery table information in the main RWM 43 and sets the special lottery table information.

[0156] In the processing of the first challenge performance state, if the second special allowable information is stored, the main CPU 41 stores in the main RWM 43 special lottery table information that can identify a lottery table whose winning probability is the reciprocal of a value that can be identified from the number of times the first challenge is played. For example, if the value that can be identified from the number of times the first challenge is played is "22", the main CPU 41 stores in the main RWM 43 special lottery table information that can identify a lottery table with a winning probability of "1 / 22", and sets the special lottery table information. In this way, when the second special allowable information is stored and the system is controlled to the second special performance state, the main CPU 41 stores new special lottery table information in the main RWM 43 and sets the special lottery table information.

[0157] In the processing of the first challenge performance state, if the fifth special allowable information is stored, the main CPU 41 stores in the main RWM 43 special lottery table information that can identify a lottery table whose winning probability is the reciprocal of a value that can be identified from the number of times the first challenge is played. At this time, since the value that can be identified from the number of times the first challenge is played is "1", the main CPU 41 stores in the main RWM 43 special lottery table information that can identify a lottery table with a winning probability of "1 / 1", and sets the special lottery table information. In this way, when the fifth special allowable information is stored and the system is controlled to the fifth special performance state, the main CPU 41 stores new special lottery table information in the main RWM 43 and sets the special lottery table information.

[0158] In the fourth special performance state processing, the main CPU 41 draws a lottery to determine whether to execute the promotion challenge performance. If it decides not to execute the promotion challenge performance, it performs a continuation lottery. If it wins the continuation lottery, the main CPU 41 does not update the special lottery table information stored in the main RWM 43. At this time, the main CPU 41 may also store the same special lottery table information as the one already stored in the main RWM 43 and set the special lottery table information. In this way, the main CPU 41 maintains the special lottery table information when controlled to the fourth special performance state and when it wins the continuation lottery. If it does not win the continuation lottery, the main CPU 41 stores the initial special lottery table information in the main RWM 43 and initializes the special lottery table information. Specifically, the main CPU 41 initializes the special lottery table information by storing special lottery table information that can identify a lottery table with a winning probability of "1 / 30" in the main RWM 43 and setting the special lottery table information. In this way, the main CPU 41 is controlled to the fourth special performance state, and upon failing to win the continuation lottery, it stores new special lottery table information in the main RWM 43 and sets the special lottery table information.

[0159] In addition, during the processing of the fourth special performance state, if the main CPU 41 decides to execute a promotion challenge performance that results in failure, it stores the initial special lottery table information in the main RWM 43 and initializes the special lottery table information. Specifically, the main CPU 41 stores special lottery table information that can identify a lottery table with a winning probability of "1 / 30" in the main RWM 43 and initializes the special lottery table information by setting the special lottery table information. In this way, the main CPU 41, having been controlled to the fourth special performance state and resulting in a failure in the promotion challenge performance, stores new special lottery table information in the main RWM 43 and sets the special lottery table information. On the other hand, during the processing of the fourth special performance state, if the main CPU 41 decides to execute a promotion challenge performance that results in success, it stores special lottery table information that can identify a lottery table with a winning probability of "1 / 1" in the main RWM 43 and sets the special lottery table information. In this way, the main CPU 41 is controlled to the fourth special performance state, and as a failure result is derived in the promotion challenge performance, it stores new special lottery table information in the main RWM 43 and sets the special lottery table information.

[0160] In the sixth special performance state processing, if the main CPU 41 decides to derive a failure result in the promotion challenge performance, it stores the initial special lottery table information in the main RWM 43 and initializes the special lottery table information. Specifically, the main CPU 41 stores special lottery table information that can identify a lottery table with a winning probability of "1 / 30" in the main RWM 43 and initializes the special lottery table information by setting the special lottery table information. In this way, the main CPU 41, having been controlled to the sixth special performance state and resulting in a failure result in the promotion challenge performance, stores new special lottery table information in the main RWM 43 and sets the special lottery table information. On the other hand, if the main CPU 41 decides to derive a success result in the promotion challenge performance during the sixth special performance state processing, it stores special lottery table information that can identify a lottery table with a winning probability of "1 / 1" in the main RWM 43 and sets the special lottery table information. In this way, the main CPU 41 is controlled to the sixth special performance state and, having derived a failure result in the promotion challenge performance, stores new special lottery table information in the main RWM 43 and sets the special lottery table information. At this time, since special lottery table information that can identify a lottery table with a winning probability of "1 / 1" is already stored, it is also possible not to store new special lottery table information that can identify a lottery table with a winning probability of "1 / 1" and not to update the special lottery table information.

[0161] Furthermore, the main CPU 41 does not update the special lottery table information during the first special performance state processing, the second special performance state processing, the third special performance state processing, and the fifth special performance state. In addition, although the main CPU 41 may update the special lottery table information during the fourth special performance state processing and the sixth special performance state processing, both updates occur upon the end of the special performance state, and the special lottery table information is not updated when controlled to any of the special performance states. However, the main CPU 41 may update the special lottery table information when controlled to a special performance state. On the other hand, the main CPU 41 does not update the special lottery table information based on triggers such as the results of the role lottery or the number of times the variable game has been executed, and restricts the updating of the special lottery table information without being controlled to a special performance state.

[0162] Here, based on Figures 9(a) to 9(d), we will explain an example of how the probability of winning the challenge lottery in the gaming machine 10 changes. As shown in Figure 9(a), for example, if the player wins the challenge lottery held after the 22nd variable game has been executed since being controlled to the first challenge performance state, the second challenge performance state after the end of the second special performance state will store special lottery table information that can identify the lottery table with a winning probability of "1 / 22". In this way, if the player wins the challenge lottery in the first challenge performance and is controlled to the special performance state, different special lottery table information may be newly stored. After that, the second challenge performance state and the third special performance state will be repeated until the first consecutive count reaches the first limit count, but the special lottery table information will not be changed and will remain special lottery table information that can identify the lottery table with a winning probability of "1 / 22". Then, suppose the player wins the challenge lottery when the first consecutive count reaches the first limit count and is controlled to the fourth special performance state. In this case, as shown in Figure 9(b), if the player wins the continuation lottery, the special lottery table information remains unchanged, and the player transitions to the first challenge performance state with the special lottery table information remaining as it is, allowing the player to identify the lottery table with a winning probability of "1 / 22". On the other hand, as shown in Figure 9(c), if the player does not win the continuation lottery, the special lottery table information is initialized and changed to special lottery table information that allows the player to identify the lottery table with a winning probability of "1 / 30", and the player transitions to the first challenge performance state.

[0163] Subsequently, as shown in Figure 9(d), if the player wins the challenge lottery held in conjunction with the 15th variable game after being controlled to the first challenge performance state, the second challenge performance state after the end of the second special performance state will store special lottery table information that can identify the lottery table with a winning probability of "1 / 15". At this time, whether it is the first challenge performance state where the winning probability of the challenge lottery is "1 / 22" (shown in Figure 9(b)) or the first challenge performance state where the winning probability of the challenge lottery is "1 / 30" (shown in Figure 9(c)), special lottery table information that can identify the lottery table with a winning probability of "1 / 15" will be stored.

[0164] Thus, for example, when special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is stored, special lottery table information that can identify a lottery table with a winning probability of "1 / 15" may be newly stored by being controlled to a special performance state. In other words, for example, when special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is stored, it is restricted from being newly stored as special lottery table information that can identify a lottery table with a winning probability of "1 / 15" without being controlled to a special performance state. That is, in this embodiment, when controlled to a first game state, it is restricted from being newly set as predetermined information without being controlled to a special game state.

[0165] Figures 9(a) to 9(d) show an example where special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is stored, but the same applies when, for example, special lottery table information that can identify a lottery table with a winning probability of "1 / 10" is stored. In other words, when special lottery table information that can identify a lottery table with a winning probability of "1 / 10" is stored, special lottery table information that can identify a lottery table different from the lottery table with a winning probability of "1 / 10" may be newly stored by being controlled to a special performance state. To put it another way, for example, when special lottery table information that can identify a lottery table with a winning probability of "1 / 10" is stored, it is restricted from being stored as special lottery table information that can identify a lottery table different from the lottery table with a winning probability of "1 / 10" without being controlled to a special performance state. That is to say, in this embodiment, when controlled to a third game state, it is restricted from being set as predetermined information different from the third predetermined information as predetermined information without being controlled to a special game state.

[0166] As described above, in the gaming machine 10, when predetermined special lottery table information is stored, the machine may be controlled to a special performance state, which may result in the storage of special lottery table information different from the predetermined special lottery table information. In other words, when predetermined special lottery table information is stored, the storage of special lottery table information different from the predetermined special lottery table information without being controlled to a special performance state is restricted. That is, in the gaming machine 10, after new special lottery table information is stored, the machine is restricted from changing to different special lottery table information without being controlled to a special performance state. Furthermore, in the gaming machine 10, if the machine is controlled to a performance state different from the special performance state after the special performance state has ended, and is not controlled to a new special performance state, the storage of new special lottery table information is restricted. That is, in this embodiment, if the machine is controlled to a game state different from the special game state after the special game state has ended, and is not controlled to a new special game state, the setting of predetermined information is restricted.

[0167] Furthermore, although not shown in the diagram, if the player wins the challenge lottery held in conjunction with the first spin game after being controlled to the first challenge performance state, then in the second consecutive performance state after the end of the fifth special performance state, special lottery table information that can identify the lottery table with a winning probability of "1 / 1" will be stored. At this time, whether it is the first challenge performance state where the winning probability of the challenge lottery is "1 / 22" (shown in Figure 9(b)) or the first challenge performance state where the winning probability of the challenge lottery is "1 / 30" (shown in Figure 9(c)), special lottery table information that can identify the lottery table with a winning probability of "1 / 1" will be stored. Thus, if the player wins the challenge lottery held in conjunction with the first spin game in the first challenge performance state, the player will transition to the fifth special performance state instead of the second special performance state, and the heaven mode performance will be executed. And, if the player wins the challenge lottery held in conjunction with the first spin game in the first challenge performance state, the winning probability of the challenge lottery will be the most favorable "1 / 1".

[0168] In this embodiment, the game state in which a challenge draw is performed using a draw table with a winning probability of "1 / 22" is described as the first game state. However, it is not limited to this, and any game state in which a challenge draw is performed using a draw table with a winning probability of "1 / 1" to "1 / 30" may be considered the first game state. Similarly, in this embodiment, the game state in which a challenge draw is performed using a draw table with a winning probability of "1 / 15" is described as the second game state. However, it is not limited to this, and any game state in which a challenge draw is performed using a draw table with a winning probability of "1 / 1" to "1 / 30" may be considered the second game state. Likewise, in this embodiment, the game state in which a challenge draw is performed using a draw table with a winning probability of "1 / 10" is described as the second game state. However, it is not limited to this, and any game state in which a challenge draw is performed using a draw table with a winning probability of "1 / 1" to "1 / 30" may be considered the second game state. However, it is preferable that the second game state is different from the first game state. Similarly, it is preferable that the third game state is different from both the first and second game states.

[0169] For example, the third game state may be a more advantageous game state, with a higher probability of winning the challenge lottery compared to either the first or second game state. In other words, the third game state may be more advantageous than the first game state, and also more advantageous than the second game state. Similarly, for example, the second game state may be a more advantageous game state, with a higher probability of winning the challenge lottery compared to the first game state. In other words, the second game state may be more advantageous than the first game state. Here, the advantage of each game state is given as "first game state < second game state < third game state," but this relationship is not the only one. For example, the advantage of each game state may be "first game state > second game state > third game state." For example, the advantage of each game state may be "first game state < second game state > third game state." For example, the advantage of each game state could be expressed as "Game State 1 > Game State 2 < Game State 3".

[0170] The effects of this embodiment will be described below. (1) The main CPU 41 performs a challenge lottery based on the stored special lottery table information. The special lottery table information corresponding to the situation in which the challenge lottery was won during the first challenge performance state can be stored. This allows for an enjoyment of paying attention to the situation in which the challenge lottery was won during the first challenge performance state, regardless of whether the special performance state is controlled, and also to the end of the special performance state, thereby enhancing the entertainment value.

[0171] (2) If the game is controlled to a different performance state after the special performance state has ended, and is not controlled to a new special performance state, the storage of new special lottery table information is restricted. Therefore, after the game is controlled to a different performance state after the special performance state has ended, players do not need to worry about new special lottery table information being stored unless they are controlled to a new special performance state. This allows players to enjoy the game without worrying about such things, and thus more effectively enhances the enjoyment of the game.

[0172] (3) For example, if the challenge lottery is won in the 22nd spin game during the first challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is set, and after the special performance state ends, the game state will be one in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 22". Also, for example, if the challenge lottery is won in the 15th spin game during the first challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 15" is set, and after the special performance state ends, the game state will be one in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 15". This provides the enjoyment of paying attention to which lottery table with which winning probability is used to conduct the challenge lottery, regardless of whether the game is controlled to be in a special performance state, thereby enhancing the game's appeal.

[0173] Furthermore, for example, when special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is stored, it is restricted from storing new special lottery table information that can identify a lottery table with a winning probability of "1 / 15" as special lottery table information without being controlled by a special performance state. Therefore, after entering a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 22", players no longer need to worry about the special lottery table information changing to special lottery table information that can identify a lottery table with a winning probability of "1 / 15" without being controlled by a special performance state. This allows players to enjoy the game without worrying about such things, and more effectively enhances the sense of fun.

[0174] (4) For example, when the challenge lottery is won in the 10th spin game during the first challenge performance state, special lottery table information that can identify a lottery table with a winning probability of "1 / 10" is set, and after the special performance state ends, the game state is changed to one in which the challenge lottery is conducted using the lottery table with a winning probability of "1 / 10". This provides the enjoyment of paying attention to which lottery table with a winning probability is used to conduct the challenge lottery, regardless of whether the game is controlled to be in the special performance state, thereby enhancing the enjoyment of the game.

[0175] Furthermore, when special lottery table information that can identify a lottery table with a winning probability of "1 / 10" is stored, it is restricted from storing new special lottery table information that can identify a lottery table different from the lottery table with a winning probability of "1 / 10" as special lottery table information, without being controlled by the special performance state. Therefore, after entering a game state where a challenge lottery is performed using the lottery table with a winning probability of "1 / 10", players no longer need to worry about the special lottery table information changing without being controlled by the special performance state. This allows players to enjoy the game without worrying about such things, and more effectively enhances the sense of fun.

[0176] (5) For example, the special lottery table information stored when in the special performance state differs depending on whether the game transitions from a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 22" to a special performance state, or from a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 15" to a special performance state. Therefore, by referring to the special lottery table information set when the game is controlled to the special performance state, it is possible to determine whether the game transitioned to the special performance state was from a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 22" or a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 15". This makes it possible to control the game, for example, by executing a performance depending on whether the game transitioned from a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 22" or a game state where a challenge lottery is conducted using a lottery table with a winning probability of "1 / 15".

[0177] (6) The fewer the number of spinning games from the time the game is controlled to the first challenge state until the challenge lottery is won, the more favorable the probability of winning the subsequent challenge lottery becomes. Therefore, it is possible to draw attention to each spinning game and enhance the enjoyment of the game by creating a gameplay that encourages players to expect to win the challenge lottery in fewer spinning games.

[0178] (7) When it is decided to perform the promotion challenge performance in the fourth special performance state, the promotion challenge performance will be executed. This provides the enjoyment of watching whether it is decided to perform the promotion challenge performance in the fourth special performance state, thereby enhancing the entertainment value.

[0179] Furthermore, if a failure is obtained in the promotion challenge sequence and the sequence ends, the special lottery table information is reset. This provides an added layer of enjoyment by allowing players to focus on whether a failure is obtained in the promotion challenge sequence and whether the special lottery table information is reset, thereby enhancing the overall entertainment value.

[0180] (8) In the promotion challenge sequence, there are two possibilities: one in which a successful result is obtained and the player enters the first consecutive win sequence state, after which the Heaven Mode sequence is executed; and another in which the player enters the fifth special sequence state and the Heaven Mode sequence is executed without a successful result being obtained in the promotion challenge sequence. This allows the player to anticipate that the Heaven Mode sequence will be executed even if the promotion challenge sequence is not executed, and even when the Heaven Mode sequence is executed, it provides the player with the enjoyment of paying attention to the path taken to ultimately execute the Heaven Mode sequence, thereby enhancing the overall enjoyment.

[0181] (9) Whether the promotion challenge sequence is successful and then enters the first consecutive win sequence state and the Heaven Mode sequence is executed, or whether the promotion challenge sequence is not successful and enters the fifth special sequence state and the Heaven Mode sequence is executed, the Heaven Mode sequence is the same. This ensures that the Heaven Mode sequence is enjoyed in the same way and the entertainment value is enhanced, whether the promotion challenge sequence is successful and then enters the first consecutive win sequence state and the Heaven Mode sequence is executed, or whether the promotion challenge sequence is not successful and enters the fifth special sequence state and the Heaven Mode sequence is executed.

[0182] (10) When the first consecutive count reaches the first limit count and a specific condition is met by winning the challenge lottery, the performance display device 15 executes a performance that can identify that the player is in the fourth special performance state. This provides the enjoyment of wondering whether the player will win the challenge lottery when the first consecutive count reaches the first limit count, thereby enhancing the player's interest.

[0183] Furthermore, if the player wins the continuation lottery and the 4th special performance state ends, the special lottery table information is maintained, so the special lottery table information before and after the 4th special performance state may be the same. In other words, even if the performance that identifies the 4th special performance state ends when the 4th special performance state ends, if the player wins the continuation lottery, the special lottery table information will not change. Therefore, if the player wins the continuation lottery, they do not need to worry about the special lottery table information changing. This allows players to enjoy the game without worrying about such things, and can more effectively enhance the enjoyment of the game.

[0184] (11) After an event that identifies the player as being in the 4th special event state is performed, if it is decided to perform the promotion challenge event while the player is controlled to be in the 4th special event state, the Heaven Mode event can be performed at the time after the event that identifies the player as being in the 4th special event state has finished. By making such changes to the events, it is possible to entertain the player and enhance the enjoyment of the game.

[0185] (12) When the Heaven Mode feature is running, predetermined information called special lottery table information, which allows the lottery table with a winning probability of "1 / 1" to be identified, is stored in the main RWM43. Therefore, when the Heaven Mode feature is running, players can enjoy the game without having to worry about what kind of special lottery table information is stored.

[0186] (13) When the Heaven Mode performance begins due to a transition to the 1st consecutive win performance state or the 5th special performance state, and when the Heaven Mode performance ends due to the completion of the 6th special performance state and the execution of the promotion challenge performance, special lottery table information that can identify a lottery table with a winning probability of "1 / 1" is stored in the main RWM43. The special lottery table information is the same before and after the Heaven Mode performance. For this reason, even if the Heaven Mode performance is executed, players can enjoy the game without worrying about whether the special lottery table information has changed.

[0187] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. When in a special performance state, predetermined special lottery table information may be stored in the main RWM43. For this reason, regardless of what special lottery table information is stored when the game is controlled to a special performance state, common special lottery table information may be stored in the main RWM43 when the game is controlled to a special performance state. For example, when transitioning from a game state in which a challenge lottery is performed using a lottery table with a winning probability of "1 / 22" to a special performance state, and when transitioning from a game state in which a challenge lottery is performed using a lottery table with a winning probability of "1 / 15" to a special performance state, common special lottery table information may be stored in the special performance state. That is, when transitioning from a first game state to a special game state, and when transitioning from a second game state to a special game state, common predetermined information may be set in the special game state. When configured as described above, common special lottery table information will be stored when in a special performance state, and common control can be performed based on that common special lottery table information. As a result, for example, whether the game state in which the challenge lottery is conducted using a lottery table with a winning probability of "1 / 22" or the game state in which the challenge lottery is conducted using a lottery table with a winning probability of "1 / 15", the transition to the special performance state can be equally enjoyable and enhance the excitement. Furthermore, even if the special lottery table information is obtained fraudulently while the special performance state is in progress, it is difficult to determine the winning probability of the challenge lottery, thus deterring attempts to fraudulently obtain the special lottery table information while the special performance state is in progress. Thus, for example, the special lottery table information stored while in the special performance state may be the same whether the transition occurs from a game state in which the challenge lottery is conducted using a lottery table with a winning probability of "1 / 22" or from a game state in which the challenge lottery is conducted using a lottery table with a winning probability of "1 / 15".

[0188] The main RWM43 may store different special lottery table information depending on whether the Heaven Mode performance begins when transitioning to the 1st consecutive win performance state or the 5th special performance state, or when the Heaven Mode performance ends when the 6th special performance state ends and the promotion challenge performance is executed. In other words, the special lottery table information may differ before and after the Heaven Mode performance. For example, when the Heaven Mode performance begins when transitioning to the 1st consecutive win performance state or the 5th special performance state, the main RWM43 may store special lottery table information that can identify a lottery table with a winning probability of "1 / 1". On the other hand, when the Heaven Mode performance ends when the 6th special performance state ends and the promotion challenge performance is executed, the main RWM43 may store special lottery table information that can identify a lottery table with a winning probability of "1 / 1", or other special lottery table information.

[0189] When the Heaven Mode performance is in progress, it is not necessarily required that special lottery table information that can identify a lottery table with a "1 / 1" winning probability be stored in the main RWM43. For example, in the first and second consecutive win performance states when the Heaven Mode performance is in progress, a challenge lottery may not be performed, and the transition to the special performance state may be decided. Furthermore, when the Heaven Mode performance is in progress, the special lottery table information that was already stored before the start of the Heaven Mode performance may continue to be stored.

[0190] When the 4th special performance state ends due to winning the continuation lottery, the special lottery table information may be the same before and after the 4th special performance state, or it may be different. For example, if the continuation lottery is won, the special lottery table information may be updated to be more favorable than when the continuation lottery is not won (for example, special lottery table information that can identify a lottery table with a winning probability higher than "1 / 30"). In this case, the special lottery table information may be the same before and after the 4th special performance state, or it may be different. "Favorable special lottery table information" here refers to special lottery table information that can identify a lottery table with a winning probability higher than "1 / 30". "Favorable special lottery table information" here may be predetermined special lottery table information, or it may be special lottery table information determined by lottery from multiple types of special lottery table information. Furthermore, the continuation lottery may not be performed. In this case, when the 4th special performance state ends and the game transitions to the 1st challenge performance state, the special lottery table information may be reset. Alternatively, without performing a continuation lottery, the special lottery table information may be maintained after the 4th special performance state ends, so that the special lottery table information before and after the 4th special performance state is the same.

[0191] - The Heaven Mode performance may be different depending on whether the player enters the 1st Consecutive Wins state after a successful result is obtained in the Promotion Challenge performance and the Heaven Mode performance is executed, or whether the player enters the 5th Special Performance state without a successful result in the Promotion Challenge performance and the Heaven Mode performance is executed. In this case, the Heaven Mode performance may be different by differentiating the performance style of the Heaven Mode performance (for example, the type of image displayed on the performance display device 15). By differentiating the Heaven Mode performance in this way, it becomes possible to determine from the Heaven Mode performance whether the player entered the 1st Consecutive Wins state after a successful result was obtained in the Promotion Challenge performance and the Heaven Mode performance was executed, or whether the player entered the 5th Special Performance state without a successful result in the Promotion Challenge performance and the Heaven Mode performance was executed. Furthermore, the way the player enjoys the game can be different depending on whether the player entered the 1st Consecutive Wins state after a successful result was obtained in the Promotion Challenge performance and the Heaven Mode performance was executed, or whether the player entered the 5th Special Performance state without a successful result in the Promotion Challenge performance and the Heaven Mode performance was executed, thereby suppressing boredom and enhancing interest.

[0192] - Either the case where a success result is derived in the promotion challenge sequence and the first consecutive win sequence is entered and the heaven mode sequence is executed, or the case where a success result is not derived in the promotion challenge sequence and the fifth special sequence is entered and the heaven mode sequence is executed, can be adopted. For example, if the challenge sequence performed in conjunction with the execution of the first variable game in the first challenge sequence state is won, the game may transition to the second special sequence state. In this case, the game may transition to the second challenge sequence state after the end of the second special sequence state, and special lottery table information that can identify a lottery table with a winning probability of "1 / 1" may be stored in the main RWM43.

[0193] - If a failure result is derived in the promotion challenge sequence and the sequence ends, the special lottery table information may be kept from being initialized. For example, if a failure result is derived in the promotion challenge sequence and the sequence ends, the special lottery table information may be maintained so that the special lottery table information is the same before and after the promotion challenge sequence. Alternatively, if a failure result is derived in the promotion challenge sequence and the sequence ends, predetermined special lottery table information may be stored, or special lottery table information determined by lottery from multiple types of special lottery table information may be stored.

[0194] - Even if the game is controlled to a different performance state after the special performance state has ended and is not controlled to a special performance state again, new special lottery table information may be stored. That is, even if the game is controlled to a different game state after the special game state has ended and is not controlled to a special game state again, new predetermined information may be set. For example, the special lottery table information stored in the main RWM43 may be updated each time a variable game is executed. Furthermore, the special lottery table information may be restricted from changing when controlled to a special performance state, or the special lottery table information may change when controlled to a special performance state. For example, if special lottery table information that can identify a lottery table with a winning probability of "1 / 10" is stored, new special lottery table information that can identify a lottery table different from the lottery table with a winning probability of "1 / 10" may be stored as special lottery table information without being controlled to a special performance state. That is, when controlled to a third game state, predetermined information different from the third predetermined information may be set as predetermined information without being controlled to a special game state. For example, when special lottery table information that can identify a lottery table with a winning probability of "1 / 22" is stored, new special lottery table information that can identify a lottery table with a winning probability of "1 / 15" may be stored as special lottery table information without being controlled by a special performance state. That is, when controlled by the first game state, new second predetermined information may be set as predetermined information without being controlled by a special game state.

[0195] In the above embodiment, the fewer the number of variable games played from the time the game is controlled to the first challenge performance state until the challenge lottery is won, the more favorable the probability of winning the subsequent challenge lottery becomes. However, the opposite may also be true. In other words, the more variable games played from the time the game is controlled to the first challenge performance state until the challenge lottery is won, the more favorable the probability of winning the subsequent challenge lottery becomes. In this case, even if the game is not won in the challenge lottery for a long time after being controlled to the first challenge performance state, it is possible to create the expectation that the probability of winning the subsequent challenge lottery will be favorable, thereby enhancing the entertainment value.

[0196] The probability of winning the challenge lottery is set to a probability corresponding to the number of variable games played from the time the game is controlled to the first challenge performance state until the challenge lottery is won, but this is not limited to that. For example, the probability of winning the challenge lottery in the second challenge performance state after the second special performance state has ended may be set to a probability corresponding to the time (period) from the time the game is controlled to the first challenge performance state until the challenge lottery is won. In this case, the time (period) from the time the game is controlled to the first challenge performance state until the challenge lottery is won can be said to correspond to the status of fulfilling the special conditions related to control to the special game state. In addition, the special lottery table information that is more advantageous when the time (period) from the time the game is controlled to the first challenge performance state until the challenge lottery is won may be stored. Conversely, the special lottery table information that is more advantageous when the time (period) from the time the game is controlled to the first challenge performance state until the challenge lottery is won may be stored. Furthermore, the probability of winning the challenge lottery may be set to a probability corresponding to the result of the role lottery when the challenge lottery is won, for example. In this case, the result of the role lottery when the challenge lottery is won can be said to correspond to the status of fulfilling the special conditions related to control to the special game state. Furthermore, the probability of winning the challenge lottery may be set to, for example, the probability of winning according to the special lottery table information stored when the challenge lottery is won, that is, the predetermined information that has been set. In this case, the special lottery table stored when the challenge lottery is won can be said to correspond to the status of fulfilling the special conditions related to control to the special game state. In this case, the probability of winning the challenge lottery may be set to a probability of winning that is more advantageous than the probability of winning in the lottery table that can be identified from the special lottery table information stored when the challenge lottery is won. In other words, it may be set to be the same as the special lottery table information stored when the challenge lottery is won, or to be more advantageous than the special lottery table information stored when the challenge lottery is won. Furthermore, when the challenge lottery is won, the probability of winning subsequent challenge lotteries may be determined by lottery, and the special lottery table information may be set according to the result of that lottery.In this case, the result of a different lottery than the one conducted when a player wins the challenge lottery can be said to correspond to the status of the fulfillment of special conditions related to control to a special game state.

[0197] - When the setting value is configured to be configurable, the probability of winning the challenge lottery may differ depending on the setting value. For example, the probability of winning the challenge lottery, which can be determined from the initial special lottery table information, may be made to differ depending on the setting value. For example, the probability of winning the challenge lottery in the first challenge performance state may be set to "1 / 30" for setting 1, "1 / 29" for setting 2, "1 / 28" for setting 3, "1 / 25" for setting 4, "1 / 23" for setting 5, and "1 / 20" for setting 6. Furthermore, regardless of whether the setting value is configurable, the probability of winning the challenge lottery in the first challenge performance state may be higher than the probability of winning the challenge lottery in the subsequent second challenge performance state. In other words, the probability of winning the challenge lottery in the second challenge performance state may be lower than the probability of winning the challenge lottery in the first challenge performance state that was controlled before being controlled to the second challenge performance state.

[0198] The special notification effect does not have to be the promotion challenge effect. For example, some or all of the "effects that can be executed on the effect display device 15" described as examples of modifications in the above embodiment and this specification may be considered as special notifications. Also, the specific notification effect does not have to be an effect that can identify that the player is in the fourth special effect state. For example, some or all of the "effects that can be executed on the effect display device 15" described as examples of modifications in the above embodiment and this specification may be considered as specific notifications. Similarly, the arrival notification effect does not have to be the heaven mode effect. For example, some or all of the "effects that can be executed on the effect display device 15" described as examples of modifications in the above embodiment and this specification may be considered as arrival notifications.

[0199] The gaming machine 10 may be configured to allow players to play games using physical game media (e.g., game tokens) in addition to, or as an alternative to, playing games using electromagnetic game media. In this case, the gaming machine 10 may be able to accept physical game media into the machine and may be able to accept physical game media out of the machine.

[0200] The gaming machine 10 may be configured so that, when the number of bets has not reached the upper limit, even if the number of bets and the number of gaming media managed by the gaming machine are less than the upper limit, if the number of gaming media managed by the gaming machine is 1 or more, the number of bets can be increased when the MAX bet button 18 is operated. For example, when the number of bets has not reached the upper limit, the main CPU 41 may, when it receives a detection signal from the MAX bet button 18, increase the number of bets by the number of gaming media managed by the gaming machine, even if the sum of the set number of bets and the number of gaming media managed by the gaming machine is less than the upper limit, if the number of gaming media managed by the gaming machine is 1 or more. As described above, the gaming machine 10 may also be configured so that a number of bets less than the maximum number of bets can be set when the MAX bet button 18 is operated.

[0201] The main board 40 may be equipped with a payout ratio display unit (a so-called payout ratio monitor). The main CPU 41 may be able to control the display content of the payout ratio display unit. For example, the content displayed on the payout ratio display unit may be some or all of the payout item status ratio, advantageous section ratio, consecutive payout ratio, and payout ratio. The advantageous section ratio is the ratio of the number of variable games played in the advantageous section to the number of variable games played in the advantageous section and the non-advantageous section.

[0202] The gaming machine in the above embodiment may be embodied in a reel-type gaming machine in which a bonus game is triggered (granted) when a combination of symbols corresponding to a bonus role (bonus stop pattern) is derived in the variable game. When a bonus game is granted, it can also be considered as being controlled to a special game state. Incidentally, in a reel-type gaming machine capable of generating a bonus game, the state in which the winning of a bonus role is permitted is called a "carry-over state" or "internal state".

[0203] A slot machine capable of generating bonus games may be a slot machine that can control multiple game states with different maximum multipliers required to execute one spin game. In other words, the game machine 10 may be a slot machine that employs a so-called bonus trigger as a specification. For example, the game machine 10 may be a slot machine that can control some or all of the following game states: a game state in which the maximum multiplier required to execute one spin game is 1, a game state in which the maximum multiplier required to execute one spin game is 2, and a game state in which the maximum multiplier required to execute one spin game is 3. For example, depending on the type of bonus game, the maximum multiplier required to execute one spin game may differ after the bonus game has ended. Furthermore, for example, the occurrence of a bonus game may cause the maximum multiplier required to execute one spin game to differ before and after the bonus game. In such a slot machine, the main CPU 41 manages the maximum multiplier required to execute one spin game. The main RWM 43 stores information that allows it to identify the maximum number of multipliers required to execute one variable game in a flag. The main CPU 41 can identify the maximum number of multipliers required to execute one variable game by referring to such a flag. In a slot machine configured in this way, some or all of the information set in the flag may be treated as predetermined information, and the information corresponding to the first predetermined information, second predetermined information, and third predetermined information may differ depending on the type of information. The main CPU 41 can control the game state to one of the game states in which the maximum number of multipliers required to execute one variable game differs, based on the information set in the flag. For example, when information is set that allows it to identify a game state in which the maximum number of multipliers required to execute one variable game is 1, the main CPU 41 controls the game to a game state in which the maximum number of multipliers required to execute one variable game is 1.For example, when information is set that allows for the identification of a game state where the maximum number of multipliers required to execute one variable game is 3, the main CPU 41 controls the game state to one where the maximum number of multipliers required to execute one variable game is 3. The main CPU 41 may also set information that allows for the identification of the maximum number of multipliers required to execute one variable game as a flag, depending on the situation, such as the type of bonus game (for example, the type of bonus role). The information set in this flag may be changed when a bonus game occurs, but it may be restricted from being changed when a bonus game has not occurred. In a slot machine that employs a bonus trigger as a specification, the types of bonus games that can be awarded and the probabilities of each type of bonus game being awarded may differ depending on the maximum number of multipliers required to execute one variable game (game state).

[0204] The gaming machine in the above embodiment may be embodied as a pachinko gaming machine. In a pachinko gaming machine, a game ball is launched, and a game medium is awarded when the game ball enters a predetermined prize pocket. The pachinko gaming machine may be able to store the number of game mediums (so-called "balls") held by the player as data, and the game may be played by consuming the game medium by converting the game medium stored as data into physical game mediums (game balls) and launching 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 game mediums. In a managed gaming machine, the number of balls held can be increased when game mediums are lent from a management device (management unit). In a managed gaming machine, the number of balls held can be decreased by transferring the management of the balls held from the pachinko gaming machine to the management device. These types of pachinko machines are also called smart pachinko machines (or "sma-pachi").

[0205] In pachinko machines, a jackpot game occurs after winning a jackpot lottery. In pachinko machines, a minor win game occurs after winning a minor win lottery. Here, jackpot and minor win lotteries are given as examples, but some pachinko machines only perform either a jackpot lottery or a minor win lottery. The lottery performed as a win lottery may be either a jackpot lottery or a minor win lottery, or both. When a jackpot game is occurring, it can be considered as being controlled to a special game state. Similarly, when a minor win game is occurring, it can be considered as being controlled to a special game state. Pachinko machines are configured to be able to execute a special symbol variation game. The special symbol variation game becomes executable when the starting condition is met by a game ball entering the starting slot. In special symbol variation games, the special symbols are ultimately derived according to the results of internal draws, such as the jackpot draw.

[0206] • Some pachinko machines can be controlled to enter a probability variation state (so-called "probability variation state") where the probability of winning a jackpot is increased. Pachinko machines that can be controlled to enter a probability variation state include those that remain in the probability variation state until a loss lottery is won (loss machines), and those that continue the probability variation state until the next jackpot game state is reached. In addition, some pachinko machines that can be controlled to enter a probability variation state are those that are controlled to enter a probability variation state when the game ball passes through a specific area (V probability variation machines). In pachinko machines that are controlled to enter a probability variation state when the game ball passes through a specific area, the probability variation state is not activated unless the game ball passes through the specific area. Pachinko machines may also be a combination of loss machines and V probability variation machines. A pachinko game machine may be a machine with specifications that allow it to be controlled to a state (so-called "minor win rush") in which the number of times (frequency) a minor win is achieved per unit time, or the number of times (frequency) a minor win game is granted per unit time, is increased compared to the normal state. In addition, there are type 1 and type 2 mixed machines among pachinko game machines. Furthermore, there are pachinko game machines that can be controlled to a high base state (also called a time-saving state or a ball entry rate improvement state) in which there is a high advantage regarding the entry of game balls into the starting hole. There may be one type of probability variation state or there may be multiple types. In a pachinko game machine that can be controlled to a probability variation state, the probability variation state is managed by the main CPU 41. The main RWM 43 has information that can identify whether it is in a probability variation state set (stored) as a flag, and by referring to such a flag, the main CPU 41 can identify whether it is in a probability variation state. In a pachinko game machine configured in this way, some or all of the information set in the flag may be treated as predetermined information, and the information corresponding to the first predetermined information, second predetermined information, and third predetermined information may differ depending on the type of information. The main CPU 41 can control the machine to be in a probability variation state or a non-probability variation state based on the information set in the flag. For example, when information that can identify a non-probability variation state is set, the main CPU 41 controls the machine to be in a non-probability variation state. For example, when information that can identify a probability variation state is set, the main CPU 41 controls the machine to be in a probability variation state.Furthermore, the main CPU 41 may set information that can identify whether the game is in a probability variation state or not after a jackpot has ended as a flag, depending on the situation, such as whether the game is in a probability variation state. The information set as this flag can be changed when a jackpot has occurred, and it may be restricted from being changed when a jackpot has not occurred. For example, even if a jackpot has not occurred, the information set as the flag may be changed depending on the number of special symbol variation games played. In a pachinko game machine that can be controlled to be in a probability variation state as described above, the game state after a jackpot has ended may differ depending on whether the game is in a probability variation state when a jackpot is won.

[0207] In a pachinko game machine, after winning a regular win lottery, a regular win game occurs. The pachinko game machine is configured to be able to run a regular symbol variation game. The regular symbol variation game can be run when the starting condition is met by a game ball entering a regular starting opening (for example, a gate). In the regular symbol variation game, a regular symbol corresponding to the result of an internal lottery, such as the regular win lottery, is ultimately derived. In a regular win game, entry into a prize opening different from the big prize opening into which entry is permitted in a big win game is permitted, or it is made easier for game balls to enter such a prize opening. The prize opening different from the big prize opening referred to here may be, for example, a specific starting opening among several starting openings. This specific starting opening may have a variable member, and by operating this variable member, entry into the specific starting opening may be permitted, or it may be made easier for game balls to enter the specific starting opening.

[0208] Pachinko machines can be controlled to have two game states: a low-base state and a high-base state, which are game states with different ratios of the number of prize balls to the number of game balls launched. The high-base state is a game state in which the probability of game balls entering a specific starting opening (e.g., an electric chute) with a variable member is higher than that of the low-base state. The high-base state is the so-called "electric support state," and the low-base state is the "non-electric support state." The high-base state offers a greater advantage in terms of balls entering a specific starting opening compared to the low-base state. The high-base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control to shorten the variation time of the normal symbol variation game, which shortens the variation time of the normal symbol variation game compared to the low-base state. The second control is a control to change the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than that of the low-base state. The third control is an opening time extension control that makes the total opening time of the variable member of a specific starting gate in one normal win game longer than in the low base state. The opening time extension control may include at least one of the following: a control that increases the number of times the variable member of a specific starting gate opens in one normal win game compared to the low base state, and a control that makes the single opening time of the variable member of a specific starting gate in a normal win game longer than in the low base state. Furthermore, the high base state may be achieved by combining it with the fourth control described below. The fourth control is a special symbol variation time reduction control that makes the variation time of special games (e.g., the average variation time) easier to shorten than in the low base state. When special symbol variation time reduction control is performed, the high base state becomes a so-called "variation time reduction state (variation time reduction state)". There may be one type of high base state or multiple types. In a pachinko game machine that can be controlled to a high base state, the high base state is managed by the main CPU 41. The main RWM43 stores information that can identify whether it is in at least a high base state in its flags, and the main CPU41 can determine whether it is in at least a high base state by referring to such flags.In a pachinko game machine configured in this way, some or all of the information set in the flag may be treated as predetermined information, and the information corresponding to the first predetermined information, second predetermined information, and third predetermined information may differ depending on the type of information. The main CPU 41 can control the machine to a low base state or a high base state based on the information set in the flag. For example, when information that can identify a low base state is set, the main CPU 41 controls the machine to a low base state. For example, when information that can identify a high base state is set, the main CPU 41 controls the machine to a high base state. The main CPU 41 may also set information that can identify a low base state or a high base state after a jackpot game has ended as a flag, depending on the situation, such as whether the machine is in a high base state. The information set in this flag can be changed when a jackpot game occurs, and it may be restricted from being changed when a jackpot game has not occurred. For example, even if a jackpot game has not occurred, the information set in the flag may be changed depending on the number of special symbol variation games played. In a pachinko game machine that can be controlled to a high base state as described above, the game state after the jackpot game may be configured to differ depending on whether the high base state is present when the jackpot lottery is won.

[0209] • Some pachinko machines can be controlled to have various game states in addition to low-base and high-base states, and non-probability-increasing states and probability-increasing states, and this may be implemented in such pachinko machines. For example, even within the high-base state, some states may be more advantageous than others. In this case, the state with a higher advantage may be called a higher-level RUSH, while the state with a lower advantage may be called a lower-level RUSH. Flags (information) that can identify these various game states may be set (stored) in the main RWM43. The information set in these flags can be changed when a jackpot game occurs, and changes may be restricted when a jackpot game has not occurred. For example, even if a jackpot game has not occurred, the information set in the flags may be changed depending on the number of special symbol variation games.

[0210] In pachinko machines, a special symbol variation game is executed on the display device using special symbols, separate from the special symbol variation game. The special symbol variation game starts when the special symbol variation game starts and ends when the special symbol variation game ends. In the special symbol variation game, if the jackpot lottery is won and a jackpot game is awarded, a jackpot combination of special symbols is derived. On the other hand, in the special symbol variation game, if the jackpot lottery is not won and a jackpot game is not awarded, a non-jackpot combination of special symbols is derived. In pachinko machines, a reach animation may be executed in the special symbol variation game. A reach animation is executed, for example, in the special symbol variation game when the number symbols reach a reach state (so-called a ready state). Examples of reach animations include a normal reach animation and a super reach animation that develops from a normal reach animation. The reach animation is performed when the same number symbols stop in two of the three columns, and the symbols in the remaining column are changing. In the reach animation, the symbols in the remaining column that are changing will eventually stop.

[0211] The gaming machine 10 may be implemented as a gaming machine equipped with a complete function. In a gaming machine equipped with a complete function, the complete function can be activated to control the machine into a state of being unable to play, which is a state of being unable to proceed. That is, the gaming machine 10 may be controlled into a state of being unable to play, which is a state of being unable to proceed, when the complete function is activated. The complete function can be activated when the maximum difference counted in the gaming machine 10 reaches a predetermined value. The maximum difference is also called MY (or MY value). In pachinko gaming machines, the maximum difference is also called the "maximum difference in balls (or maximum difference in balls)". In reel-type gaming machines, the maximum difference is also called the "maximum difference in tokens". When the maximum difference reaches a predetermined value, the machine may be controlled into a state of being unable to proceed. For example, the predetermined value may be "19000" or "95000". The complete function can be activated while a variable game is in progress. The complete function may be disabled during bonus gameplay or jackpot gameplay. For example, if the maximum difference reaches a predetermined value during bonus gameplay or jackpot gameplay, the complete function may be activated after the end of that bonus game or jackpot gameplay. The maximum difference may be counted using either an addition method or a subtraction method.

[0212] A gaming machine equipped with a complete function may be capable of executing a complete function activation notification (disabled state notification effect) that allows the player to identify that the machine will be controlled to a disabled state after the end of a bonus game or a jackpot game. The complete function activation notification may be executed on the effect display device 15 when the maximum difference reaches a predetermined value during a bonus game or a jackpot game. Thus, the complete function activation notification may be adopted as an effect that can be executed on the effect display device 15. The complete function activation notification corresponds to an effect that suggests or notifies that the machine will be controlled to a disabled state after the end of a bonus game or a jackpot game. The complete function activation notification can also be said to be an effect that allows the player to identify that the machine will be controlled to a disabled state after the end of a bonus game or a jackpot game. The complete function activation notification may be configured to end when the bonus game or jackpot game ends. As described above, the complete function activation notification is executed when the condition is met that the maximum difference reaches a predetermined value during a bonus game or a jackpot game. In contrast, the Complete Function Activation Notice and the Complete Function Activation Warning terminate when either the termination condition is met, which is achieved when the main RWM43's memory contents are initialized upon the resumption of power supply after an interruption, or when the termination condition is met upon the end of a bonus game or jackpot game. Incidentally, if the termination condition is met upon the end of a bonus game or jackpot game, the information stored in the main RWM43 (for example, information that can identify the performance state or game state) may remain the same before and after the termination condition is met. However, if the termination condition is met when the main RWM43's memory contents are initialized upon the resumption of power supply after an interruption, the information stored in the main RWM43 (for example, information that can identify the performance state or game state) will be initialized. The Complete Function Activation Notice can be described as a performance that can be executed after it has been decided that the Complete Function will be activated.

[0213] A gaming machine equipped with a complete function may be capable of executing a complete function activation warning (reaching warning effect) that allows the player to identify when the maximum difference is approaching a predetermined value. The complete function activation warning corresponds to an effect that warns when the maximum difference reaches a predetermined value. The complete function activation warning may be executed on the effect display device 15 when the maximum difference reaches a predetermined starting number that is less than the predetermined value. Thus, the complete function activation warning may be adopted as an effect that can be executed on the effect display device 15. When the complete function activation warning is executed, the complete function activation warning may continue to be executed until the maximum difference reaches a predetermined value. After the maximum difference reaches the starting number and the execution of the complete function activation warning begins, the complete function activation warning may be terminated when the maximum difference falls below the starting number. In addition, even if the maximum difference falls below the starting number after the execution of the complete function activation warning has started when the maximum difference reaches the starting number, the complete function activation warning may be terminated when it subsequently falls below an even smaller ending number that is less than the starting number. As described above, the complete function activation warning is executed when the condition for the maximum difference to reach the starting number is met. In contrast, the complete function activation warning will terminate when the condition for power supply interruption is met, when the termination condition is met due to the maximum difference falling below the ending number, or when the termination condition is met due to the maximum difference reaching a specified value. Incidentally, even if the termination condition for the complete function activation warning is met, the contents of the main RWM43 do not change as a result of the termination condition being met. For example, the information stored in the main RWM43 (for example, information that can identify the performance state or game state) will be the same before and after the termination condition is met. However, if the contents of the main RWM43 are initialized when power supply is resumed after being interrupted, the contents of the main RWM43 may change. The complete function activation warning can be said to be a performance that can be executed before it is decided that the complete function will be activated.

[0214] The complete function activation warning may be updated when the maximum difference information is updated, that is, when the remaining value until the maximum difference reaches a specified value is updated. In this case, the content of the complete function activation warning (e.g., text information) may be updated each time the remaining value until the maximum difference reaches a specified value is updated by a predetermined unit. Alternatively, the content of the complete function activation warning (e.g., text information) may be updated each time the remaining value until the maximum difference reaches a specified value is updated by 1.

[0215] A gaming machine equipped with a complete function may be capable of executing a complete function activation notification (incapacitation notification effect) that allows the player to identify that the machine has been controlled to an incapacitation state. The complete function activation notification corresponds to an effect that notifies the player that the machine has been controlled to an incapacitation state. The complete function activation notification may be executable on the effect display device 15 when the machine is controlled to an incapacitation state. Thus, the complete function activation notification may be adopted as an effect that can be executed on the effect display device 15. As described above, the complete function activation notification is executed when the conditions for being controlled to an incapacitation state are met. In contrast, the complete function activation notification terminates when a termination condition is met, which is met when a process is executed to initialize the contents of the main RWM 43's memory as the power supply is restored after being cut off. When the termination condition is met, which is met when a process is executed to initialize the contents of the main RWM 43's memory as the power supply is restored after being cut off, the information stored in the main RWM 43 (for example, information that can identify the effect state or game state) is initialized. Incidentally, when the game is controlled to a non-progressive state, the contents of the main RWM43's memory do not change. Furthermore, when the complete function activation notification is executed, the information stored in the main RWM43 (for example, information that can identify the performance state or game state) remains the same before and after the complete function activation notification. In addition, when the game is controlled to a non-progressive state, the contents of the main RWM43's memory may be set to predetermined contents. In this case, when the complete function activation notification is executed, predetermined information (for example, information that can identify the performance state or game state) will be stored in the main RWM43. The complete function activation notification can be considered a performance that can be executed after it has been decided that the complete function will be activated.

[0216] A gaming machine equipped with a complete function may be capable of executing all of the following as effects related to the activation of the complete function: a complete function activation warning, a complete function activation announcement, and a complete function activation notification. Alternatively, it may be capable of executing only some of these. For example, suppose a complete function activation warning, a complete function activation announcement, and a complete function activation notification are all capable of executing. In this case, if the maximum difference reaches a predetermined value during a bonus game or a big win game, the complete function activation announcement will be executed after the complete function activation announcement. However, if the maximum difference reaches a predetermined value when not in a bonus game or a big win game (for example, during a variable game), the complete function activation notification will be executed without the complete function activation announcement. Thus, there may be cases where the complete function activation notification is executed after the complete function activation announcement, and cases where the complete function activation notification is executed without the complete function activation announcement. Furthermore, the manner of the complete function activation notification may differ depending on whether the complete function activation notification is executed after the complete function activation warning is executed, or whether the complete function activation notification is executed without the complete function activation warning being executed. Alternatively, the complete function activation notification may be the same regardless of whether the complete function activation notification is executed after the complete function activation warning or without the complete function activation warning being executed.

[0217] · You may change the effect device that executes the complete function operation warning, complete function operation notice, and complete function operation notification. For example, by outputting a predetermined sound from the speaker 14, the complete function operation notice may be executed. For example, by outputting a predetermined sound from the speaker 14, the complete function operation warning may be executed. For example, by outputting a predetermined sound from the speaker 14, the complete function operation notification may be executed. The sound output as the complete function operation warning corresponds to the sound related to the complete function operation warning. The sound output as the complete function operation notice corresponds to the sound related to the complete function operation notice. The sound output as the complete function operation notification corresponds to the sound related to the complete function operation notification. For example, the complete function operation warning and the complete function operation notice may be executed on the effect display device 15. In contrast, the complete function operation notification may be executed on the decorative lamp 13, the speaker 14, and the effect display device 15. When it is possible to output the sound related to the complete function operation notification, the complete function operation warning can be said to be an effect that can be executed before it is determined that the complete function will operate, that is, before the output of the sound related to the complete function operation notification is determined. When it is possible to output the sound related to the complete function operation notification, the complete function operation notice can be said to be an effect that can be executed after it is determined that the complete function will operate, that is, after the output of the sound related to the complete function operation notification is determined. When it is possible to output the sound related to the complete function operation notification, the complete function operation notification can be said to be an effect that can be executed after it is determined that the complete function will operate, that is, after the output of the sound related to the complete function operation notification is determined. The sound related to the complete function operation notification may, for example, be stopped from being output when a predetermined time has elapsed, or may be stopped from being output when other end conditions are satisfied. Also, you may choose not to execute some or all of the effects of the complete function operation warning, complete function operation notice, and complete function operation notification.For example, some of the Complete Function Activation Warning, Complete Function Activation Notice, and Complete Function Activation Notification may be used as visual effects related to the activation of the Complete Function. For example, the Complete Function Activation Warning may be used in conjunction with the Complete Function Activation Notice. For example, the Complete Function Activation Warning may continue to be executed even if the maximum difference reaches a predetermined value during bonus gameplay or jackpot gameplay.

[0218] The functions of the main board 40 in the above embodiment may be divided among multiple boards. The main CPU 41 may consist of multiple CPUs mounted on a single board. The functions of the media board 60 in the above embodiment may be divided among multiple boards. The media CPU 61 may consist of multiple CPUs mounted on a single board. The functions of the main board 40 and the media board 60 in the above embodiment may be consolidated onto a single board (hereinafter referred to as the integrated control board). The number of CPUs executed on the integrated control board may be one or multiple.

[0219] The functions of the sub-board 50 in the above embodiment may be implemented by dividing them among multiple boards. For example, a lamp control board specializing in controlling the decorative lamp 13, a sound control board specializing in controlling the speaker 14, and a display control board specializing in controlling the performance display device 15 may be provided, and a control board that comprehensively controls these boards may be provided as well. In addition, the sub-CPU 51 may consist of multiple CPUs mounted on a single board.

[0220] Unlike the speaker 14 provided by the gaming machine 10, the above embodiment may allow connection of external sound output means such as earphones or headphones. For example, the above embodiment may allow connection of earphones (or headphones) as an external sound output means. In this case, the earphones (or headphones) may be connected by wire or by wireless connection. By allowing sound to be heard through an external sound output means in this way, the variety of ways to enjoy the gaming machine can be increased, and the entertainment value can be enhanced. For example, the control that enables the external sound output means to output sound may be performed by the sub-CPU 51. In the following description, the external sound output means may sometimes simply be referred to as "earphones," but it is not limited to earphones, and may be headphones, for example.

[0221] When the earphones are connected to the gaming machine 10, some or all of the sounds that can be output from the speaker 14 in the above embodiment and modified examples may be controlled to be output from the earphones. For example, even when the earphones are connected to the gaming machine 10, some sounds may be controlled to be output from the speaker 14. In this case, some sounds may be controlled to be output from the earphones connected to the gaming machine 10, or they may not be output from the earphones connected to the gaming machine 10. These "some sounds" may be, for example, sounds that can be output when a predetermined state is reached (e.g., special performance state, bonus game), sounds that can be output when an error occurs (so-called error sounds), sounds related to the complete function, or sounds that can be output when the game is controlled to a state where it cannot proceed. Sounds related to the complete function may be, for example, some or all of the sounds related to the announcement of the activation of the complete function, the sound related to the warning of the activation of the complete function, and the sound related to the notification of the activation of the complete function. Note that when the game is controlled to a state where it cannot proceed, it can be considered as when an error has occurred. When these "certain sounds" are output, control may be made so that a notification is given that makes it possible to identify that "certain sounds" are being output. For example, the "notification" referred to here may be given by one or both of the decorative lamp 13 and the performance display device 15, which are different from the speaker 14, or it may be given by the speaker 14. For example, if the "certain sounds" are "error sounds," then the "notification" referred to here can be understood as an error sound output notification that makes it possible to identify that an error has occurred, that is, that an error has occurred.

[0222] In this modified example, the "notification (e.g., error sound output notification)" may be performed before the control that outputs "some sounds (e.g., error sounds)" in this modified example. For example, the "notification" in this modified example may be performed before the output of "some sounds" in this modified example is determined. Also, the "notification" in this modified example may be performed after the control that outputs "some sounds" in this modified example has started. For example, the "notification" in this modified example may be performed after the output of "some sounds" in this modified example has been determined. The manner of the "notification" in this modified example may differ before the control that outputs "some sounds" in this modified example has started and after the control that outputs "some sounds" in this modified example has started. In other words, the manner of the "notification" in this modified example before the control that outputs "some sounds" in this modified example has started may differ from the manner of the "notification" in this modified example after the control that outputs "some sounds" in this modified example has started. For example, the manner of notification in this modified example before the output of "some sounds" is determined may differ from the manner of notification in this modified example after the output of "some sounds" is determined. For example, the notification in this modified example before the control to output "some sounds" is started may be a notification on the performance display device 15 that includes the text information, "If an error is detected, an error sound will be output from the earphones." For example, the notification in this modified example after the control to output "some sounds" is started may be a notification that includes the text information, "An error has been detected. An error sound will be output from the earphones." In addition, one or more of the various performances described in the above embodiment and modified example may be adopted as the notification in this modified example. Furthermore, the notification in this modified example may be used in conjunction with other performances.The term "other effects" as used herein may refer to, for example, effects that can be executed when a predetermined state is in place, effects that can be executed when an error occurs, some or all of the effects related to the operation of the complete function in the above embodiment, or effects that can be executed when the system is controlled to a state where it cannot proceed.

[0223] For example, if earphones are connected to the gaming machine 10, the system may be controlled so that a certain error sound is output from the speaker 14, but not from the earphones. In this case, for example, the error sound will not be output at high volume from the earphones, thus reducing damage to the ears of the player wearing the earphones. Furthermore, if a notification is given in advance that identifies that "certain sounds" will be output, it is possible to prevent players from suspecting a malfunction of the earphones when, for example, only the speaker 14 outputs the error sound. Also, if a notification is given in advance that identifies that "certain sounds" will be output, it is possible to prevent players from being startled by a high-volume error sound being output from the earphones.

[0224] The gaming machine may not have some or all of the replay display unit 31, weight display unit 32, multiplier display unit 33, and payout display unit 34. The various display units of the replay display unit 31, weight display unit 32, multiplier display unit 33, and payout display unit 34 do not need to be provided on the same component (information panel 30 in the above embodiment), and for example, some or all of the display units may be provided on different components.

[0225] Next, the technical concepts that can be understood from the above embodiments and alternative examples are added below. [1] A gaming machine that can be controlled to enter a special gaming state advantageous to the player, comprising predetermined information setting means for setting predetermined information and gaming state control means for controlling the gaming state, wherein the gaming state control means can control the gaming state based on the set predetermined information, and the predetermined information relating to the gaming state after the end of the special gaming state can be set according to the status of fulfillment of special conditions relating to control to the special gaming state.

[0226] [2] A gaming machine according to the technical concept of [1], comprising special notification means capable of executing special notification, wherein the special notification is executed when a special condition is met while the game is controlled to the special game state, and the predetermined information is initialized when a specific notification termination condition among the notification termination conditions of the special notification is met.

[0227] [3] A gaming machine according to the technical concept of [2], which is equipped with an arrival notification means capable of executing arrival notification, wherein the arrival notification is executed when the arrival condition is met, and there are cases in which the arrival notification is executed after the special notification is executed, and cases in which the arrival notification is executed without the special notification being executed.

[0228] [4] The game machine according to the technical concept of [3], wherein the arrival notification is the same whether the arrival notification is executed after the special notification is executed or whether the arrival notification is executed without the special notification being executed.

[0229] [5] A gaming machine that can be controlled to enter a special gaming state advantageous to the player, comprising: predetermined information setting means for setting predetermined information; and gaming state control means for controlling the gaming state, wherein the predetermined information includes first predetermined information and second predetermined information, and the first predetermined information is set when the status of fulfilling special conditions for control to the special gaming state is a first state, and the game is controlled to a first gaming state after the end of the special gaming state based on the setting of the first predetermined information; the second predetermined information is set when the status of fulfilling special conditions is a second state different from the first state, and the game is controlled to a second gaming state after the end of the special gaming state based on the setting of the second predetermined information; and when the game is controlled to a first gaming state, the game is restricted from being controlled to enter a special gaming state and from being newly set as predetermined information.

[0230] [6] The predetermined information includes a third predetermined information different from the first predetermined information and the second predetermined information, and the third predetermined information is set when the status of fulfilling the special conditions is a third situation different from the first situation and the second situation, and the game is controlled to a third game state after the end of the special game state based on the setting of the third predetermined information, and when the game is controlled to a third game state, the game is not controlled to a special game state and the setting of predetermined information different from the third predetermined information as predetermined information is restricted, as described in [5].

[0231] [7] A gaming machine according to the technical concept [5] or technical concept [6] in which the predetermined information set when the game transitions from the first game state to the special game state and when the game transitions from the second game state to the special game state is different when the game is controlled to be in the special game state.

[0232] [8] In either the transition from the first game state to the special game state or the transition from the second game state to the special game state, the special game state is set to have common predetermined information as described in Technical Concept [5] or Technical Concept [6].

[0233] [9] A gaming machine that can be controlled to enter a special gaming state advantageous to the player, comprising: predetermined information setting means for setting predetermined information; and gaming state control means for controlling the gaming state, wherein the gaming state control means can control the gaming state based on the set predetermined information; the predetermined information relating to the gaming state after the end of the special gaming state can be set according to the status of fulfillment of special conditions relating to control to the special gaming state; and if the gaming state is controlled to a different gaming state after the end of the special gaming state and is not controlled to enter the special gaming state again, the setting of the predetermined information is restricted.

[0234]

[10] A gaming machine according to the technical concept [9], which is equipped with a specific notification means capable of executing a specific notification, wherein the specific notification is executed when a specific condition is met, and when a specific termination condition among the termination conditions of the specific notification is met, the predetermined information set before and after the meeting of the specific termination condition is the same.

[0235]

[11] A gaming machine according to the technical concept

[10] , which is equipped with arrival notification means capable of performing arrival notification, and if a special condition is met when the machine is controlled to the special game state after the specific notification has been performed, the arrival notification can be performed at the timing after the specific notification has finished.

[0236]

[12] A gaming machine according to any one of the technical concepts [9] to

[11] , which is equipped with an arrival notification means capable of performing arrival notification, wherein the arrival notification is performed when the arrival condition is met, and when the arrival notification is performed, the predetermined information is set in advance.

[0237]

[13] A gaming machine according to any one of the technical concepts [9] to

[11] , comprising arrival notification means capable of performing arrival notification, wherein the arrival notification is performed when the arrival condition is met, and the predetermined information set before and after the arrival notification is the same. [Explanation of Symbols]

[0238] 10…Slot machine (gaming machine) 12…Front door 12a…Display window 13…Decorative lamp 14…Speaker 15…Performance display device 16…Reel unit 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…Gaming machine management media count display unit 28…Counting button 30…Information panel 40…Main board 41…Main CPU 42…Main ROM 43…Main RWM 50…Sub board 51…Sub CPU 52…Sub ROM 53…Sub RWM 60…Media count board 61…Media count CPU 62…Media count ROM 63…Media count RWM YL…Active line

Claims

1. In a gaming machine that can be controlled to enter a special game state that is advantageous to the player, A predetermined information setting means that can set predetermined information, It comprises a game state control means capable of controlling the game state, The game state control means is capable of controlling the game state based on the predetermined information that has been set. The gaming machine is characterized in that it is possible to set predetermined information regarding the game state after the termination of the special game state, according to the status of the fulfillment of special conditions for control to the special game state.

2. Equipped with special notification means capable of performing special notifications, When the game is controlled to the aforementioned special game state, if a special condition is met, the special notification is executed. The gaming machine according to claim 1, wherein the predetermined information is initialized when a specific termination condition among the termination conditions for the special notification is met.