Gaming machine
The gaming machine improves player engagement and token management by using electronic tokens and dynamic game states with lottery and notification mechanisms, addressing limitations in conventional gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2023-11-09
- Publication Date
- 2026-06-15
AI Technical Summary
Conventional gaming machines lack enhancements in player engagement and reward mechanisms, particularly in managing game states and token-based gameplay.
A gaming machine that utilizes electronic tokens, incorporating lottery means, variable display modes, game state control, and notification mechanisms to enhance player interaction and reward determination based on multiple lottery results and operational modes.
Enhances player engagement through dynamic game states and token management, providing varied rewards and improved player interaction, while eliminating the need for physical tokens.
Smart Images

Figure 0007873861000001 
Figure 0007873861000002 
Figure 0007873861000003
Abstract
Description
【Technical Field】 【0001】 The present invention relates to a gaming machine. 【Background Art】 【0002】 Conventionally, there has been known a gaming machine capable of performing a lottery as to whether or not to continue a specific gaming state by using a continuation rate obtained in a specific gaming state advantageous to a player (see, for example, Patent Document 1). 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2020-005809 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 However, there has been room for improvement in such conventional gaming machines. 【Means for Solving the Problems】 【0005】 In order to solve the above problems, the gaming machine of the present invention includes lottery means capable of deriving any one of a plurality of lottery results including a first lottery result, a second lottery result, and a third lottery result, A variable display means capable of stopping the variable display of identification information based on an operating means that can be operated by a player, the lottery result derived by the lottery means, and the manner of operation on the operating means; a game state control means capable of controlling the game to a specific game state advantageous to the player; and a notification means capable of notifying operation information regarding the manner of operation of the operating means in the specific game state. display means capable of displaying first information corresponding to the first lottery result and second information corresponding to the second lottery result, and determination means capable of executing a specific determination process for determining whether to grant a specific privilege based on the lottery result derived by the lottery means. The variable display means can stop displaying identification information in a first stop display mode when the first lottery result is derived by the lottery means; can stop displaying identification information in a second stop display mode when the second lottery result is derived by the lottery means; can stop displaying identification information in a third stop display mode related to the first and second stop display modes when the third lottery result is derived by the lottery means and the operation means is operated in a first operation mode; and can stop displaying identification information in a fourth stop display mode different from the third stop display mode when the third lottery result is derived by the lottery means and the operation means is operated in a second operation mode. When any one of the first lottery result and the second lottery result is derived by the lottery means in a state where the first information and the second information are displayed on the display means, the determination means can execute the specific determination process once, and when the third lottery result is derived by the lottery means, the determination means can execute the specific determination process twice. Furthermore, the notification means can notify operation information relating to the first operation mode when the third lottery result is derived by the lottery means. [Brief explanation of the drawing] 【0006】 [Figure 1] This is a schematic front view showing the exterior of a coinless gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 4] This is a guide on how to play a coinless gaming machine. [Figure 5] This is a diagram showing the internal lottery table. [Figure 6] This is a state transition diagram showing the transitions between game states. [Figure 7] This chart illustrates the transitions between game states and the triggers for those transitions. [Figure 8] This is a flowchart showing the non-favorable control process. [Figure 9] This is a diagram showing the ATLV lottery table. [Figure 10] This is a chart showing the CZLV lottery table. [Figure 11] This is a chart showing the AT lottery table, indicating an unfavorable outcome. [Figure 12] This is a flowchart showing the preparation AT control process. [Figure 13] This is a diagram showing the lighting pattern lottery table. [Figure 14] This is a diagram showing the overall strongest lighting lottery table. [Figure 15] This flowchart shows the normal AT control process. [Figure 16] This chart shows the lottery details for each winning combination in response to the lights being turned on (strongest lighting). [Figure 17] This is a diagram showing the confirmed AT transition lottery table and the lights that appear. [Figure 18] (a) is a chart showing the winning combinations (first half) in the guaranteed AT transition lottery table, and (b) is a chart showing the winning combinations (second half) in the guaranteed AT transition lottery table. [Figure 19]It is a flowchart showing the break value extraction process. [Figure 20] It is a chart showing the initial break value extraction table. [Figure 21] (a) is a chart showing the break value addition extraction table _ green light on, (b) is a chart showing the break value addition extraction table _ yellow light on, and (c) is a chart showing the break value addition extraction table _ blue light on. [Figure 22] (a) is a chart showing the break value addition extraction table _ confirmed AT weak, and (b) is a chart showing the break value addition extraction table _ confirmed AT strong. [Figure 23] It is a flowchart showing the processing at the end of normal AT. [Figure 24] It is a chart showing the favorable interval continuation extraction table. [Figure 25] It is a chart showing the CZ type extraction table. [Figure 26] It is a flowchart showing the confirmed AT control process. [Figure 27] (a) is a chart showing the break value addition extraction table _ red light on, (b) is a chart showing the break value addition extraction table _ green light on, (c) is a chart showing the break value addition extraction table _ yellow light on, and (d) is a chart showing the break value addition extraction table _ blue light on [Figure 28] (a) is a chart showing the break value addition extraction table _ confirmed AT weak, and (b) is a chart showing the break value addition extraction table _ confirmed AT strong. [Figure 29] It is a flowchart showing the break AT control process. [Figure 30] It is a chart showing the break extraction table. [Figure 31] It is a chart showing the break rewrite extraction table. [Figure 32] It is a chart showing the loop AT stock extraction table _ break AT. [Figure 33] It is a chart showing the loop AT initial stock extraction table. [Figure 34] It is a flowchart showing the loop AT control process. [Figure 35]This is a diagram showing the BAR Navi lottery table_loop AT. [Figure 36] Loop AT Stock Lottery Table - This is a diagram showing Loop AT. [Figure 37] This is a chart showing the lottery table for transitioning to a specialized SP (Specialized Program). [Figure 38] This is a chart showing the SPAT type lottery table. [Figure 39] This is a diagram showing the pseudo-bonus transition lottery table. [Figure 40] This is a flowchart showing the specialized AT control process. [Figure 41] This is a diagram showing the BAR Navi lottery table and the special AT (Automatic Trigger) feature. [Figure 42] This is a diagram showing the preparation AT stock lottery table. [Figure 43] This is a diagram showing the lottery table for the number of games to be stopped during the deduction process. [Figure 44] This is a diagram illustrating the SPAT control process. [Figure 45] This is a chart showing the next draw multiplier table. [Figure 46] This is a diagram showing the table for determining the succession of allied consecutive attacks. [Figure 47] This is a diagram showing the damage calculation table for consecutive attacks by allies. [Figure 48] This is a diagram showing the damage calculation table for allied attacks. [Figure 49] This is a flowchart showing the pseudo-bonus control process. [Figure 50] This is a flowchart showing the preparation AT stock lottery table. [Figure 51] This flowchart shows the CZ preparation and control process. [Figure 52] (a) is a diagram showing the AT lottery table_weak preparation, and (b) is a diagram showing the AT lottery table_strong preparation. [Figure 53] This flowchart shows the CZ control process. [Figure 54](a) is a chart showing the AT lottery table_CZ weak, and (b) is a chart showing the AT lottery table_CZ strong. [Figure 55] (a) is an example of a screen showing that a lighting lottery has been conducted, and (b) is an example of a screen showing that lighting pattern 12 has been selected in the lighting lottery, and that the user has obtained red, green, and blue lighting. [Figure 56] (a) is a diagram of the screen showing that the lottery for the strongest illumination of all lights has been performed, and (b) is a diagram of the screen showing that the strongest illumination of all lights (strongest illumination of red, green, yellow, and blue) has been achieved by winning the lottery for the strongest illumination of all lights. [Figure 57] (a) is an example of a screen showing that a confirmed AT lottery based on the red light was performed when a combined role 2 (combined bell 3) was won while the red, green, and blue lights were on. (b) is an example of a screen showing that the lottery in (a) was unsuccessful and the right to light up for the confirmed AT lottery based on the red light was reduced by turning off the red light. (c) is an example of a screen showing that a confirmed AT lottery based on the green light was performed when the initial confirmed AT lottery red was unsuccessful. (d) is an example of a screen showing that the confirmed AT lottery green was won (the continuation of AT is confirmed). (e) is an example of a screen showing that the confirmed AT lottery green was unsuccessful. [Figure 58] (a) is an example of a screen showing that the confirmed AT lottery_winning role has been executed based on winning the combined role 2, and (b) is an example of a screen showing that the confirmed AT lottery_winning role has been won (AT continuation is confirmed). [Figure 59] (a) is an example of a screen showing that an initial breakthrough value of 30 was obtained as a result of the initial breakthrough value lottery. (b) is an example of a screen showing that an added breakthrough value of 10 was obtained as a result of the breakthrough value addition lottery_green. As shown in the figure, the cumulative breakthrough value is displayed in the upper right area of the screen. (c) is an example of a screen showing that an added breakthrough value of 10 was obtained as a result of executing the breakthrough value addition lottery_blue after the breakthrough value addition lottery_green. (d) is an example of a screen showing that an added breakthrough value of 30 was obtained as a result of the breakthrough value addition lottery_confirmed AT strong. [Figure 60] (a) is an example of a screen showing that the "continuation" option was selected in the advantageous section continuation lottery; (b) is an example of a screen showing that the CZ type lottery was executed based on the selection of "continuation" in the advantageous section continuation lottery; and (c) is an example of a screen including an image of the weak CZ preparation stage. [Figure 61] (a) is an example of a screen showing that an additional breakthrough value of 10 was obtained as a result of the Breakthrough Value Addition Lottery_Red. (b) is an example of a screen showing that an additional breakthrough value of 10 was obtained by the Breakthrough Value Addition Lottery_Green, which was executed after the Breakthrough Value Addition Lottery_Red. (c) is an example of a screen showing that an additional breakthrough value of 10 was obtained by the Breakthrough Value Addition Lottery_Yellow, which was executed after the Breakthrough Value Addition Lottery_Green. (d) is an example of a screen showing that an additional breakthrough value of 30 was obtained by the Breakthrough Value Addition Lottery_Confirmed AT Strong, which was executed after the Breakthrough Value Addition Lottery_Green. [Figure 62] (a) is an example of a screen showing that the acquired breakthrough value was rounded from 55 to 60 as a result of the breakthrough value conversion process being executed on the first game of the breakthrough AT. (b) is an example of a screen showing that the breakthrough lottery was executed on the first game of the breakthrough AT. (c) is an example of a screen showing that the breakthrough lottery was unsuccessful. (d) is an example of a screen showing that the breakthrough rewrite lottery was successful. [Figure 63] (a) is an example of a screen showing that, on the second game of Breakthrough AT, the Loop AT stock lottery was performed and "2" was won, resulting in the acquisition of Loop AT stock 2. (b) is an example of a screen showing that, on the first Loop AT initial stock lottery, the player won and acquired Loop AT initial stock 1. (c) is an example of a screen showing that, on the second Loop AT initial stock lottery, the player won an additional Loop AT initial stock 1. (d) is a diagram showing the Breakthrough AT end screen that is displayed when the player does not win the third Loop AT initial stock lottery. [Figure 64] (a) is an example of a screen showing the occurrence of BAR navigation, (b) is a diagram showing what happens when the BAR symbols align successfully, and (c) is a diagram showing what happens when the BAR symbols align unsuccessfully. [Figure 65] (a) is an example of a screen showing the execution of the Special SP transition lottery, (b) is an example of a screen showing that the Special AT has been won as a result of the Special SP transition lottery, and (c) is an example of a screen showing that SPAT has been won as a result of the Special SP transition lottery. [Figure 66] (a) is an example of a screen showing the execution of the SPAT type lottery, (b) is an example of a screen showing that the result of the SPAT type lottery is that the strongest red light has been selected, and (c) is an example of a screen showing that the result of the SPAT type lottery is that the strongest all lights have been selected. [Figure 67] (a) is an example of a screen showing the occurrence of a 7-match navigation, (b) is a diagram showing what happens when the 7-match is successful, and (c) is a diagram showing what happens when the 7-match is unsuccessful. [Figure 68] (a) is an example of the display screen of display unit 8 for the first game (first set) of the special AT. (b) is a diagram showing that in the first game of the special AT, a lottery for the number of games to stop the count is performed as an internal process, and "5 games" is determined as the result of that lottery. (c) is a diagram showing that the maximum number of stocks that can be acquired in the first set is 3 (a maximum of 1 stock can be acquired in the BAR navigation lottery, and a maximum of 2 stocks can be acquired in the preparation AT stock lottery), and since the total number of stocks is 4 or less, the special AT continuation process that controls the special AT for the next set (second set) is performed. (d) is an example of the display screen of display unit 8 for the first game of the second set. (e) is a diagram showing that a stock was acquired in the third game of the second set, and as a result, the remaining number of games to stop the count, "2", was reset to "0" (the count stop control was released). (f) is an example of the display screen of display unit 8 for the fourth game of the second set. [Figure 69] (a) is an example of a screen showing the first game of SPAT. (b) is an example of a screen showing that there was an enemy attack dealing 1 damage during the first game of SPAT. [Figure 70](a) and (b) are diagrams illustrating what happens when an ally is defeated. (a) is a diagram showing that an ally's HP has reached 0, and (b) is a diagram showing that an ally has been defeated because their HP has reached 0. (c) to (e) are diagrams illustrating what happens when an ally is victorious. (c) is a diagram showing that the enemy's HP has reached 0, and (d) is a diagram showing that an ally has been victorious because the enemy's HP has reached 0. (e) is a diagram showing that the red strongest light has been activated based on the ally's victory. [Figure 71] This diagram shows an example of some stage productions and their flow. [Figure 72] This diagram shows the game state and its flow corresponding to the performance stages shown in Figure 71. [Modes for carrying out the invention] 【0007】 Preferred embodiments of the gaming machine according to the present invention will be described with reference to the drawings. The gaming machine of this embodiment does not use physical tokens (game tokens), but manages tokens as data (so-called credit tokens), and dispenses tokens using electronic information, so that players can play without touching the game tokens. Thus, the gaming machine is a coinless gaming machine (hereinafter also simply referred to as "gaming machine") that uses a pseudo-gaming medium of the said data format for gameplay. Such gaming machines are also called Smart Pachislo (registered trademark), Smaslo (registered trademark), etc. The following explanation describes an example of its application to a 6th generation slot machine with an AT (ART) state, but it is not limited to this; for example, it can also be applied to a normal type (so-called A-type) slot machine that allows for real bonus gameplay. Furthermore, tokens used as data in tokenless gaming machines are referred to as "game tokens," while tokens that have been acquired in past games and deposited with the gaming parlor (management device, dedicated unit) as data are referred to as "held tokens." 【0008】 First, let me explain the overall configuration of Gaming Machine 1. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the symbols displayed on the reel 41 can be seen through this display window 6. The symbols include cherries, watermelons, bells, replays, BARs, and 7s. Below the display window 6, a stepped portion is formed that protrudes forward. Around this stepped portion, operating means such as the bet button 2a, MAX bet button 2b, performance button 2g, counting button 2c, payout button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The game token count display device 7 may also be provided on the upper or front side of the stepped portion. Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5. The upper part of the front door 1a is equipped with a display unit 8 that functions as a display and notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also have a multi-screen configuration (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a instead of or in addition to the display unit 8, and the display unit 8 is not necessarily required. 【0009】 On the side of the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8. 【0010】 The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 comprises three reels 41a to 41c arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown). 【0011】 As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, and also detects and controls the operation of each of the above parts, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that indicates the lottery result of the internal lottery process and a winning determination command that indicates the result of the winning determination. The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance button 2g, the display unit 8, the speaker 9, and the lamp 11. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10. Specifically, the sub-control unit 20 functions as a performance stage control means that controls each of the above-mentioned parts in order to control the performance stage according to the game state. Details of the performance stage control means will be described later. 【0012】 I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled. 【0013】 Bet button 2a and MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7. 【0014】 The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means (stopping operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stop operation units (5a to 5c). Specifically, in response to the stop operation of the left stop button 5a, the symbols displayed on the left reel 41a are stopped and displayed; in response to the stop operation of the middle stop button 5b, the symbols displayed on the middle reel 41b are stopped and displayed; and in response to the stop operation of the right stop button 5c, the symbols displayed on the right reel 41c are stopped and displayed. The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8. 【0015】 The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" tokens will be counted. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press. 【0016】 Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state. 【0017】 The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14. 【0018】 The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the bet (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned. 【0019】 Furthermore, other operating methods such as the bet button 2a and the counting button 2c can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above). Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of tokens returned to the number of tokens being played before outputting (counting) the number of tokens to the dedicated unit 19. 【0020】 The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off. Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted. 【0021】 The probability setting device 16 can be configured with multiple settings (for example, 1 to 6), and changes the degree of advantage for the player (the probability for controlling the game to a favorable state) according to the setting value. For example, the main control unit 10 stores one of the setting values in a storage means based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the winning probabilities of multiple CZLV, ATLV, etc., based on the stored setting value (see Figures 11, 12, etc.). 【0022】 The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is installed externally to the gaming machine 1 and is connected to the gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the game machine 1. In the gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7. 【0023】 The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens. 【0024】 The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information. 【0025】 Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant when an attendant has been called. The unit 19 can output game information such as game execution information and AT status information received from the gaming machine 1 to the calling device. 【0026】 The gameplay (also known as medal-less gameplay) on gaming machine 1 will be explained with reference to the flowchart in Figure 4. The game start process is executed (S1). In the game start process, first, the gaming machine 1 receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the gaming machine 1 inputs this dispensing data. When the gaming machine 1 receives lending data, the main control unit 10 identifies the number of lendings based on the lending data and stores and displays the number of gaming tokens corresponding to the number of lendings on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is set to "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective. 【0027】 Perform the lottery process (S2). When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used. 【0028】 Perform the reel rotation process (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable. 【0029】 The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. 【0030】 Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of operation of the stop button 5. When the combination of symbols that has stopped on the active line (winning line) is determined to be a predetermined combination, it is determined to be a win. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations. Furthermore, in this embodiment, the determination of a winning combination is based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations. 【0031】 Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7. 【0032】 The game termination process is executed (S7). The game termination process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 until the number of game tokens displayed becomes "0" to execute the counting process. Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, and then the lottery process (S2) to payout process (S6) can be executed. 【0033】 In addition to the above-described configuration, the gaming machine 1 according to the present invention has the following characteristic configurations. Each of these configurations may be installed individually or in combination. 【0034】 (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbol combinations (the outcomes) for each winning combination. Please note that the outcomes shown below are merely examples, and other outcomes are also acceptable. Figure 5 is a diagram showing the internal lottery table. This internal lottery table is referenced while a bonus is being carried over. As shown in Figure 5, winning combinations include minor roles, replay roles, and bonus roles. Minor roles include bell roles, watermelon roles, cherry roles, common roles, combined roles, and winning combinations. Note that the "role" part of the role title may be omitted. 【0035】 The replay symbol is a symbol in which a predetermined combination of symbols ("Replay-Replay-Replay" (replay combination)) stops and displays on a predetermined line, and there are three types: replay, compound replay, and winning replay. The replay bonus is a reward for winning, allowing the player to continue playing the next game without inserting any more tokens. There are two types of replays: Replay 1 and Replay 2. In Replay 1, if you win, you can perform the Right 1ST operation and, if you succeed in the timing operation, stop a "7" on the middle line (7 alignment). "Right 1ST operation" refers to the stopping operation performed with the right stop button 5c at the beginning. Specifically, when you win a replay 1, you first successfully stop the right reel 41c with the right stop button 5c to display a "7" in the middle position. After that, regardless of the order in which you press the buttons, you can stop the left reel 41a and the middle reel 41b with the left stop button 5a and the middle stop button 5b respectively to display a "7" in the middle position. In other words, when you win a replay 1, if you successfully time your button press with the right 1ST operation, you can stop and display a row of 7s in the middle (a row of 7s in the middle). When you win a Replay 2, you can first stop the "7" in the middle of the right reel 41c by successfully using the right stop button 5c, and then stop the "7" in the middle of the middle reel 41b by successfully using the middle stop button 5b. However, even if you use the left stop button 5a, the "7" will not stop in the middle of the left reel 41a. In other words, when you win a replay 2, even if you perform a timing operation with the right 1ST, the "7" will line up in the middle of the middle reel 41b and the right reel 41c, resulting in a "Middle 7 Lineup Miss" display. 【0036】 A compound replay is a replay symbol that can appear as if it has been won by combining a replay symbol with another symbol. There are compound replays 1, compound replays 2, and compound replays 3. Compound Replay 1 occurs regardless of the order in which stop buttons 5a to 5c are pressed. The combination of "Bar-Cherry-Bar" symbols aligns on the middle line, a bell aligns on the upper line, and a replay aligns on the lower line. In other words, when Compound Replay 1 is won, it appears as if a replay and a bell (replay-bell) have been won simultaneously, while a specific combination of symbols is displayed as the winning line. Note that the "specific symbol combination" corresponding to Compound Replay 1 is not limited to a replay combination. The same applies to other winning combinations. For example, the "specific symbol combination" corresponding to Compound Replay 2, which will be described later, is a replay combination. Compound Replay 2 occurs when the combination of "Replay-Replay-Replay" symbols aligns on the middle line regardless of the order in which the stop buttons 5a to 5c are pressed, and a cherry symbol stops on the lower position of the left reel 41a. In other words, when Compound Replay 2 is won, it appears as if a replay and a cherry (Replay Cherry) have been won simultaneously, while a specific combination of symbols stops on the winning line. 【0037】 Compound Replay 3 is a replay symbol that can function as a winning combination (Reach 1) that suggests a bonus will be awarded. Depending on the order in which the symbols are stopped, the combination will result in either a replay or something else (Reach 1). Compound Replay 3 is achieved by first stopping the left stop button 5a, and then stopping the middle stop button 5b and the right stop button 5c regardless of the order in which the buttons are pressed. This causes a cherry (winning combination 1) to stop in the middle of the left reel 41a, with a replay symbol aligning on the upper line and a watermelon symbol aligning on the lower line. However, if the buttons are pressed in a different order, the replay symbols will align on the lines that are diagonally upward or downward. In other words, when Compound Replay 3 is won, depending on the order in which the buttons are pressed, it is possible to make it appear as if a watermelon-cherry replay (watermelon, cherry, and replay) has been won simultaneously, leading to winning combination 1. 【0038】 The "Reach Eye Replay" is a replay symbol that can function as a winning combination (Reach Eye 2) that suggests a bonus will be awarded. Depending on the order in which the symbols are stopped, the combination will result in either a replay or something else (Reach Eye 2). To trigger a winning combination replay, first stop the left stop button 5a, and then, regardless of the order in which you press the middle stop button 5b and the right stop button 5c. This will cause a watermelon miss (winning combination 2) consisting of "watermelon, watermelon, non-watermelon" to stop and be displayed on a downward or upward line, and a specific symbol combination will also stop and be displayed on the winning line. However, if you stop the buttons in a different order than the one specified, a replay will line up on the middle line. In other words, when you win a winning combination replay, depending on the order in which you press the buttons, you can derive winning combination 2, which consists of a watermelon miss. 【0039】 The bell symbol is a combination of symbols that results in "bell-bell-bell" (all bells), and there are three types: sequential bell, common bell, and compound bell. In the push-order bell feature, if the stop buttons 5a to 5c are operated in the correct order when a win is achieved, the corresponding combination of symbols (bells) will be displayed on a designated line. The "designated line" can be the middle line (winning line) or any other line. The correct button sequence for button press order 1 is "5a→5b→5c" (left→middle→right), the correct button sequence for button press order 2 is "5a→5c→5b" (left→right→middle), the correct button sequence for button press order 3 is "5b→5a→5c" (middle→left→right), the correct button sequence for button press order 4 is "5b→5c→5a" (middle→right→left), the correct button sequence for button press order 5 is "5c→5a→5b" (right→left→middle), and the correct button sequence for button press order 6 is "5c→5b→5a" (right→middle→left). For the button sequence bell 7, the correct button sequence is "5b→5a→5c" (middle→left→right), for the button sequence bell 8, the correct button sequence is "5b→5c→5a" (middle→right→left), for the button sequence bell 9, the correct button sequence is "5c→5a→5b" (right→left→middle), and for the button sequence bell bell 10, the correct button sequence is "5c→5b→5a" (right→middle→left). 【0040】 For the button-press sequence bells 1-6, if the stop buttons 5a-5c are operated according to the correct button-press sequence, the combination of "bell-bell-bell" symbols will stop and be displayed on the designated line. For the push-order bells 7-10, if the stop buttons 5a-5c are operated according to the correct push order, the combination of "bell-bell-bell" symbols will stop and be displayed on the designated line, and a cherry will stop and be displayed on the upper part of the left reel 41a, resulting in a bell-cherry combination. However, if, when a button-press sequence bell is won, the stop button 5 is operated in a sequence other than the correct sequence (an incorrect sequence), the corresponding combination of symbols will not be displayed. Depending on the incorrect button press order, the combinations of symbols that stop and are displayed include single-coin wins and missed symbols. If stop buttons 5a to 5c are pressed in a specific sequence among the incorrect button presses, a combination of symbols corresponding to a single-coin win (symbols other than the bell combination (single-coin win symbols)) will be displayed as the stop. However, if stop buttons 5a to 5c are pressed in an order other than the specific sequence, a missed symbol (a losing symbol other than the bell combination or single-coin win symbols) will be displayed as the stop. 【0041】 The gaming machine 1 according to this embodiment is capable of generating an AT (Assist Time) as a game state related to the push-order bell combination. In AT mode, when a player wins a button-press sequence bell combination through an internal lottery process, the sub-control unit 20 controls the display unit 8, etc., to notify the player of the correct button-press sequence for stop buttons 5a to 5c, as well as symbols that serve as a guide for timing button presses. In other words, the main control unit 10 and the sub-control unit 20 perform control to notify information regarding stop operations for deriving the combination of symbols in a game where the result of the internal lottery process is a push-order bell combination. 【0042】 The button press order is notified when the correct button press order is left, middle, and right, by displaying the button press order consisting of the characters "1", "2", and "3" on the display unit 8 from left to right, outputting the voices "left", "middle", and "right" from the speaker 9, and lighting the navigation lamps 12 in the order of 12a (left), 12b (middle), and 12c (right) to notify the button press order for the stop button 5. Furthermore, the process of navigating the button-pressing sequence using output and notification means such as the display unit 8, lamp 11, navigation lamp 12, and speaker 9 is also referred to as "button-pressing sequence navigation." In non-AT (Automatic Trigger) mode, even if the internal lottery results in a sequence of button presses for a bell symbol, the correct sequence of button presses for stop button 5 is not announced. Therefore, unless the sequence of button presses for stop button 5 that the player operates happens to match the sequence of button presses for the sequence of button presses that was won, the player is basically unable to stop and display the combination of symbols that corresponds to the winning sequence of button presses for a bell symbol. Therefore, during AT (Automatic Trigger) mode, players can more easily acquire medals compared to when they are not playing AT mode. 【0043】 The common bell symbol combination "bell-bell-bell" will stop and be displayed on a predetermined line, regardless of the order in which the stop buttons 5a to 5c are pressed. 【0044】 A combined bell is a bell symbol that can appear as if it has been won by combining with another symbol, and there are three types of combined bells: 1 to 3. Compound Bell 1 and 2 are combinations that can be made to appear as if a bell and one other combination have been won, while Compound Bell 3 is a combination that can be made to appear as if a bell and two other combinations have been won. When you hit a combined bell 1, regardless of the order in which you press the stop buttons 5a to 5c, a cherry will stop and be displayed on the upper part of the left reel 41a, and bells will line up on a diagonal line to the right. In other words, when you hit a combined bell 1, it appears as if you have won both a bell and a cherry (bell-cherry) at the same time. The combined bell 2 combination stops and displays a "bell-bell-bell" symbol combination on the middle line, regardless of the order in which the stop buttons 5a to 5c are pressed, while watermelons line up on the upper line. In other words, when you hit the combined bell 2, it appears as if you have won both a bell and a watermelon (bell-watermelon) at the same time. When you hit the combined bell 3, regardless of the order in which you press the stop buttons 5a to 5c, the combination of "watermelon, watermelon, watermelon" symbols stops and is displayed on the middle line, a cherry stops and is displayed on the lower part of the left reel 41a, and watermelons line up on the upper line. In other words, when you hit the combined bell 3, it appears as if you have won the bell, watermelon, and cherry (bell-watermelon-cherry) at the same time. 【0045】 The watermelon symbol is a combination of the corresponding symbols that results in "watermelon, watermelon, watermelon" (all watermelons). The order in which you press stop button 5 is irrelevant to the watermelon symbol, but by successfully timing your button presses, you can stop and display the corresponding combination of symbols on a designated line. When the watermelon symbol is won, if the player successfully performs the timing operation, the corresponding combination of symbols can be stopped and displayed on a designated line. On the other hand, if you win the watermelon combination but fail to time your button press correctly, the corresponding combination of symbols will not be displayed on the designated line, and a missed combination (a losing symbol other than a matching watermelon) will be displayed instead. The Cherry role is a role where the combination of corresponding symbols is "Cherry, Any, Any". The order in which you press stop button 5 is irrelevant to the cherry symbol, but by successfully timing your button presses, you can stop and display the corresponding combination of symbols on a designated line. When you win the cherry symbol, for example, if you successfully time your stop with the left stop button 5a, a cherry will stop and be displayed on the upper part of the left reel 41a. However, if you fail to time your stop, the cherry will not stop and be displayed on the upper part of the left reel 41a, and a miss symbol (a non-cherry symbol) will be displayed. 【0046】 There are two types of common winning combinations: the common 3-card combination and the common 1-card combination. There are two types of common three-card combinations: common three-card 1 and common three-card 2. With the common 3-coin 1, if you win, you can perform the right 1ST operation and, if you succeed in the timing operation, stop and display a "7" on the designated line (7 alignment). Specifically, when you win the common 3-coin 1 combination, successfully stopping the reels with the right stop button 5c first will stop a "7" on the upper position of the right reel 41c. After that, regardless of the order in which you press the buttons, successfully stopping the reels with the left stop button 41a and the middle stop button 41b will stop a "7" on the lower position of the left reel 41a and the middle position of the middle reel 41b. In other words, when you win the common 3-coin 1 combination, successfully stopping the reels with the right 1ST operation will stop a line of sevens (a diagonal seven alignment to the upper right) on the upward-sloping line. When you win the common 3-coin combination 2, you can first successfully stop the reels with the right stop button 5c to display a "7" in the upper position of the right reel 41c, and then successfully stop the reels with the middle stop button 5b to display a "7" in the middle position of the middle reel 41b. However, even if you try to stop the reels with the left stop button 5a, you cannot display a "7" in the lower position of the left reel 41a. In other words, when you win the common 3-coin combination 2, even if you try to stop the reels with the right 1ST operation, the "7" will line up diagonally upwards to the right, resulting in a "diagonal 7 line-up miss" which is a miss. 【0047】 There are two types of common single-card combinations: common single-card 1 and common single-card 2. With the common 1-coin 1, if you win, you can perform the right 1ST operation and, if you succeed in the timing operation, you can stop and display "BAR" on the designated line (BAR alignment). Specifically, when you win the common 1-coin 1, successfully stopping the reels with the right stop button 5c first will stop the "BAR" on the lower position of the right reel 41c. After that, regardless of the order in which you press the buttons, successfully stopping the reels with the left stop button 5a and the middle stop button 5b will stop the "BAR" on the upper position of the left reel 41a and the middle position of the middle reel 41b. In other words, when you win the common 1-coin 1, successfully stopping the reels with the right 1ST operation will stop the reels to display a BAR alignment (a diagonal BAR alignment to the lower right) on a downward-sloping line. When you win the common 1-coin 2, you can first stop the right reel 41c in the lower position by successfully using the right stop button 5c, and then stop the middle reel 41b in the middle position by successfully using the middle stop button 5b. However, even if you use the left stop button 5a, you cannot stop the left reel 41a in the upper position. In other words, when you win a common 1-coin 2, even if you perform a timing operation with the right 1ST, the "BAR" will line up diagonally downwards to the right, resulting in a "down-right diagonal BAR line-up miss" being displayed as the stop. 【0048】 A bonus role is a combination of symbols such as "7-7-7" or "BAR-BAR-BAR" (hereinafter also referred to as a bonus symbol), and when this combination is achieved, the game state transitions to a bonus state. When a bonus is won, the right to win can be carried over to the game in which it was won and to subsequent games, as long as the corresponding combination of symbols does not stop (a bonus is awarded). Therefore, the state in which a bonus is won is maintained until the corresponding combination of symbols stops and a bonus is awarded (hereinafter, this state will be referred to as "bonus carried over" or "internal"). In normal games, the game will be played for most of the time in the bonus carried over state. On the other hand, when a bonus role is won and the combination of symbols corresponding to the bonus role is displayed (a bonus role is won), the game transitions to a bonus state. After the end of that bonus state, the game enters a non-carryover state where the right to win a bonus role is not carried over (hereinafter, this state is referred to as "non-bonus carryover state" or "non-internal state"). Furthermore, during the bonus state, the draw for winning combinations is conducted in such a way that there is virtually no increase or decrease in the number of medals (a so-called "zero bonus"). 【0049】 The combinations numbered 1 through 6 (re-play combinations) shown in Figure 5 can be triggered in conjunction with a bonus. However, the bonus may be triggered in conjunction with combinations other than numbers 1 through 6, or it may be stipulated that it can be triggered independently. Furthermore, as shown in "Handling of Winning Combinations," etc., in the gaming machine 1 of this embodiment, the handling (processing method) of winning combinations may differ between non-AT (Automatic Trigger) and AT (Automatic Trigger) modes. Additionally, the symbols 1, 2, and 23-26 (marked with * in Figure 5) are treated as 7s aligned, BARs aligned, 7s aligned fake, and BARs aligned fake during the Loop AT and Special AT described later, but are treated as simple replays or 1-coin and 3-coin symbols during other ATs. Additionally, combinations 13 through 16 are treated as combined combination 1 during AT (Attack Time), but are treated as simple single-coin combinations or misses (zero-coin combinations) outside of AT. The following provides a detailed explanation for each role. 【0050】 Replay 1 (number 1) is a bonus combination, and the reward for winning is an extra spin. If a replay 1 is won during Loop AT or Special AT, information prompting the user to perform a right 1ST operation or time their button press will be displayed on display 8. If the user successfully performs the button press operation in the order indicated by the information, the middle row will stop and display a 7-aligned combination (right 1st 7-aligned replay combination). However, if Replay 1 is won during AT other than Loop AT and Special AT, or during non-AT, no information prompting right 1ST operation or precise timing will be displayed, and it will be treated as a simple replay. In other words, in this case, although the outcome will change depending on the order of pressing and stopping operations, a replay is granted as a reward for winning. Replay 2 (number 2) is a bonus combination, and the reward for winning is an extra spin. If Replay 2 is won during Loop AT or Special AT, information prompting the player to perform a right 1ST operation or time their button press will be displayed on display 8. If the player successfully performs the button press in the order indicated by the information, a middle row 7-tenpai miss will be displayed, resulting in a 7-aligned fake role (right 1st 7-aligned fake replay role). If Replay 2 is won during AT other than Loop AT or Special AT, or during non-AT, information prompting the player to perform a right 1ST operation or time their button press will not be displayed, and it will be treated as a regular replay role. In other words, in this case, although the outcome will change depending on the order of button presses and the timing of the stop operation, a re-play is granted as a reward for winning. 【0051】 Compound Replay 1 (number 3) is a bonus overlapping combination, and the reward for winning is a free spin. The combined replay 2 (number 4) is a bonus overlapping combination, and the reward for winning is an extra spin. The combined replay 3 (number 5) is a bonus overlapping combination, and the reward for winning is an extra spin. The winning combination replay (number 6) is a bonus-triggering combination, and the reward for winning it is an extra spin. 【0052】 For push-order bells 1-6 (numbers 7-12), if stop buttons 5a-5c are operated in the correct order, the corresponding combination of symbols (bell combination) will be displayed, and 8 medals will be paid out as a bonus. If stop buttons 5a-5c are operated in a specific incorrect order, the combination of symbols corresponding to a 1-coin win will be displayed, and 1 medal will be paid out as a bonus. If stop buttons 5a-5c are operated in any order other than the specific order, a missed symbol will be displayed, and no medals will be paid out (bonus is "0"). For the button-press sequence bells 7-10 (numbers 13-16), if stop buttons 5a-5c are operated in the correct sequence, the corresponding symbol combination (bell-cherry) will be displayed, and 8 medals will be paid out as a bonus. If stop buttons 5a-5c are operated in a specific incorrect sequence, the symbol combination corresponding to a 1-coin payout will be displayed, and 1 medal will be paid out as a bonus. If stop buttons 5a-5c are operated in any order other than the specific sequence, a missed symbol will be displayed, and no medals will be paid out (bonus is "0"). 【0053】 The common bell (number 17) awards 8 medals as a prize. The combined bell 1 (number 18) awards 8 medals as a prize. The combined bell 2 (number 19) awards 8 medals as a prize. The combined bell 3 (number 20) awards 8 medals as a prize. 【0054】 When the watermelon symbol (number 21) stops, one medal is dispensed as a bonus depending on whether the watermelons line up. However, if a spilled symbol is displayed, no medal is dispensed (the bonus is "0"). When the Cherry symbol (number 22) stops, one medal is dispensed as a bonus, depending on the stopping display of the Cherry symbol (single Cherry). However, if a spilled symbol stops, no medal is dispensed (bonus is "0"). 【0055】 The common symbols (numbers 23-26) are symbols that trigger bonuses. Common 3-coin 1 (number 23) results in the payout of 3 medals as a prize. If the common 3-coin 1 (number 23) is won during Loop AT or Special AT, information prompting right 1ST operation and precise timing will be displayed on display 8. If the timing operation is successful according to the push order indicated by the information, the diagonal 7s in the upper right will be displayed and the 7-coin combination (right 1st 7-coin combination 3-coin combination) will be awarded. However, if the common 3-coin combination is won during AT (Attack Time) other than Loop AT and Special AT, or during non-AT, no information prompting right 1ST operation or precise timing will be displayed, and it will simply be treated as a 3-coin combination. In other words, in this case, although the outcome will change depending on the order of pressing and the timing of the stopping operation, 3 medals will be awarded as a prize for winning. Common 3-coin 2 (number 24) results in the payout of 3 medals as a prize. In the case of the common 3-coin 2, if you win during Loop AT or Special AT, information prompting you to perform a right 1ST operation or time your button press will be displayed on display 8, and if you successfully time your button press according to the information, a diagonal 7-tenpai miss will be displayed on the upper right, resulting in a 7-alignment fake role (right 1st 7-alignment fake 3-coin role). However, if the common 3-coin 2 combination is won during ATs other than Loop AT and Special AT, or during non-AT modes, no information prompting right 1ST operation or precise timing will be displayed, and it will simply be treated as a 3-coin combination. In other words, in this case, although the outcome will change depending on the order of pressing and the timing of the stopping operation, 3 medals will be awarded as a prize for winning. 【0056】 Common ticket number 1 (number 25) will award one medal as a prize. In the case of a common 1-coin win, if it is won during Loop AT or Special AT, information prompting the user to perform a right 1ST operation or time their button press will be displayed on display 8. If the user successfully performs the timed button press operation according to the information, the diagonal BAR alignment in the lower right will be displayed, and the user will win a BAR alignment (right 1st BAR alignment 1-coin win). However, if the common 1-coin win occurs during ATs other than Loop AT and Special AT, or during non-AT modes, no information prompting right 1ST operation or precise timing will be displayed, and it will simply be treated as a single-coin win. In other words, in this case, although the outcome will change depending on the order of pressing and stopping operations, one medal will be awarded as a prize for winning. Common ticket #2 (number 26) will award one medal as a prize. In the case of Common 1-2, if you win during Loop AT or Special AT, information prompting you to perform a right 1ST operation or time your button press will be displayed on display 8. If you successfully time your button press according to the information, a diagonal BAR alignment miss will be displayed on the lower right, and you will win a BAR alignment fake role (right 1st BAR alignment fake role). However, if the common 1-coin 2 is won during AT other than Loop AT and Special AT, or during non-AT, no information prompting right 1ST operation or precise timing will be displayed, and it will be treated as a simple 1-coin win. In other words, in this case, although the outcome will change depending on the order of pressing and the timing of the stopping operation, one medal will be awarded as a prize for winning. 【0057】 In this way, the presence or absence of small wins, replay wins, and bonus wins is determined, and if a win is determined, game value is awarded (medals are paid out). In other words, the main control unit 10 is equipped with a game value granting means that grants game value (medals) according to the stopping pattern of the symbols. Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each winning combination may be other than those listed above. They may consist of symbols that require precise timing, or they may consist of symbols that do not require precise timing. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets. 【0058】 (Winning probability for each role) Refer to Figure 5 to explain the probability of winning each role. The internal lottery table shows the number of winning values (winning numbers) among the 65,536 random values obtained in the internal lottery process by the main control unit 10. As shown in Figure 5, for example, if the setting value in the probability setting device 16 is setting 1, then the following probabilities are set: Replay 1 is won with a probability of 4337 / 65536, Compound Replay 1 is won with a probability of 196 / 65536, Push Order Bell 1 is won with a probability of 1800 / 65536, Push Order Bell 3 is won with a probability of 8200 / 65536, Common Bell is won with a probability of 300 / 65536, Compound Bells 1-3 are won with a probability of 100 / 65536, Watermelon is won with a probability of 650 / 65536, Cherry is won with a probability of 650 / 65536, Common 3-coin 1-2 are won with a probability of 3640 / 65536, and Common 1-coin 1-2 are won with a probability of 4887 / 65536. Detailed explanations of the winning probabilities for each role in settings 2-6, and the winning probabilities for each role when a bonus role has not been won (when the bonus is not being carried over), will be omitted. 【0059】 The probability of winning each role (the number of winning values) may be different from those shown in Figure 5. Furthermore, while the probability of winning is set to vary depending on the setting value for some winning combinations and not for others, it is not limited to this and may be the same for all setting values. Furthermore, while the probabilities of winning each hand are assumed for a 3-bet game, the probabilities of winning each hand in games other than 3-bet games may also be used. Furthermore, while there are currently no losing roles among the winning roles, it is permissible to include losing roles. 【0060】 Bonus symbols are awarded in addition to replay symbols at a predetermined rate. If a bonus symbol is won at the same time as a replay symbol, the main control unit 10 controls the reels with the lowest priority for the combination of symbols corresponding to the bonus symbol. Therefore, in games where bonus roles are won multiple times, the combination of symbols corresponding to the bonus role cannot be stopped, and the combination of symbols corresponding to the replay role will stop instead, resulting in the bonus carryover state continuing (being carried over) to subsequent games. Furthermore, bonus roles can be won independently, not just in this case. 【0061】 In this embodiment, the common bell, watermelon, and cherry are treated as rare symbols (Figure 5). Furthermore, it's not limited to these; any symbol other than the common bell, watermelon, and cherry can also be treated as a rare symbol. 【0062】 (Non-advantageous period, advantageous period) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a non-advantageous section or an advantageous section. The non-advantageous period is a gameplay period in which no button-press navigation related to the button-press order bell symbol is executed. It begins when the next game starts after the advantageous period ends and ends when the conditions for transitioning to the advantageous period are met. Furthermore, the main control unit 10 is controlled to a non-advantageous period in its initial state (when reset). 【0063】 In this embodiment, all roles function as advantageous zone transition roles (roles that, if won during a non-advantageous zone, transition to an advantageous zone after the winning game ends (after the third stop operation)). In other words, the condition for transitioning to the advantageous period in this embodiment is that an internal lottery process is executed during the non-advantageous period, and after the third stop operation of the game being played, the game transitions from the non-advantageous period to the advantageous period. Furthermore, the transition to the advantageous period may occur at the start of the game following the game in which the winning combination for transitioning to the advantageous period was achieved. Furthermore, instead of designating all winning combinations as opportunities to transition to the advantageous period, some combinations may be designated as opportunities to transition to the advantageous period. A special-advantage zone lamp that can indicate that the player is in an advantageous zone when lit may be provided, and the main control unit 10 may control the lighting of this lamp. Furthermore, if a special zone lamp is provided, it may be configured to light up during the special zone and while the game is in a state where the number of medals increases (for example, during AT mode). 【0064】 The advantageous period is a gameplay period in which button-pressing navigation related to the button-pressing bell symbol can be executed, and because button-pressing navigation is executed, it is a gameplay period that is more advantageous for the player compared to the non-advantageous period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met in the non-advantageous period, and then the predetermined conditions for ending the advantageous period are met. The conditions for ending the advantageous period include, for example, the termination of EDAT (described later) or the reset of the gaming machine 1 (main control unit 10) (including when the settings are changed). 【0065】 Gaming machine 1 is equipped with a limiter function (hereinafter also referred to as the advantageous period limiter) to limit the number of medals that a player can acquire, and the conditions for ending the advantageous period are met even when the advantageous period limiter is activated. For example, the advantageous section limiter is triggered when the number of coins acquired during a single advantageous section (the difference in coins (number of coins inserted - number of coins paid out)) reaches the upper limit (for example, +2400 coins). Therefore, the advantageous period limiter will activate when the difference in the number of tokens in a single advantageous period reaches the upper limit. Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)." 【0066】 Furthermore, the above-mentioned condition for ending the advantageous period may be set to be met when the number of games played in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games). In other words, the advantageous period limiter may be set to activate when the number of games played in a single advantageous period reaches the upper limit. The conditions for ending the advantageous period are not limited to those mentioned above, and may also include, for example, "at least one notification of a sequenced bell has been given" or "a combination of symbols corresponding to a bonus role has been displayed when stopped." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the non-advantageous period when a predetermined winning combination (a combination that triggers the transition to the non-advantageous period) is won during the advantageous period. 【0067】 When the advantageous period ends, while bonus winning rights are carried over, other game-related information is reset. For example, the values of each counter described later, and various information managed during each game state (e.g., difference, probability state, net increase state, number of consecutive wins for small roles, winning role history, ATLV, CZLV, lighting / strongest lighting, number of stocks, acquisition status of various rights, etc.) are reset when the advantageous period ends. Furthermore, this is not limited to the above; some or all of the information that is initialized at the end of the advantageous period may be prevented from being initialized. 【0068】 Furthermore, the gaming machine 1 of this embodiment is equipped with a so-called complete function (also simply called complete) that limits the number of medals that the player actually acquires from the time the gaming machine 1 is powered on until it is powered off, thereby limiting the number of medals (net increase) that the player acquires. Specifically, when the net increase in tokens (MY) from the time the power to the gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 tokens), the machine is put into a game-stop state where the game cannot be played and subsequent games cannot be played. Therefore, the number of tokens a player can win during the operating hours of the amusement arcade will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operation of the amusement arcade, and a player is able to acquire a very large number of tokens before the advantageous period limiter function is activated, the complete function will activate first, preventing the amusement arcade from incurring a significant loss even if the net number of tokens won is extremely small. 【0069】 (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the storage means. • Advantageous Period Game Count Counter (hereinafter also referred to as Counter A): The total number of games played during the advantageous period. • Advantageous Period Difference Counter (hereinafter also referred to as Counter B): The total number of coins acquired (difference) during the advantageous period. 【0070】 Counter B is a counter related to the advantageous period limiter. When the main control unit 10 transitions from a non-advantageous period to an advantageous period, it starts counting the number of games played during the advantageous period (counter A) and the number of medals acquired during the advantageous period (counter B). When the value indicated by counter B reaches a specific value (+2400 medals), it forcibly terminates the advantageous period. Furthermore, counter A may be used as a counter related to the advantageous period limiter. For example, the advantageous period may be forcibly terminated when the value indicated by counter A reaches a specific value (4000 games). The values of counters A and B are reset (reset to zero) when the advantageous period ends. 【0071】 Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (input as bets) by the player during a single advantageous period and the number of medals paid out (given). It can count the difference in the number of medals consumed and the number of medals paid out (difference in game value). Furthermore, unless initialized, counter B will also count the total number of medals consumed during gameplay if that number exceeds the total number of medals paid out as a result of the game. Note that counter B is not a required component and does not need to be included. 【0072】 In addition to the above configuration, the gaming machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states. 【0073】 (Details of each game state) Next, with reference to Figures 6 and 7, the game states of the gaming machine 1 according to this embodiment and the transitions between each game state will be described. Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel is stopped in the game in which the transition conditions are met (or after the medal payout is complete). However, it is not limited to this; the transition may also occur from the next game after the transition conditions are met. 【0074】 There are two types of game states: a non-advantageous game state, which is a game state during a non-advantageous period, and a game state during an advantaged period. Furthermore, there are two game states: AT state and non-AT state. Non-AT states include non-advantageous game states and game states related to advantageous periods. The game states related to the advantageous period include the normal game state, the CZ preparation state (weak CZ preparation and strong CZ preparation), and the CZ (weak CZ and strong CZ) (marked with * in Figure 6). Thus, there are multiple types of game states, and in this embodiment, the game machine 1 has a main control unit 10 that functions as a game state control means, allowing it to control the game to one of the multiple game states. In non-AT (Automatic Trigger) states, such as non-advantageous gameplay states and normal gameplay states, the longer a player remains in these states, the longer the period during which their medal count decreases, making it disadvantageous for the player. On the other hand, the AT state is an advantageous gameplay state for the player, as continuing to play makes it easier to increase medal counts. Furthermore, even during normal gameplay, the system may be controlled to execute a push-button navigation prompt at a predetermined probability (for example, 40%) when a push-button bell combination is won during certain AT (Automatic Trigger) modes. 【0075】 (Non-advantageous game state) The unfavorable game state is a game state that is controlled in the initial state (when reset). The non-advantageous game state begins when the advantageous period ends and the next game starts. In this embodiment, when the advantageous section limiter is reached in EDAT or normal AT, the game transitions to a non-advantageous game state (numbers 29 and 30 in Figures 6 and 7). The non-advantageous game state ends when a winning combination for transitioning to the advantageous section is achieved or when an AT lottery is won (Figures 6 and 7, numbers 1, 2, and 31). 【0076】 (Normal gameplay state) The normal game state is entered when a bonus is not carried over during the non-advantageous game state and a winning combination for transitioning to the advantageous section (all combinations) is achieved (Figure 6, 7, item 1). Note that the condition "Bonus not carried over" is only included as a transition condition when transitioning from a non-advantageous game state to a normal game state; all other transitions and controls to game states are performed while "Bonus carried over" is active. The normal game state is entered when the transition to AT (preparation AT) is not won by the final game of the weak or strong CZ (Figures 6 and 7, numbers 26 and 28). The normal gameplay state ends when the AT lottery is won, and then the game transitions to the preparation AT (number 3 in Figures 6 and 7). 【0077】 (AT state) The AT state (specific game state) is controlled by the AT, and because the button press order for the bell symbol is guided, it is a game state in which it is extremely easy to acquire medals. The AT (Attack Time) states include Preparation AT, Normal AT, Confirmed AT (Confirmed AT Strong and Confirmed AT Weak), Breakthrough AT, Loop AT, Special AT, SPAT, Pseudo Bonus, and EDAT. 【0078】 (Preparation AT) The preparation AT is entered when the AT lottery is won during a non-advantageous game state or a normal game state (numbers 31 and 3 in Figures 6 and 7). Preparation AT is entered from the regular AT if the player fails to win the lottery for transitioning to the confirmed AT by the final game of the regular AT, and if there is a Preparation AT stock available (number 5 in Figures 6 and 7). The Preparation AT is entered from the Breakthrough AT if the player fails to win the Loop AT transition lottery by the final game of the Breakthrough AT (number 11 in Figures 6 and 7). Preparation AT is entered when the remaining number of games in Loop AT becomes 0G and there are no Loop AT stocks left (number 12 in Figures 6 and 7). The Preparation AT is entered during the CZ preparation phase if the Preparation AT lottery is won (numbers 22 and 24 in Figures 6 and 7). The Preparation AT is entered when the Preparation AT lottery is won during the CZ (Numbers 25 and 27 in Figures 6 and 7). 【0079】 (Normal AT) Normally, the AT (Automatic Transmission) mode transitions from the preparation AT mode after consuming 1 game (number 4 in Figures 6 and 7). Normally, the AT (Automatic Trigger) consists of 30 games per set for the first time, and 20 games per set for subsequent times. 【0080】 (Confirmed AT strong) A guaranteed strong AT occurs when, in a normal AT, the continuation of the AT is confirmed with 16 or more games remaining, that is, when the AT continuation is confirmed within 4 games (14 games the first time) from the start of the normal AT (number 6 in Figures 6 and 7). 【0081】 (Confirmed AT weak) A "Weak Confirmed AT" occurs when, in a normal AT, the continuation of the AT is confirmed with fewer than 16 games remaining, that is, when the continuation of the AT is confirmed 5 games (15 games in the first instance) or later from the start of the normal AT (number 7 in Figures 6 and 7). 【0082】 (Breakthrough AT) Breakthrough AT occurs when a predetermined number of games ("remaining number of games in normal AT" - "number of games played until AT continuation is confirmed") have been played in either Confirmed AT Strong or Confirmed AT Weak mode (Figures 6 and 7, numbers 8 and 9). 【0083】 (Loop AT) Loop AT is activated if the player wins the Loop AT transition lottery before the final game of Breakthrough AT (number 10 in Figures 6 and 7). Loop AT is entered from the Special AT when the remaining number of games reaches 0 or when 5 stocks (preparation AT stock and loop AT stock) are acquired (number 14 in Figures 6 and 7). Loop AT is entered from SPAT if you win or lose a battle (number 16 in Figures 6 and 7). Loop AT is triggered when 30 games have been played during the pseudo-bonus (number 18 in Figures 6 and 7). 【0084】 (Specialized AT) The Special AT is entered when the player wins the Special AT in the Loop AT (number 13 in Figures 6 and 7). 【0085】 (SPAT) SPAT is entered when you win a SPAT in Loop AT (number 15 in Figures 6 and 7). 【0086】 (Pseudo bonus) The pseudo-bonus is triggered when the pseudo-bonus lottery is won at the end of the loop AT (when AT continuation is confirmed), and the player transitions from the loop AT (number 17 in Figures 6 and 7). 【0087】 (EDAT) EDAT is controlled when the number of medals acquired reaches "(advantageous section limiter) - (predetermined number of medals)". For example, if the "advantageous section limiter" is 2400 coins and the "predetermined number of coins" is 300 coins, when the number of acquired coins reaches 2100, the game will switch to EDAT and will be controlled in EDAT until the number of acquired coins reaches 2400. When the number of medals acquired reaches the advantageous period limiter, EDAT ends and the advantageous period ends, after which the game transitions to a non-advantageous game state (non-advantageous period). In other words, EDAT can be described as a game state (the fifth game state) that continues from just before the end of the advantageous period until the end of the advantageous period. 【0088】 (CZ weak preparation) The weak CZ preparation mode is entered when, by the final game of the normal AT, the player fails to win the lottery for transitioning to the guaranteed AT, there are no preparation AT stocks, and the player wins the weak CZ in the CZ type lottery (number 19 in Figures 6 and 7). 【0089】 (CZ strong preparation) The Strong CZ preparation mode is entered when, by the final game of the normal AT, the player fails to win the lottery for transitioning to the guaranteed AT, there are no preparation AT stocks, and the player wins the Strong CZ in the CZ type lottery (number 20 in Figures 6 and 7). 【0090】 (CZ weak) The weak CZ occurs when a winning combination for transitioning to the advantageous section is achieved during the weak CZ preparation phase (number 21 in Figures 6 and 7). 【0091】 (CZ strong) The "Strong CZ" mode is entered when a winning combination for transitioning to the advantageous section is achieved during the "Strong CZ Preparation" phase (number 23 in Figures 6 and 7). The CZ Strong mode occurs when a player wins a role that triggers a transition to an advantageous section while in a non-advantageous game state (while a bonus is being carried over), and the player transitions from the non-advantageous game state to the advantageous section (Figure 6, 7, number 2). 【0092】 The following describes each control process in the gaming machine 1 of this embodiment. (Non-favorable control processing) This section explains the control process (non-advantageous section control process) during non-advantageous gameplay. The non-advantageous game state begins from the next game after the advantageous period ends. Specifically, if the advantageous period limiter is reached during the advantageous period, the game transitions to a non-advantageous game state (non-advantageous period). In this embodiment, it is assumed that the advantageous section limiter is reached during gameplay states such as EDAT or normal AT (numbers 29 and 30 in Figures 6 and 7). However, it is also possible that the advantageous section limiter is reached during other gameplay states, and that reaching the limiter triggers a transition to a non-advantageous gameplay state. The non-advantageous game state ends when the conditions for transitioning to the advantageous section are met. The conditions for transitioning to the advantageous period are met when the player wins the advantageous period transition role in the internal lottery. In a non-advantageous game state, if the conditions for transitioning to an advantageous section are met while a bonus is being carried over, the game will transition to a strong CZ (Chance Zone). If the conditions for transitioning to an advantageous section are met while a bonus is not being carried over, the game will transition to a normal game state. 【0093】 Figure 8 is a flowchart showing the non-favorable control process. As shown in Figure 8, in a non-advantageous game state, it is determined whether or not the internal lottery process has been executed (S101). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S101-YES), it is determined whether or not the result of the internal lottery is a winning combination for transitioning to a favorable period (S102). If the result of the S102 determination is that a winning combination for transitioning to the advantageous section has been achieved (S102-YES), the ATLV lottery process is executed (S103). 【0094】 The ATLV lottery process is a process that determines the AT level during the advantageous period by lottery. Figure 9 shows the ATLV lottery table referenced in the ATLV lottery. The ATLV lottery determines the ATLV during the advantageous period from 0 to 3 (4 levels) by referring to the ATLV lottery table shown in Figure 9. Note that ATLV is not limited to level 4; it can be level 3 or lower, or level 5 or higher. The higher the ATLV, the more advantageous it is for the player (see Figures 13, 14, 20, etc.). The ATLV lottery has different winning probabilities depending on the setting. For example, in setting 1, the winning probability for ATLV0 is 112 / 256, for ATLV1 it is 96 / 256, for ATLV2 it is 32 / 256, and for ATLV3 it is 16 / 256. In setting 6, the winning probability for ATLV0 is 64 / 256, for ATLV1 it is 64 / 256, for ATLV2 it is 64 / 256, and for ATLV3 it is 64 / 256. The ATLV lottery is designed so that higher settings make it easier to win a high ATLV. For example, the probability of winning ATLV3 is 16 / 256 for setting 1, but it is 64 / 256 for setting 6. Therefore, by displaying ATLV via the display unit 8, etc., it is possible to indicate the setting value that is set in the gaming machine. In this embodiment, the ATLV is fixed until the advantageous period ends, but the ATLV may be re-determined by referring to the ATLV lottery table again when certain conditions are met during the advantageous period (for example, when AT ends 10 times, when 10,000 games have been played, or when a specific role is won). 【0095】 Next, the CZLV lottery process is executed (S104). The CZLV lottery process is a process that determines the CZ level during the advantageous period through a lottery. Figure 10 shows the CZLV lottery table referenced in the CZLV lottery. The CZLV lottery determines the CZLV level during the advantageous period from 0 to 11 (12 levels) by referring to the CZLV lottery table shown in Figure 10. Note that CZLV is not limited to level 12; it can be level 11 or lower, or level 13 or higher. The higher the CZLV, the more advantageous it is for the player (see Figures 24, 25, etc.). The CZLV lottery has different winning probabilities depending on the settings. For example, in setting 1, the probability of winning CZLV0 is 80 / 256, the probability of winning CZLV2 is 32 / 256, the probability of winning CZLV7 is 16 / 256, and the probability of winning CZLV11 is 8 / 256. In setting 6, the probability of winning CZLV0 is 16 / 256, the probability of winning CZLV2 is 16 / 256, the probability of winning CZLV7 is 24 / 256, and the probability of winning CZLV11 is 24 / 256. The CZLV lottery is designed so that higher settings make it easier to win a high CZLV. For example, the probability of winning CZLV11 is 8 / 256 when setting 1, but it is 24 / 256 when setting 6. Therefore, by displaying CZLV via the display unit 8, etc., it is possible to indicate the setting value that is set in that gaming machine. In this embodiment, the CZLV is fixed until the advantageous period ends, but the CZLV may be re-determined by referring to the CZLV lottery table again when predetermined conditions are met during the advantageous period (for example, when the AT ends 10 times, when 10,000 games are played, when a specific role is won, etc.). The CZLV lottery may be performed upon winning a role that triggers a transition to the advantageous section, or it may be performed after the ATLV lottery. Similarly, the ATLV lottery may be performed after the CZLV lottery. 【0096】 Next, the AT lottery process is executed (S105). The AT lottery process is a process that determines by lottery whether or not to proceed to the AT stage (AT). Figure 11 shows the AT lottery table referenced in the AT lottery. As shown in Figure 11, the AT lottery has different winning probabilities depending on the winning combination. Specifically, the probability of winning the AT lottery when a rare role is won is 4 / 256, the probability of winning the AT lottery when a combined role 1, combined role 2, or a winning combination is 256 / 256 (100% win), meaning that the transition to AT is guaranteed, and the probability of winning the AT lottery when any other role is won is 0 / 256 (100% non-win). If you win the AT lottery, you acquire a preparation AT stock, and by acquiring this "preparation AT stock," you are controlled into a series of AT states (at least a state in which the preparation AT and normal AT are connected). Alternatively, instead of acquiring "Preparation AT Stock," acquiring a simple "AT Stock" (acquiring a stock of normal AT) may be used to control the sequence of AT states. 【0097】 In S101, if the internal lottery process has not been executed (S101-NO), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether the game has ended or not (S106). If it is determined that the game has ended (S106-YES), it is determined whether or not the conditions for transitioning to the advantageous period have been met (S107). Specifically, it determines whether or not the player has won the advantageous period transition role in the internal lottery in S101. If it is determined that the conditions for transitioning to the advantageous section have been met (S107-YES), the advantageous section control process is executed (S108). In other words, a control process is executed to transition the game section from the non-advantageous section to the advantageous section. Note that the advantageous section control process may also be executed at the start of the game (when S101-YES is determined or S102-YES is determined). Next, it is determined whether or not the AT lottery has been won (S109). In other words, it determines whether or not you have won the AT lottery for S105. 【0098】 If the AT lottery is won (S109-YES), the preparation AT control process is executed (S110). Specifically, the game state is transitioned to the preparation AT (Automatic Trigger) state, and then various control processes are executed. Note that the preparation AT control process may be executed together with the advantageous section control process. Details of the preparation AT control process will be described later. If the AT lottery is unsuccessful (S109-NO), it is determined whether or not the bonus is being carried over (also called internally) (S111). If a bonus is being carried over (S111-YES), the CZ strong control process is executed (S112). Specifically, the game state is transitioned to the CZ Strong state, and then various control processes (such as AT lottery) are executed. Note that the CZ Strong control process may be executed together with the advantageous section control process. If the bonus is not carried over (S111-NO), the normal control process is executed (S113). Specifically, the game state is transitioned to the normal game state, and then various control processes are executed. Note that the normal control processes may be executed together with the advantageous section control processes. In the case of S102-NO, after processing S105; in the case of S106-NO; in the case of S107-NO; after processing S110; after processing S112; and after processing S113, the non-favorable control processing is terminated. 【0099】 (Preparation AT control process) This section describes the control process (preparation AT control process) in the preparation AT. The preparation AT consists of 1G and is controlled to be in the AT state. The Preparation AT is entered when the AT lottery is won in the Non-Advantageous Game State or Normal Game State (numbers 31 and 3 in Figures 6 and 7). The Preparation AT is entered when the AT lottery is won in the Non-Advantageous Game State or Normal Game State (numbers 31 and 3 in Figures 6 and 7). The Preparation AT is entered when the AT lottery for transitioning to the Confirmed AT is not won by the final game of the Normal AT and there is a Preparation AT stock (number 5 in Figures 6 and 7). The Preparation AT is entered when the Preparation AT stock is still available and the Loop AT transition lottery is not won by the final game of the Breakthrough AT (number 11 in Figures 6 and 7). The Preparation AT is entered when the remaining number of games in the Loop AT becomes 0 and there is no Loop AT stock (number 12 in Figures 6 and 7). Furthermore, the Preparation AT is entered when the Preparation AT lottery is won during the Weak CZ Preparation or Strong CZ Preparation (numbers 22 and 24 in Figures 6 and 7), and when the Preparation AT lottery is won during the Weak CZ or Strong CZ, it is entered from the Weak CZ or Strong CZ (numbers 25 and 27 in Figures 6 and 7). The preparation AT ends after consuming 1G, and then the game transitions to the normal AT (number 4 in Figures 6 and 7). 【0100】 Figure 12 is a flowchart showing the preparation AT control process. As shown in Figure 12, the preparation AT determines whether or not the internal lottery process has been executed (S201). In other words, it determines whether or not the game has started. If an internal lottery is performed (S201-YES), it is determined whether or not there are no "highest brightness" states (S202). In other words, it is determined whether or not one or more of the red, green, yellow, and blue colors are in the highest brightness state. Here, we determine whether or not you achieved any "strongest lighting" in the previous set. In other words, the first time you try, it will always be determined that there is no "maximum illumination" (YES). The "maximum illumination" state is controlled when the winner is selected in the "all maximum illumination lottery process (S204)" or the "SPAT control process (Figure 44)" described later. 【0101】 If there is no "maximum illumination" setting (S202-YES), that is, if the lights are not controlled to the maximum illumination state, the illumination lottery process is executed (S203). The lighting lottery process is performed by referring to the lighting pattern lottery table shown in Figure 13. The lighting lottery process determines one lighting pattern from lighting patterns 0 to 14 by a lottery according to the ATLV. 【0102】 The lighting patterns include: Lighting Pattern 0 (Red=0, Green=0, Yellow=0, Blue=0), Lighting Pattern 1 (Red=1, Green=0, Yellow=0, Blue=0), Lighting Pattern 2 (Red=0, Green=1, Yellow=0, Blue=0), Lighting Pattern 3 (Red=0, Green=0, Yellow=1, Blue=0), Lighting Pattern 4 (Red=0, Green=0, Yellow=0, Blue=1), Lighting Pattern 5 (Red=1, Green=1, Yellow=0, Blue=0), Lighting Pattern 6 (Red=1, Green=0, Yellow=1, Blue=0), and Lighting Pattern 1 (Red=1, Green=0, Yellow=0, Blue=1). There are lighting modes 7, 8 (red=0, green=1, yellow=1, blue=0), 9 (red=0, green=1, yellow=0, blue=1), 10 (red=0, green=0, yellow=1, blue=1), 11 (red=1, green=1, yellow=1, blue=0), 12 (red=1, green=1, yellow=0, blue=1), 13 (red=1, green=0, yellow=1, blue=1), and 14 (red=0, green=1, yellow=1, blue=1) (see Figure 13). "0" indicates off, and "1" indicates on. In other words, the lighting may be controlled to a maximum of three colors. Note that "lighting" may sometimes be referred to as "normal lighting" to distinguish it from "maximum lighting." 【0103】 For example, if ATLV=0, the probability of winning is 64 / 256 for lighting pattern 0, 47 / 256 each for lighting patterns 1 and 2, 9 / 256 for lighting pattern 3, 23 / 256 for lighting pattern 4, 17 / 256 for lighting pattern 5, 4 / 256 for lighting pattern 6, and 1 / 256 each for lighting patterns 11-14. Furthermore, when ATLV=3, the probability of winning is 64 / 256 for lighting pattern 0, 36 / 256 each for lighting patterns 1 and 2, 9 / 256 for lighting pattern 3, 18 / 256 for lighting pattern 4, 21 / 256 for lighting pattern 5, 7 / 256 for lighting pattern 6, 4 / 256 each for lighting patterns 11 and 12, and 1 / 256 each for lighting patterns 13 and 14. 【0104】 Figure 55(a) is an example of a screen showing that a lighting lottery has been performed, and Figure 55(b) is an example of a screen showing that lighting mode 12 has been selected in the lighting lottery, and the lights are controlled to be in a red, green, and blue state. Whether the lights are on or off is displayed in the lower left corner of the screen. Figure 55(a) shows that all colors are off (controlled to a non-lit state) because it is the first preparation AT, while Figure 55(b) shows that the red, green, and blue lights are on (controlled to a lit state) because lighting pattern 12 was selected in the lighting lottery. For convenience, in the diagrams, "on" is represented by filling the illuminated area with light gray ink, and "off" is represented by leaving the illuminated area white. Furthermore, in the diagrams, some or all of the information such as "XX lottery" and "XX acquired" does not need to be announced, and information regarding button press navigation and internal processing that is not shown may be announced. Furthermore, in Figure 55, for example, the upper left area of the screen displays "Preparation" to indicate that the player is in Preparation AT, as well as the number of games currently running in Preparation AT and the total number of games. The lower left area of the screen displays "Lighted" or "Strongest Lighted," and the lower right area displays ATLV. However, the display is not limited to these configurations, and various other display configurations are possible. For example, some of the information shown in the diagram may be hidden, or information that is not shown (such as CVLV) may be displayed. The same applies to other diagrams. 【0105】 Furthermore, for each lighting mode, regardless of ATLV, a lighting mode may be provided in which four colors light up uniformly (with a predetermined probability (e.g., 1 / 256)). If a lighting mode with four colors is achieved, the system may choose to achieve maximum illumination for all colors, or it may choose to achieve normal illumination for all colors. Alternatively, the lighting pattern may be determined uniformly regardless of the ATLV (for example, by referring to the distribution for ATLV1), or it may be determined according to the role won when the preparation AT is triggered (refer to the distribution for Others = ATLV0, Rare Roles = ATLV1, Combined Role 1 = ATLV2, Combined Role 2 or Reaching Symbol = ATLV3). The lighting pattern may also be determined by performing a lottery for each color (i.e., red, green, yellow, and blue) (for example, a lottery with winning probabilities set as ATLV0=10% win, ATLV1=20% win, ATLV2=30% win, and ATLV3=40% win) to determine whether each color lights up or turns off. The lighting pattern may also be determined by performing a similar lottery for each pair of colors (i.e., for each combination of red and green, red and yellow, red and blue, green and yellow, green and blue, and yellow and blue) to determine whether each pair of colors lights up or turns off. The same method may be used to determine the lighting patterns for three colors each or four colors. Even if the strongest illumination (for example, the strongest red illumination) has been achieved, the illumination pattern may be determined by referring to the illumination pattern lottery table. 【0106】 Furthermore, if the lighting lottery determines that the strongest lighting will occur and the same color lighting will occur (normal lighting), the system may be configured to control the "Confirmed AT" (described later) from the first game immediately following the preparation AT. Additionally, if the strongest illumination and illumination of the same color are achieved, either the strongest illumination or the right to illumination may be carried over to the next set's AT (for example, if the strongest red illumination and illumination are achieved, one of them will be carried over). Furthermore, in the case of certain settings (such as settings 5 and 6 only), if the strongest illumination and illumination of the same color are achieved, the strongest illumination may be turned off. In other words, the unusual phenomenon of the strongest illumination turning off can be used to suggest the setting. There may be lighting modes that are not selected by ATLV (for example, lighting mode 14 is only determined by ATLV2 and 3). The lighting configuration may be determined by performing a lottery to turn off each color from a state where all lights are on (for example, a lottery in which each color has an 80% chance of being turned off). You may also designate colors that always light up as a set (a combination of multiple colors) (for example, blue and red always light up together). 【0107】 If there is a "strongest illumination" (S202-NO) or after processing S203, the all-strongest illumination lottery process is executed (S204). The all-best illumination lottery refers to the all-best illumination lottery table shown in Figure 14, and determines by lottery whether or not to illuminate all colors to their maximum intensity (i.e., all colors—red, green, yellow, and blue—to their maximum intensity). In other words, if you win the lottery for the strongest illumination of all colors, all colors will be controlled to their strongest illumination state. Figure 56(a) shows a screen indicating that the lottery for all lights to be on at their maximum brightness has been performed, and Figure 56(b) shows a screen indicating that the system is controlled to the maximum brightness state (red, green, yellow, and blue lights on at their maximum brightness) as a result of winning the lottery for all lights to be on at their maximum brightness. For convenience, in the diagrams, "maximum illumination" is represented by filling the illuminated area with light gray ink, and "off" is represented by leaving the illuminated area white. In other words, this example shows an overlap between the illuminated area and the brightest illuminated area, but it is not limited to this example; the illuminated area and the brightest illuminated area may also be arranged so that they do not overlap. The All-Out Strongest Light-Up Lottery is designed so that the lower your ATLV, the harder it is to win, and the higher your ATLV, the easier it is to win. For example, in the case of ATLV0, there is a 1 / 256 chance of winning the all-out strongest lighting, in the case of ATLV1, there is a 2 / 256 chance of winning the all-out strongest lighting, in the case of ATLV2, there is a 3 / 256 chance of winning the all-out strongest lighting, and in the case of ATLV3, there is a 4 / 256 chance of winning the all-out strongest lighting. In addition, a "All Lights On" lottery may be held instead of, or in addition to, the "All Lights On" lottery. Furthermore, if you have already achieved the highest level of illumination in advance, you do not need to perform the S204 process. In the case of S201-NO, and after processing S204, the preparation AT control process is terminated. 【0108】 (Normal AT control processing) This section explains the control process in a typical automatic transmission (AT). Normally, AT consists of 20G (30G the first time) and is controlled to maintain the AT state. Normally, the AT (Automatic Transmission) mode transitions from the preparation AT mode after consuming 1 game (number 4 in Figures 6 and 7). On the other hand, a normal AT (Automatic Trigger) ends when the remaining number of games reaches 0. If, by the final game of a normal AT, the player fails to win the lottery for transitioning to a guaranteed AT, and there is a preparation AT stock, the player will then transition to a preparation AT (number 5 in Figures 6 and 7). However, if there is no preparation AT stock, the player will be controlled to a non-advantageous game state unless they win the lottery for continuation of the advantageous section. Furthermore, in a normal AT, if the continuation of the AT is confirmed with 16 or more games remaining, that is, if the continuation of the AT is confirmed within 4 games (14 games in the case of the first time) from the start of the normal AT, it will end and then transition to a guaranteed strong AT (number 6 in Figures 6 and 7). Furthermore, in a normal AT, if the continuation of the AT is confirmed when there are fewer than 16 games remaining, that is, if the continuation of the AT is confirmed 5 games (15 games in the case of the first time) or more after the start of a normal AT, it will end and then transition to a weak confirmed AT (number 7 in Figures 6 and 7). Furthermore, in normal AT mode, when the advantageous section limiter is reached, the game ends at the same time as the advantageous section ends, and then transitions to a non-advantageous game state (number 30 in Figures 6 and 7). 【0109】 Figure 15 is a flowchart showing the normal AT control process. As shown in Figure 15, in a normal AT (Automatic Transmission), it is determined whether or not the internal lottery process has been executed (S301). In other words, it is determined whether or not the game has started. The main control unit 10 functions as a decision means to determine which of several lottery results, including watermelon and replay, the result of this internal lottery is used to determine the outcome. If an internal lottery is performed (S301-YES), it is determined whether the lights are lit or fully lit (S302). In other words, it is determined whether one or more of the red, green, yellow, and blue lights are lit or fully lit. If the light is lit or at its strongest (S302-YES), it is determined whether or not there is a right to participate in the lighting lottery (S303). The right to light up is, in other words, the right to participate in the "Confirmed AT Transition Lottery - Lighting Up" described below. If the result of the internal lottery (S301) is the lighting up of each color or the winning combination corresponding to the highest score, it is determined to be "Yes (YES)". 【0110】 As shown in Figure 16, the role corresponding to the "red" light being lit up and fully lit is the "cherry role." This is because it is a role that includes cherries, such as the replay cherry and the cherry combination. Similarly, the role corresponding to the "green" light being lit up and fully lit is the "watermelon role," the role corresponding to the "yellow" light being lit up and fully lit is the "bell role," and the role corresponding to the "blue" light being lit up and fully lit is the "replay role." Therefore, if you win a "cherry" while the "red" light is lit or fully lit, you are deemed to have the right to participate in the "red" light-up lottery. If you win a "watermelon" while the "green" light is lit or fully lit, you are deemed to have the right to participate in the "green" light-up lottery. If you win a "bell" while the "yellow" light is lit or fully lit, you are deemed to have the right to participate in the "yellow" light-up lottery. If you win a "replay" while the "blue" light is lit or fully lit, you are deemed to have the right to participate in the "blue" light-up lottery. A combined role is a role that combines multiple roles, and therefore corresponds to roles that involve multiple colors of lights being lit or the strongest lighting. For example, the combined bell and replay combination, Compound Replay 1, corresponds to the lighting of "yellow" and "blue" lights, or the strongest lighting (Figure 16). Therefore, if you win the combined replay 1 while "yellow" is lit or lit to its strongest, you are determined to have the right to win the lottery for the "yellow" light to light up. If you win the combined replay 1 while "blue" is lit or lit to its strongest, you are determined to have the right to win the lottery for the "blue" light to light up. If you win the combined replay 1 while both "yellow" and "blue" are lit or lit to their strongest, you are determined to have the right to win the lottery for the "yellow" light to light up. 【0111】 If there is a right to draw for the light-up lottery (S303-YES), the confirmed AT transition lottery process_light-up is executed (S304). The "Confirmed AT Transition Lottery_Lighting" function is executed by referring to the "Confirmed AT Transition Lottery Table_Lighting" shown in Figure 17. The "Confirmed AT Transition Lottery - Lighting Up" determines whether or not to transition to a confirmed AT based on the winning combination and the type of light that lights up. In other words, the main control unit 10 functions as a determination means and, based on the lottery result determined by the determination means, determines whether or not to grant a confirmed AT (in other words, the right to transition to a confirmed AT; that is, a benefit related to a specific game state (AT) that is advantageous to the player). The main control unit 10, as a control means, can control the system to one of several specific states (off / on / fully lit states) when the lottery result determined by the determination means is a replay (first lottery result). These states include: a "blue off" state (first specific state) which can be determined with a first probability that is not a high probability of winning (not high probability); a "blue on" state (second specific state) which can be determined with a second probability that is higher than the first probability (high probability); and a "blue fully lit" state (third specific state) which can be determined with a third probability that is higher than the second probability (highest probability of winning). The "Confirmed AT Transition Lottery_Lighting" indicator, as a means of determination, for example, if a replay (first lottery result) is won while the blue light is lit (second specific state), the "Confirmed AT Transition Lottery Table_Lighting" is referenced to determine a transition to a confirmed AT with a probability of 52 / 256 (second probability). If a replay (first lottery result) is won while the blue light is lit to its strongest (third specific state), the "Confirmed AT Transition Lottery Table_Lighting" is referenced to determine a transition to a confirmed AT with a probability of 256 / 256 (third probability). 【0112】 The main control unit 10, as a control means, can control the lottery result determined by the determination means to be a watermelon (second lottery result) to one of several special states (off / on / highest illumination state), including a "green off" state (first special state) which can be determined with a fourth probability that is not high probability, a "green on" state (second special state) which can be determined with a fifth probability that is higher than the fourth probability, and a "green at its strongest illumination" state (third special state) which can be determined with a sixth probability that is higher than the fifth probability. The "Confirmed AT Transition Lottery_Lighting" indicator, as a means of determination, for example, if a watermelon (second lottery result) is won while the green light is lit (second special state), the "Confirmed AT Transition Lottery Table_Lighting" is referenced to determine a transition to a confirmed AT with a probability of 170 / 256 (fifth probability). If a watermelon (second lottery result) is won while the green light is lit to its strongest (third special state), the "Confirmed AT Transition Lottery Table_Lighting" is referenced to determine a transition to a confirmed AT with a probability of 256 / 256 (sixth probability). 【0113】 The confirmed AT transition lottery lights up in the order of red → green → yellow → blue. Specifically, when the confirmed AT transition lottery_lighting is performed, if a lottery is held for the highest-ranking color, the process of S304 is exited and the process proceeds to the next step, and if the opportunity for S304 arises again, a lottery is held for the next-ranking color. For example, when winning the composite bell 3 (a composite combination of cherry, watermelon, and bell) in the states of red lighting and green lighting, the rights to draw for red lighting and green lighting will be retained. Among them, based on the right to draw for red lighting, the first confirmed AT transition lottery_draw_lighting is executed. If it returns to S304 again after passing through S305 to S307, the confirmed AT transition lottery_draw_lighting is executed based on the right to draw for green lighting. 【0114】 Next, a lottery draw right subtraction process is executed (S305). For example, in a state where the rights to draw for red lighting and green lighting are retained, if the confirmed AT transition lottery draw based on the right to draw for red lighting is executed, the right to draw for red lighting is subtracted from the retained rights to draw for lighting. In this case, the right to draw for green lighting remains retained. Subsequently, it is determined whether the lottery draw result of the confirmed AT transition lottery_draw_lighting is a losing draw (S306). If the lottery draw result of the confirmed AT transition lottery_draw_lighting is a losing draw (S306 - YES), it is determined whether there is no right to draw for lighting (S307). If there is no right to draw for lighting (S307 - YES), it proceeds to S308. If there is a right to draw for lighting (S307 - NO), it returns to S304. For example, in a state where the rights to draw for red lighting and green lighting are retained, if the confirmed AT transition lottery_draw_lighting based on the right to draw for red lighting is executed, and if the lottery draw result is a losing draw, the right to draw for green lighting remains retained, so it is determined that "there is a right to draw for lighting (S307 - NO)". That is, it is determined whether there is no un - drawn combination for the color that is lit. Therefore, basically, the case of winning a composite combination is the target. 【0115】 FIG. 57(a) is an example of a screen showing that the confirmed AT transition lottery_draw_lighting (confirmed AT transition lottery_draw_red) based on red lighting is executed because of winning the composite combination 2 (composite bell 3) in a situation where red, green, and blue lighting are obtained. FIG. 57(b) is an example of a screen showing that the lottery draw is a non - winning (losing) draw in the lottery draw of FIG. 57(a), and that the right to draw for the confirmed AT transition lottery_draw_lighting based on red lighting is subtracted by turning off the red lighting. Figure 57(c) is an example of a screen showing that, due to being落选 in the first confirmed AT transition lottery in red, the confirmed AT transition lottery with green lighting (confirmed AT transition lottery - green) based on green lighting was executed. Figure 57(d) is an example of a screen showing winning the confirmed AT transition lottery - green (confirming the continuation of AT). Figure 57(e) is an example of a screen showing losing the confirmed AT transition lottery - green. 【0116】 Next, execute the winning role of the confirmed AT transition lottery process (S308). In S302, if it is not determined to be lighting or strongest lighting (S302 - NO), and in S303, if it is not determined that there is a lighting lottery right (S303 - NO), the process of S308 is also executed. That is, when not controlled to the lighting state or the strongest lighting state, or even when controlled to these states but the lighting lottery right is lost due to the execution of the confirmed AT transition lottery - lighting, the process of S308 is executed. The winning role of the confirmed AT transition lottery is executed by referring to the winning role of the confirmed AT transition lottery table. As shown in Figure 18(a), in the winning role of the confirmed AT transition lottery table, there is a winning role of the confirmed AT transition lottery table (first half) to be referred to in the first half of the normal AT, and as shown in Figure 18(b), there is a winning role of the confirmed AT transition lottery table (second half) to be referred to in the second half of the normal AT. Since the normal AT is composed of 20G (30G for the first time), the "first half" corresponds to the 1st to 10th G (1st to 15th G for the first time), and the "second half" corresponds to the 11th to 20th G (16th to 30th G for the first time). As shown in Figures 18(a) and (b), in the confirmed AT transition lottery, the winning probability when the winning role is the composite role 2 or the reach is the same in the first half and the second half, but when the winning role is other roles, the winning probability in the second half is higher than that in the first half. That is, the winning expectation in the second half is higher than that in the first half, and even when the remaining number of games of the normal AT decreases, it is a specification that can expect a transition to the confirmed AT. 【0117】 It should be noted that the term "落选" in the original text seems to be a specific term in a particular context. If there is a more accurate English equivalent, it can be further refined. Also, the overall translation tries to maintain the technical and specific expressions as accurately as possible while following the translation rules.The main control unit 10 can be controlled to a "non-lit" state as a control means, in which case it can execute the confirmed AT transition lottery_winning role. The main control unit 10, as a control means, can control the system to a "blue light off" state (first specific state) which can be determined with a first probability that is not high probability, when the lottery result is a replay. The winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if a replay (first lottery result) is won while the blue light is not lit (first specific state), the guaranteed AT transition lottery table_winning combination (first half) is referenced to determine a transition to the guaranteed AT with a probability of 0 / 256 (first probability). In the second half of the normal AT, if a replay (first lottery result) is won while the blue light is not lit (first specific state), the guaranteed AT transition lottery table_winning combination (second half) is referenced to determine a transition to the guaranteed AT with a probability of 1 / 256 (first probability). The main control unit 10, as a control means, can control the system to a "green light off" state (first special state) which can be determined with a non-high probability fourth probability when the lottery result is a watermelon. The winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if a watermelon (second lottery result) is won while the green light is not lit (first special state), the guaranteed AT transition lottery table_winning combination (first half) is referenced to determine a transition to the guaranteed AT with a probability of 26 / 256 (fourth probability). In the second half of the normal AT, if a watermelon (second lottery result) is won while the green light is not lit (first special state), the guaranteed AT transition lottery table_winning combination (second half) is referenced to determine a transition to the guaranteed AT with a probability of 64 / 256 (fourth probability). 【0118】 If the light is not lit, or if the light is lit or in the strongest lit state but a role that does not correspond to the color is won, the guaranteed AT transition lottery_light will not be performed, and the guaranteed AT transition lottery_winning role described below will be performed instead. Specifically, the winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if a watermelon (second lottery result) is won while the blue light is not lit (first specific state), the guaranteed AT transition lottery table_winning combination (first half) is referenced to determine a transition to the guaranteed AT with a probability of 26 / 256 (fourth probability). In the second half of the normal AT, if a watermelon (second lottery result) is won while the blue light is not lit (first specific state), the guaranteed AT transition lottery table_winning combination (second half) is referenced to determine a transition to the guaranteed AT with a probability of 64 / 256 (fourth probability). The winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if a replay (first lottery result) is won while the green light is not lit (first special state), the guaranteed AT transition lottery table_winning combination (first half) is referenced to determine a transition to the guaranteed AT with a probability of 0 / 256 (first probability). In the second half of the normal AT, if a replay (first lottery result) is won while the green light is not lit (first specific state), the guaranteed AT transition lottery table_winning combination (second half) is referenced to determine a transition to the guaranteed AT with a probability of 1 / 256 (first probability). 【0119】 Furthermore, the winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if a watermelon (second lottery result) is won while the blue light is on (second specific state), the guaranteed AT transition lottery table_winning combination (first half) is referenced to determine a transition to the guaranteed AT with a probability of 26 / 256 (fourth probability). In the second half of the normal AT, if a watermelon (second lottery result) is won while the blue light is on (second specific state), the guaranteed AT transition lottery table_winning combination (second half) is referenced to determine a transition to the guaranteed AT with a probability of 64 / 256 (fourth probability). The winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if a replay (first lottery result) is won while the green light is on (second special state), the guaranteed AT transition lottery table_winning combination (first half) is referenced to determine a transition to the guaranteed AT with a probability of 0 / 256 (first probability). In the second half of the normal AT, if a replay (first lottery result) is won while the green light is on (second special state), the guaranteed AT transition lottery table_winning combination (second half) is referenced to determine a transition to the guaranteed AT with a probability of 1 / 256 (first probability). 【0120】 Furthermore, the winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if the player wins a watermelon (second lottery result) while the blue light is lit to its strongest (third specific state), the guaranteed AT transition lottery table_winning combination (first half) is referenced to determine a transition to the guaranteed AT with a probability of 26 / 256 (fourth probability). In the second half of the normal AT, if the player wins a watermelon (second lottery result) while the blue light is lit to its strongest (third specific state), the guaranteed AT transition lottery table_winning combination (second half) is referenced to determine a transition to the guaranteed AT with a probability of 64 / 256 (fourth probability). The winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if a replay (first lottery result) is won while the green light is lit to its strongest (third special state), the guaranteed AT transition lottery table_winning combination (first half) is referenced to determine a transition to the guaranteed AT with a probability of 0 / 256 (first probability). In the second half of the normal AT, if a replay (first lottery result) is won while the green light is lit to its strongest (third special state), the guaranteed AT transition lottery table_winning combination (second half) is referenced to determine a transition to the guaranteed AT with a probability of 1 / 256 (first probability). 【0121】 Figure 58(a) is an example of a screen showing that the confirmed AT transition lottery_winning role has been executed based on winning the combined role 2, and Figure 58(b) is an example of a screen showing that the confirmed AT transition lottery_winning role has been won (AT continuation is confirmed). Furthermore, for some roles, the probability of winning the guaranteed AT transition lottery may be set uniformly (for example, 256 / 256) regardless of the lighting pattern, or the probability of winning may be set uniformly (for example, 256 / 256) for both regular lighting and the strongest lighting. Furthermore, the winning combination for the guaranteed AT transition lottery can be configured as follows: in the first half of the normal AT, if a replay (first lottery result) is won while the blue light is lit (second specific state), the guaranteed AT transition lottery table_winning combination (first half) can be referenced to determine a transition to the guaranteed AT with a probability of 0 / 256 (first probability); or in the second half of the normal AT, if a replay (first lottery result) is won while the blue light is lit (second specific state), the guaranteed AT transition lottery table_winning combination (second half) can be referenced to determine a transition to the guaranteed AT with a probability of 1 / 256 (first probability). Similarly, if a watermelon is won while the green light is on, the system will refer to the confirmed AT transition lottery table_winning role and execute the confirmed AT transition lottery_winning role. Furthermore, the winning combination for the guaranteed AT transition lottery can also be configured as follows: in the first half of the normal AT, if a replay (first lottery result) is won while the blue light is lit to its strongest (third specific state), the guaranteed AT transition lottery table_winning combination (first half) can be referenced to determine a transition to the guaranteed AT with a probability of 0 / 256 (first probability); or in the second half of the normal AT, if a replay (first lottery result) is won while the blue light is lit to its strongest (third specific state), the guaranteed AT transition lottery table_winning combination (second half) can be referenced to determine a transition to the guaranteed AT with a probability of 1 / 256 (first probability). Similarly, if a watermelon is won while the green light is fully illuminated, the system will refer to the confirmed AT transition lottery table_winning role and execute the confirmed AT transition lottery_winning role. 【0122】 Furthermore, the control means can be controlled to a special state in which a replay (first lottery result) can be determined with a probability of 256 / 256 (third probability), and a watermelon (second lottery result) can be determined with a probability of 256 / 256 (sixth probability). In other words, a special state is one in which multiple lights are controlled to their maximum brightness, such as the blue light being at its maximum brightness and the green light being at its maximum brightness. Furthermore, the determination method, when controlled in a special state, allows for a 256 / 256 (third probability) transition to a guaranteed AT if a replay (first lottery result) is won, and a 256 / 256 (sixth probability) transition to a guaranteed AT if a watermelon (second lottery result) is won. 【0123】 Following S308, the breakthrough value lottery process is executed (S309). Details of the breakthrough value lottery process will be described later. In the case of S301-NO, S306-NO, and after processing S309, the AT control process normally terminates. 【0124】 In the case of high probability (lighting state), if winning in the "lottery related to high probability" (deterministic AT transition lottery_light), the system will perform transition control to the deterministic AT. As for the "lottery related to the winning role", the deterministic AT transition lottery_winning role will not be executed, and instead, a lottery related to the breakthrough value corresponding to the winning role (such as the breakthrough value addition lottery described later) will be executed. However, the "lottery related to the winning role" can also be a lottery related to the deterministic AT stock or other stocks corresponding to the winning role. In the case of high probability, the execution of the "lottery related to high probability" (deterministic AT transition lottery_light) and the "lottery related to the winning role" (deterministic AT transition lottery_winning role) has been explained. However, when the "lottery related to high probability" is executed, the "lottery related to the winning role" may not be executed. For example, cases such as not conducting a lottery with the first probability after a lottery with the second probability are assumed. In the case of the strongest high probability, the execution of the "lottery related to the strongest high probability" (deterministic AT transition lottery_light) and the "lottery related to the winning role" has been explained. However, when the "lottery related to the strongest high probability" is executed, the "lottery related to the winning role" may not be executed. In short, cases such as not conducting a lottery with the first probability after a lottery with the third probability are assumed. Regarding the "lottery related to the winning role", it may be executed in one of the high probability (lighting) and the strongest high probability (strongest lighting), but not in the other. 【0125】 (Breakthrough Value Lottery Process) The breakthrough value lottery process will be explained. Figure 19 is a flowchart showing the breakthrough value lottery process. As shown in Figure 19, the breakthrough value lottery process executes a determination on whether a win has occurred in the deterministic AT (S401). Specifically, it determines whether a win has occurred in the deterministic AT transition lottery_light (S304) or the deterministic AT transition lottery_winning role (S308). If a win occurs in the deterministic AT (S401 - YES), the initial breakthrough value lottery process is executed (S402). That is, when the transition to the deterministic AT is confirmed, the initial breakthrough value lottery is executed. 【0126】 The initial breakthrough value lottery is executed by referring to the initial breakthrough value lottery table shown in Figure 20. As shown in Figure 20, the initial breakthrough value is determined by lottery from among 20, 30, 40, 50, 60, 70, 80, and 90, depending on ATLV0 to 3. The memory device stores the determined initial breakthrough value. For example, in the case of ATLV0, there is a 177 / 256 chance of winning an initial breakthrough value of 20, a 39 / 256 chance of winning an initial breakthrough value of 30, a 20 / 256 chance of winning an initial breakthrough value of 40, an 8 / 256 chance of winning a breakthrough value of 50, a 2 / 256 chance of winning an initial breakthrough value of 70, and no chance of winning an initial breakthrough value of 90. In the case of ATLV3, there is a 126 / 256 chance of winning an initial breakthrough value of 20, a 52 / 256 chance of winning an initial breakthrough value of 30, a 39 / 256 chance of winning an initial breakthrough value of 40, a 16 / 256 chance of winning an initial breakthrough value of 50, a 4 / 256 chance of winning an initial breakthrough value of 70, and a 1 / 256 chance of winning an initial breakthrough value of 90. Thus, the initial breakthrough value lottery determines the initial breakthrough value by considering ATLV, but it is also possible to determine the initial breakthrough value uniformly without considering ATLV. For example, the initial breakthrough value may be determined by referring to the distribution of ATLV1 in Figure 20, or it may be determined according to the role when the preparation AT is won (referencing the distribution of Other = ATLV0, Rare Role = ATLV1, Compound Role 1 = ATLV2, Compound Role 2 or Reach Eye = ATLV3). Figure 59(a) is an example of a screen showing that an initial breakthrough value of 30 was obtained as a result of the initial breakthrough value lottery. 【0127】 Next, it is determined whether or not there is a right to participate in the lighting lottery (S403). Specifically, in the S304 confirmed AT transition lottery_lighting, it is determined whether or not there is a right to not be drawn. For example, if you have both a red and a yellow light on and win a combined bell 1 (a combination of a bell and a cherry), and the guaranteed AT transition lottery is performed only for the red light, and you win that lottery, the guaranteed AT transition lottery for the yellow light is not performed, then the right to win the yellow light lottery remains, so it is determined that "the right to win the light lottery is still available (YES)". If it is determined that you have the right to light up (S403-YES), the Breakthrough Value Addition Lottery Process_Light Up is executed (S404). In other words, the Breakthrough Value Addition Lottery Process_Light Up may be executed when a combined role is won in normal AT. 【0128】 The Breakthrough Value Addition Lottery_Lighting is performed by referring to the Breakthrough Value Addition Lottery Table shown in Figure 21. Specifically, if the right to light up is lit green, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_green light shown in Figure 21(a); if the right to light up is lit yellow, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_yellow light shown in Figure 21(b); and if the right to light up is lit blue, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_blue light shown in Figure 21(c). The Breakthrough Value Addition Lottery_Lighting determines the Breakthrough Value to be added based on the lighting color and the type of guaranteed AT (strong / weak) to which the transition from the normal AT is made. If the remaining number of games in the normal AT at the time of transition is 16 or more, it is controlled to "Guaranteed AT Strong", and if it is 15 or less, it is controlled to "Guaranteed AT Weak" (see Figure 6). For example, in a normal AT where a color other than blue is lit, if a combined combination 2 (combined bell 3, which is a combination of bell, watermelon, and cherry) is won on the 1st game (i.e., with 16 or more games remaining), and the confirmed AT transition lottery_lighting based on red lighting is won and the transition (continuation) to a confirmed AT is confirmed, the breakthrough value addition lottery_lighting is executed by referring to the "confirmed AT strong" in the breakthrough value addition lottery table_green lighting and breakthrough value addition lottery table_yellow lighting. 【0129】 In the Breakthrough Value Addition Lottery_Green Light, as shown in Figure 21(a), if it is "Guaranteed AT Strong", there is a 111 / 256 chance of winning "10", a 26 / 256 chance of winning "30", and an 8 / 256 chance of winning "50", while if it is "Guaranteed AT Weak", there is a 128 / 256 chance of winning "10" and a 16 / 256 chance of winning "30". In the Breakthrough Value Addition Lottery_Yellow Light, as shown in Figure 21(b), if it is "Guaranteed AT Strong", there is a 96 / 256 chance of winning "0", a 143 / 256 chance of winning "3", and an 8 / 256 chance of winning "5". On the other hand, if it is "Guaranteed AT Weak", there is a 128 / 256 chance of winning "0", a 118 / 256 chance of winning "3", and a 6 / 256 chance of winning "5". In the Breakthrough Value Addition Lottery_Blue Light, as shown in Figure 21(c), if it is "Guaranteed AT Strong", there is a 151 / 256 chance of winning "3" and a 77 / 256 chance of winning "5", while if it is "Guaranteed AT Weak", there is a 194 / 256 chance of winning "3" and a 52 / 256 chance of winning "5". 【0130】 The Breakthrough Value Addition Lottery_Lighting is not performed based on red lighting. The Breakthrough Value Addition Lottery_Lighting (S404) is performed when there is a right to light up (S403-YES) (see Figure 19), and this right to light up remains if the Confirmed AT Transition Lottery_Lighting in S304 has not been performed. In other words, the S304 confirmed AT transition lottery_lighting is performed in the order of red → green → yellow → blue, so if there is a right to the red light-up lottery, the confirmed AT transition lottery_red will always be performed (it will not be left unperformed) and therefore will not remain. 【0131】 Figure 59(b) is an example of a screen showing the result of the Breakthrough Value Addition Lottery_Green, indicating that an added breakthrough value of 10 was obtained. On this screen, the cumulative breakthrough value is displayed in the upper right area. Therefore, as shown in Figure 59(b), the upper right area of the screen displays the cumulative breakthrough value of 40, which is the initial breakthrough value of 30 plus the additional breakthrough value of 10. Figure 59(c) is an example of a screen showing that, as a result of performing the Breakthrough Value Addition Lottery_Blue after the Breakthrough Value Addition Lottery_Green, an added breakthrough value of 10 was obtained. Therefore, as shown in Figure 59(c), the upper right area of the screen displays the cumulative breakthrough value of 50, which is the breakthrough value of 40 before the execution of the Breakthrough Value Addition Lottery_Blue, plus the added breakthrough value of 10. 【0132】 Note that the Breakthrough Value Addition Lottery_Lighting does not take the strongest lighting into consideration, but it may be made to take it into consideration. For example, the Breakthrough Value Addition Lottery_Strongest Lighting based on the strongest lighting can add several times (for example, 3 times) the value compared to the Breakthrough Value Addition Lottery_Lighting based on lighting. Alternatively, you may perform the Breakthrough Value Addition Lottery_Red Light. For example, by setting the lottery order to second or later (after the lighting of other colors), it is possible to execute the Breakthrough Value Addition Lottery_Red Light in S404. In this case, the Breakthrough Value Addition Lottery_Red Light should be executed by referring to the "Breakthrough Value Addition Lottery Table_Red Light" (Figure 27(a)). 【0133】 Next, the process of deducting the right to participate in the lighting lottery is executed (S405). This is the same process as in S305. For example, if you hold both a red light-up lottery right and a green light-up lottery right, and you execute the confirmed AT transition lottery based on the red light-up lottery right, the red light-up lottery right will be removed from the held light-up lottery right. In other words, in this case, you will be left with the green light-up lottery right. Next, it is determined whether or not there is a right to participate in the lighting lottery (S406). For example, if you hold both a red light-up lottery right and a green light-up lottery right, and the confirmed AT transition lottery_light-up is performed based on the red light-up lottery right, the green light-up lottery right will be retained, and therefore it will be determined that "light-up lottery right exists (S307-NO)". In other words, it determines whether there are any undrawn winning combinations for the color that is currently lit. Therefore, it basically applies to cases where a combined winning combination is won. If you do not have the right to participate in the lighting lottery (S406-YES), proceed to S407. If you do have the right to participate in the lighting lottery (S406-NO), return to S404. If S406-YES, and if S403-NO, it is determined whether or not the lottery based on the winning role has not been executed (S407). Specifically, it determines whether or not the "Confirmed AT Transition Lottery Process_Winning Role" has been executed. 【0134】 If it is determined that "the lottery based on the winning role has not been performed" (S407-YES), the breakthrough value addition lottery process is executed (S408). The breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table shown in Figure 22. Specifically, if the type of guaranteed AT transitioning from a normal AT is "weak", the Breakthrough Value Addition Lottery_Guaranteed AT Weak shown in Figure 22(a) is referenced and the Breakthrough Value Addition Lottery_Guaranteed AT Weak is executed. If the type of guaranteed AT transitioning from a normal AT is "strong", the Breakthrough Value Addition Lottery_Guaranteed AT Strong shown in Figure 22(b) is referenced and the Breakthrough Value Addition Lottery_Guaranteed AT Strong is executed. 【0135】 In the Breakthrough Value Addition Lottery - Guaranteed AT Weak, if a rare role is won, there is a 227 / 256 chance of winning "3", a 26 / 256 chance of winning "5", and a 1 / 256 chance of winning "10", "20", or "30". Similarly, if a combined role 1 is won, there is a 218 / 256 chance of winning "3", and a 12 / 256 chance of winning "5", "10", or "20". Similarly, if a combined role 2 is won, there is a 204 / 256 chance of winning "30", and a 52 / 256 chance of winning "50". Similarly, if a winning combination is won, there is a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5". If you win any other number, you have a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5". 【0136】 In the Breakthrough Value Addition Lottery - Guaranteed AT Strong, if a rare role is won, there is a 224 / 256 chance of winning "3", and an 8 / 256 chance of winning "5", "10", "20", or "30". Similarly, if a combined role 1 is won, there is a 207 / 256 chance of winning "3", a 12 / 256 chance of winning "5", "10", "20", or "30", and a 1 / 256 chance of winning "50". Similarly, if a combined role 2 is won, there is a 128 / 256 chance of winning "30", and a 128 / 256 chance of winning "50". Similarly, if a winning combination is won, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5". If you win any other number, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5". 【0137】 Figure 59(d) is an example of a screen showing the result of the Breakthrough Value Addition Lottery - Confirmed AT Strong, where an added breakthrough value of 30 was obtained. Therefore, the upper right area of the screen in Figure 59(d) displays the cumulative breakthrough value of 80, which is the breakthrough value of 50 before the execution of the Breakthrough Value Addition Lottery - Confirmed AT Strong, plus the added breakthrough value of 30. As shown in Figure 59, it is not necessary to explicitly show or suggest the numerical value (additional value), to suggest the value through items, etc., or not to suggest it at all. In the case of S401-NO and S407-NO, the breakthrough value lottery process is terminated. 【0138】 (Normal AT termination processing) This section explains the processing that occurs at the end of a normal AT (Automatic Trigger) game. Figure 23 is a flowchart showing the normal AT termination process. As shown in Figure 23, the normal AT termination process determines whether the game has ended in the normal AT (S501). If it is determined that the game has ended (S501-YES), it is determined whether or not the AT has ended (S502). In other words, it is determined whether or not the normal AT has ended. Specifically, the game determines that the normal AT has ended (YES) when there are 0 remaining games in the normal AT, it is not possible to transition to the guaranteed AT, and there are no preparation AT stocks. Next, the process for determining the continuation of the advantageous period is executed (S503). The lottery for continuing the advantageous period is performed by referring to the advantageous period continuation lottery table shown in Figure 24. As shown in Figure 24, the advantageous period continuation lottery determines whether to continue or end based on the CZLV. The higher the CZLV, the higher the probability of winning "continuation," and the lower the CZLV, the lower the probability of winning "continuation." 【0139】 If the "continuation" result is won in the advantageous period continuation lottery (S504-YES), the advantageous period will continue. In other words, the advantageous period continues until the next opportunity for a continuation lottery or the advantageous period limiter is reached. Next, the CZ type lottery process is executed (S505). In other words, the CZ type lottery is performed when the game is controlled to enter a CZ (CZ preparation) while the advantageous period continues. The CZ type lottery is performed by referring to the CZ type lottery table shown in Figure 25. As shown in Figure 25, the CZ type lottery determines whether it is a "weak CZ" or a "strong CZ" based on the CZLV. The higher the CZLV, the higher the probability of winning a "strong CZ," and the lower the CZLV, the lower the probability of winning a "strong CZ." If "Weak CZ" is selected, the main control unit 10 controls the system to "Preparation for Weak CZ" in the next game, and if "Strong CZ" is selected, the main control unit 10 controls the system to "Preparation for Strong CZ" in the next game. Figure 60(a) is an example of a screen showing that "Continue" was won in the advantageous section continuation lottery, Figure 60(b) is an example of a screen showing that the CZ type lottery was executed based on the winning of "Continue" in the advantageous section continuation lottery, and Figure 60(c) is an example of a screen including the CZ weak preparation stage image. Note that Figure 60 shows an example where ATLV is displayed on the display unit 8, but ATLV can be hidden. The same applies to other scenarios. Thus, the control of the game type (control of the game state) is performed by the main control unit 10, but the sub-control unit 20 controls the game to the "weak CZ preparation stage" regardless of the type, in terms of appearance (presentation), whether the winner is "weak CZ" or "strong CZ". This control will be explained in detail later in "Stage presentation with a sense of penetration SPEC". Furthermore, only if specific settings (e.g., settings 5, 6, etc.) are set, even if the type of CZ is determined by this lottery, stage control may be executed to control the game to the CZ Strong Stage with a predetermined probability (e.g., 1 / 256, etc.). 【0140】 Next, the system controls the preparation for the type of CZ (Chance Zone) according to the lottery result (S506). In other words, in the S505's CZ type lottery, if "Weak CZ" is selected, the game state is controlled to Weak CZ, and if "Strong CZ" is selected, the game state is controlled to Strong CZ. If the advantageous period continuation lottery is unsuccessful (S504-NO), the non-advantageous period control process is executed (S507). In other words, it executes a control that transitions the game period from a favorable period to a non-favorable period. Furthermore, the system executes a control mechanism to transition the game state to a non-advantageous game state. In the case of S501-NO, in the case of S502-NO, after processing S506, and after processing S507, the normal AT termination process is terminated. 【0141】 (Confirmed AT control process) This section explains the control process (confirmed AT control process) in a guaranteed automatic transmission (AT). There are two types of guaranteed AT: "strong guaranteed AT" and "weak guaranteed AT," both of which control the AT state. A guaranteed AT (Strong) occurs when, in a normal AT, the AT continuation is confirmed with 16 or more remaining games, that is, within 4 games (14 games in the first case) from the start of a normal AT, the guaranteed AT transition lottery light (S304) is won, or the guaranteed AT transition lottery winning role (S308) is won, and the AT transition is transitioned from a normal AT (number 6 in Figures 6 and 7). A weakly guaranteed AT occurs when, in a normal AT, the continuation of the AT is confirmed with fewer than 16 games remaining. In other words, it occurs when, 5 games (15 games in the first case) or later from the start of the normal AT, the guaranteed AT transition lottery light-up (S304) or the guaranteed AT transition lottery winning combination (S308) is won, and the player transitions from the normal AT (number 7 in Figures 6 and 7). Therefore, a guaranteed strong AT consists of 16 games or more, while a guaranteed weak AT consists of 15 games or less. The guaranteed AT Strong mode ends when a predetermined number of games have been played ("remaining number of games in normal AT" - "number of games played until AT continuation is confirmed"), and then the game transitions to Breakthrough AT (number 8 in Figures 6 and 7). The "Weak Confirmed AT" mode ends after a predetermined number of games ("Remaining games in Normal AT" - "Number of games played until AT continuation is confirmed"), and then transitions to the "Breakthrough AT" mode (number 9 in Figures 6 and 7). In other words, the game state control means can control the game to a breakthrough AT (first game state) when a predetermined number of games have been played in the confirmed AT (fourth game state) (when predetermined conditions have been met). 【0142】 Figure 26 is a flowchart showing the confirmed AT control process. As shown in Figure 26, in a confirmed AT, it is determined whether or not the internal lottery process has been executed (S601). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S601-YES), it is determined whether the lights are on or off (S602). In other words, it is determined whether one or more of the red, green, yellow, and blue lights are on or off. In addition, if there is a color that is in the strongest illuminated state in a normal AT, it will be treated as an illuminated state in a guaranteed AT. However, it is not required to treat the strongest illuminated state as an illuminated state. If the light is lit (S602-YES), determine whether or not you have the right to participate in the lighting lottery (S603). Specifically, it determines whether or not you have won the prize corresponding to the color that is lit up. For example, if you win a cherry when red is lit, a watermelon when green is lit, a bell when yellow is lit, or a replay when blue is lit, it is determined that you have the right to participate in the lighting lottery (YES) in all cases. 【0143】 If there is a right to draw for lighting (S603-YES), the breakthrough value addition draw process_lighting is executed (S604). The Breakthrough Value Addition Lottery_Lighting is performed by referring to the Breakthrough Value Addition Lottery Table shown in Figure 27. Specifically, if the right to light up is lit red, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_red light shown in Figure 27(a); if the right to light up is lit green, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_green light shown in Figure 27(b); if the right to light up is lit yellow, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_yellow light shown in Figure 27(c); and if the right to light up is lit blue, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_blue light shown in Figure 27(d). The breakthrough value addition lottery determines the breakthrough value to be added based on the color of the light and the type of confirmed AT (strong or weak). For example, if a color other than blue is lit and the game transitions from normal AT to guaranteed AT strong, and the winning combination that triggered the transition to guaranteed AT is a combined combination 2 (combined bell 3, which is a combination of bell, watermelon, and cherry), the game will perform a breakthrough value addition lottery by referring to the "guaranteed AT strong" in the breakthrough value addition lottery table_red, breakthrough value addition lottery table_green, and breakthrough value addition lottery table_yellow. 【0144】 In the Breakthrough Value Addition Lottery_Red Light, as shown in Figure 27(a), if it is "Guaranteed AT Strong", there is a 192 / 256 chance of winning "5", a 26 / 256 chance of winning "10" or "20", an 8 / 256 chance of winning "30", and a 4 / 256 chance of winning "50". On the other hand, if it is "Guaranteed AT Weak", there is a 225 / 256 chance of winning "5", a 13 / 256 chance of winning "10" or "20", a 4 / 256 chance of winning "50", and a 1 / 256 chance of winning "50". In the Breakthrough Value Addition Lottery_Green Light, as shown in Figure 27(b), if it is "Guaranteed AT Strong", there is a 111 / 256 chance of winning "10" or "20", a 26 / 256 chance of winning "30", and an 8 / 256 chance of winning "50". On the other hand, if it is "Guaranteed AT Weak", there is a 128 / 256 chance of winning "10", a 108 / 256 chance of winning "20", a 16 / 256 chance of winning "30", and a 4 / 256 chance of winning "50". In the Breakthrough Value Addition Lottery_Yellow Light, as shown in Figure 27(c), if it is "Guaranteed AT Strong", there is a 96 / 256 chance of winning "0", a 143 / 256 chance of winning "3", and an 8 / 256 chance of winning "5". On the other hand, if it is "Guaranteed AT Weak", there is a 128 / 256 chance of winning "0", a 118 / 256 chance of winning "3", and a 6 / 256 chance of winning "5". In the Breakthrough Value Addition Lottery_Blue Light, as shown in Figure 27(d), if it is "Guaranteed AT Strong", there is a 151 / 256 chance of winning "3" and a 77 / 256 chance of winning "5", while if it is "Guaranteed AT Weak", there is a 194 / 256 chance of winning "3" and a 52 / 256 chance of winning "5". The memory device stores the winning breakthrough value. In other words, in the confirmed AT (fourth game state), the system is equipped with a breakthrough value addition lottery (numerical information assignment means) that can assign a breakthrough value (numerical information), the storage means is capable of storing the breakthrough value (numerical information) assigned by the breakthrough value addition lottery (numerical information assignment means), and the game state control means is capable of controlling the system to a breakthrough AT (first game state) when a predetermined number of games have been played (when predetermined conditions have been met) in the confirmed AT (fourth game state). 【0145】 Figure 61(a) is an example of a screen showing that the result of the Breakthrough Value Addition Lottery_Red was that an added breakthrough value of 10 was obtained. As shown in Figure 61(a), the upper right area of the screen displays the cumulative breakthrough value of 80, which is the total breakthrough value obtained so far plus an additional breakthrough value of 10. Figure 61(b) is an example of a screen showing that a Breakthrough Value of 10 was obtained through the Breakthrough Value Addition Lottery_Green, which was executed after the Breakthrough Value Addition Lottery_Red. As shown in Figure 61(b), the upper right area of the screen displays the cumulative breakthrough value of 90, which is the sum of the previously acquired breakthrough value of 80 and the added breakthrough value of 10. Figure 61(c) is an example of a screen showing that a Breakthrough Value of 10 was obtained through the Breakthrough Value Addition Lottery_Yellow, which was executed after the Breakthrough Value Addition Lottery_Green. As shown in Figure 61(c), the upper right area of the screen displays the cumulative breakthrough value of 100, which is the sum of the previously acquired breakthrough value of 90 and the added breakthrough value of 10. Note that the breakthrough value addition lottery does not take the strongest illumination into consideration, but it may be made to take it into consideration. For example, the breakthrough value addition lottery based on the strongest illumination can add several times (for example, 3 times) the breakthrough value compared to the breakthrough value addition lottery based on illumination. 【0146】 Next, the process of reducing the right to participate in the lighting lottery is executed (S605). For example, if you hold both a red and a green light-up lottery right, and then execute the confirmed AT transition lottery_red, the red light-up lottery right will be subtracted from the held right. In this case, you will be left with a green light-up lottery right. Next, it is determined whether or not there is a right to participate in the lighting lottery (S606). In other words, it determines whether there are any undrawn winning combinations for the color that is currently lit. Therefore, it basically applies to cases where a combined winning combination is won. Next, the breakthrough value addition lottery process is executed (S607). The breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table shown in Figure 28. Specifically, if the type of guaranteed AT transitioning from a normal AT is "weak", the Breakthrough Value Addition Lottery_Guaranteed AT Weak shown in Figure 28(a) is referenced and the Breakthrough Value Addition Lottery_Guaranteed AT Weak is executed. If the type of guaranteed AT transitioning from a normal AT is "strong", the Breakthrough Value Addition Lottery_Guaranteed AT Strong shown in Figure 28(b) is referenced and the Breakthrough Value Addition Lottery_Guaranteed AT Strong is executed. 【0147】 In the Breakthrough Value Addition Lottery - Guaranteed AT Weak, if a rare role is won, there is a 227 / 256 chance of winning "3", a 26 / 256 chance of winning "5", and a 1 / 256 chance of winning "10", "20", or "30". Similarly, if a combined role 1 is won, there is a 218 / 256 chance of winning "3", and a 12 / 256 chance of winning "5", "10", or "20". Similarly, if a combined role 2 is won, there is a 204 / 256 chance of winning "30", and a 52 / 256 chance of winning "50". Similarly, if a winning combination is won, there is a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5". If you win any other number, you have a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5". 【0148】 In the Breakthrough Value Addition Lottery - Guaranteed AT Strong, if a rare role is won, there is a 224 / 256 chance of winning "3", and an 8 / 256 chance of winning "5", "10", "20", or "30". Similarly, if a combined role 1 is won, there is a 207 / 256 chance of winning "3", a 12 / 256 chance of winning "5", "10", "20", or "30", and a 1 / 256 chance of winning "50". Similarly, if a combined role 2 is won, there is a 128 / 256 chance of winning "30", and a 128 / 256 chance of winning "50". Similarly, if a winning combination is won, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5". If you win any other number, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5". 【0149】 Figure 61(d) is an example of a screen showing that a Breakthrough Value of 30 was obtained through the Breakthrough Value Addition Lottery_Confirmed AT Strong, which was performed after the Breakthrough Value Addition Lottery_Green. As shown in Figure 61(d), the upper right area of the screen displays the cumulative breakthrough value of 130, which is the sum of the previously acquired breakthrough value of 100 and the added breakthrough value of 30. In the case of S601-NO, and after processing S607, the confirmed AT control process is terminated. 【0150】 (Breakthrough AT control processing) This section explains the control process (breakthrough AT control process) in the breakthrough AT. The Breakthrough AT consists of 2G and is controlled to maintain the AT state. In the Guaranteed Strong AT mode, if a predetermined number of games ("remaining games in Normal AT" - "number of games played until AT continuation is confirmed") are played, the mode transitions from Guaranteed Strong AT mode (number 8 in Figures 6 and 7). Breakthrough AT occurs when a predetermined number of games ("remaining games in normal AT" - "number of games played until AT continuation is confirmed") have been played during the weak confirmed AT (Figure 6, 7, item 9). The Breakthrough AT ends after 2 games (the final game). If the player wins the Loop AT transition lottery (S704 Breakthrough lottery or S706 Breakthrough rewrite lottery) before the final game of the Breakthrough AT, the player will transition to Loop AT after the Breakthrough AT ends (number 10 in Figures 6 and 7). If the Breakthrough AT does not result in a Loop AT transition lottery by the final game of the Breakthrough AT, the game will transition to Preparation AT after the Breakthrough AT ends (number 11 in Figures 6 and 7). 【0151】 Figure 29 is a flowchart showing the breakthrough AT control process. As shown in Figure 29, in the breakthrough AT, it is determined whether or not the internal lottery process has been executed (S701). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S701-YES), it is determined whether or not it is the first game of the breakthrough AT (S702). If it is the first game of the Breakthrough AT (S702-YES), the Breakthrough value conversion process is executed (S703). The breakthrough value conversion process specifically involves rounding the cumulative breakthrough value. This sets the last digit of the cumulative breakthrough value to "0". The subsequent breakthrough lottery (S704) determines whether a winner or loser is selected based on the cumulative breakthrough value, and this cumulative breakthrough value is set to have a "0" in the last digit, such as 20, 30, ..., 90 (see Figure 30). Figure 62(a) is an example of a screen showing that the acquired breakthrough value was converted from "55" to "60" by rounding, as a breakthrough value conversion process was performed on the first game of the breakthrough AT. Furthermore, in addition to rounding to the nearest integer, other methods of handling fractional numbers, such as rounding up or down, rounding down, or rounding down, are also acceptable, or the decision of whether or not to perform any fractional calculations may be made by lottery. You can also use the single-digit number as is without rounding and perform the breakthrough lottery (S704) or the loop AT initial stock lottery (S710), etc. Additionally, while the maximum breakthrough value in the breakthrough lottery table is "90," if the acquired breakthrough value exceeds "90," it may be converted to "90" and the lottery may be performed. 【0152】 Next, the breakthrough lottery process is executed (S704). In other words, the breakthrough lottery is a process equivalent to the loop AT transition lottery, and it is executed on the first game of the breakthrough AT. The breakthrough lottery is performed by referring to the breakthrough lottery table shown in Figure 30, and if successful, the transition to Loop AT is confirmed. In the breakthrough lottery, for example, if the breakthrough value is 20, the probability of winning is 52 / 256; if the breakthrough value is 80, the probability of winning is 205 / 256; and if it is 90, the probability of winning is 256 / 256 (guaranteeing transition to Loop AT). The higher the breakthrough value, the easier it is to win. Furthermore, both the breakthrough lottery and the loop AT initial stock lottery, which will be described later, are conducted based on the breakthrough value. In the loop AT stock lottery, as shown in Figure 33, the breakthrough value is used as the stock rate for the loop AT (the probability of winning the loop AT initial stock lottery). Furthermore, as shown in Figure 29, S710→S711→S710..., the loop AT initial stock lottery is repeated unless a loss occurs. Therefore, if the breakthrough value in both draws were set to 100, a problem would arise where the Loop AT stock would be granted indefinitely. For this reason, the maximum breakthrough value in both draws is limited to 90 (a value obtained by subtracting a predetermined number from 100). This is not the only option; the maximum value of the breakthrough can also be set to 90 or higher, or less than 90. 【0153】 If it is not the first game of the Breakthrough AT (S702-NO), then it is determined whether or not the Breakthrough lottery (S704) was unsuccessful in the second game of the Breakthrough AT (S705). If the breakthrough lottery is unsuccessful (S705-YES), that is, if the loop AT is not won, the breakthrough rewrite lottery process is executed (S706). The Breakthrough Rewrite Lottery is executed if the Breakthrough Lottery performed on the first game of the Breakthrough AT is unsuccessful. In other words, the Breakthrough Rewrite Lottery is performed on the second game of the Breakthrough AT, and only if the transition to the Loop AT is not yet confirmed. To put it another way, it is a lottery that aims to rewrite the result of the Breakthrough Lottery performed on the first game of the Breakthrough AT, which was "Loop AT not won," to "Loop AT won." 【0154】 The breakthrough rewrite lottery is performed by referring to the breakthrough rewrite lottery table shown in Figure 31. As shown in Figure 31, the probability of winning the Breakthrough Rewrite Lottery differs depending on the winning combination. For example, in the internal lottery of S701, if a rare combination is won, there is a 26 / 256 chance of winning (rewriting); if a combined combination 1 is won, there is a 52 / 256 chance of winning (rewriting); if a combined combination 2 or a winning combination is won, there is a 256 / 256 chance of winning (rewriting); and if any other combination is won, there is a 0 / 256 chance of winning. Figure 62(b) is an example of a screen showing that the breakthrough lottery was performed on the first game of the breakthrough AT, and Figure 62(c) is an example of a screen showing that the breakthrough lottery was unsuccessful. Figure 62(d) is an example of a screen indicating that the user has won the breakthrough rewrite lottery. In other words, Figure 62(d) shows that what was initially determined to be a "failure" was later changed to a "winner." 【0155】 If the breakthrough lottery is not lost (S705-NO), that is, if the loop AT is won, the loop AT stock lottery process is executed (S707). In other words, the Loop AT stock lottery is performed on the second game of the Breakthrough AT, and only when the transition to Loop AT is confirmed. The Loop AT stock lottery determines one Loop AT stock from 0 to 2 by referring to the Loop AT stock lottery table_Breakthrough AT shown in Figure 32. As shown in Figure 32, the probability of winning a Loop AT stock varies depending on the winning combination. For example, in the internal lottery of S701, if a rare combination is won, there is a 26 / 256 chance of winning 1 stock and a 1 / 256 chance of winning 2 stocks. If a combined combination 1 is won, there is a 52 / 256 chance of winning 1 stock and a 4 / 256 chance of winning 2 stocks. If a combined combination 2 is won, there is a 128 / 256 chance of winning 1 stock and a 128 / 256 chance of winning 2 stocks. If a winning combination is won, there is a 256 / 256 chance of winning 2 stocks. If any other combination is won, there is a 0 / 256 chance of winning. 【0156】 In S701, if the internal lottery process has not been executed (S701-NO), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether the second game of the breakthrough AT has ended (S708). If the second game of the Breakthrough AT ends (S708-YES), it is determined whether or not the transition to Loop AT is confirmed (S709). Specifically, if the breakthrough lottery is won (S704-YES), or if the breakthrough rewrite lottery is won (S706), it is determined that the transition to Loop AT is confirmed (YES). If the transition to Loop AT is confirmed (S709-YES), the Loop AT initial stock lottery process is executed (S710). The Loop AT initial stock lottery refers to the Loop AT initial stock lottery table shown in Figure 33 to determine by lottery whether or not to grant an initial stock (stock count of 1) in the Loop AT. 【0157】 Next, it is determined whether or not the initial stock lottery for Loop AT was unsuccessful (S711). If you are not eliminated (S711-NO), return to S710 and run the Loop AT initial stock lottery again. In other words, the initial stock lottery for Loop AT is repeated as long as you win. In other words, the number of times you win the Loop AT initial stock lottery is awarded as the Loop AT initial stock. As mentioned above and shown in Figure 33, in the Loop AT initial stock lottery, the breakthrough value itself is the winning rate (stock rate). Therefore, by setting the upper limit of the breakthrough value to "90" (not 100), the initial number of Loop AT stocks will not be continuously awarded (won) indefinitely. 【0158】 Furthermore, the timing for referencing the "Loop AT Initial Stock Lottery Table" can be set to the start of one Loop AT set, the end of one Loop AT set, etc., or the number of times the table is referenced can be set to once, so that one lottery is performed each time the table is referenced. In other words, instead of drawing the number of stocks all at once, it would be better to draw them each time. After processing S704, after processing S706, after processing S707, if S709 is NO, and if S711 is YES, the breakthrough AT control process is terminated. 【0159】 Figure 63(a) is an example of a screen showing that, on the second game of the breakthrough AT, the Loop AT stock lottery was performed and "2" was won, resulting in the acquisition of 2 Loop AT stocks. As shown in Figure 63(a), the upper right area of the screen displays the cumulative value of acquired Loop AT stocks (cumulative number of Loop AT stocks): 2. Figure 63(b) is an example of a screen showing that the player has won the Loop AT initial stock lottery (1st time) and has acquired Loop AT initial stock 1. As shown in Figure 63(b), the cumulative number of loop AT stocks is displayed as 3 in the upper right area of the screen. Figure 63(c) is an example of a screen showing that an additional Loop AT initial stock 1 has been acquired as a result of winning the Loop AT initial stock lottery (second time). As shown in Figure 63(c), the cumulative number of loop AT stocks is displayed in the upper right area of the screen: 3. Figure 63(d) shows the Breakthrough AT termination screen that appears when the Loop AT initial stock lottery (3rd time) is not won. In other words, Figure 63(d) shows that the total number of Loop AT stocks acquired during the Breakthrough AT is 4. Thus, the number of Loop AT stocks is determined based on the number of stocks from the initial Loop AT stock lottery and the number of stocks from the Loop AT stock lottery. Note that Figure 63 shows an example where the number of acquired stocks is displayed on the display unit 8, but the number of stocks can be hidden. The same applies to other scenarios. 【0160】 Loop AT stock lottery and Loop AT initial stock lottery can determine whether to grant stock (bonus) to continue Loop AT based on the breakthrough value stored in the memory means. If it is determined that stock should be granted, it can be determined again whether to grant stock. If it is determined that stock should be granted, the system is equipped with a means for granting stock. 【0161】 (Loop AT control processing) This section explains the control process in loop automatic transmission (loop automatic transmission) (loop automatic transmission control process). Loop AT consists of 10G per set and is controlled to maintain an AT state. Loop AT is entered when the player wins the Loop AT transition lottery before the final game of Breakthrough AT (number 10 in Figures 6 and 7). Loop AT is entered from the Special AT when the remaining number of games reaches 0 or when 5 stocks (preparation AT stock and loop AT stock) are acquired (number 14 in Figures 6 and 7). Loop AT is entered from SPAT when you win or lose a battle (number 16 in Figures 6 and 7). Loop AT is triggered when 30 games have been played during the pseudo-bonus (number 18 in Figures 6 and 7). Additionally, Loop AT ends after 10G has been consumed and there are no more Loop AT stocks remaining, after which the game transitions to Preparation AT (number 12 in Figures 6 and 7). Additionally, Loop AT ends when the player wins the Special AT transition lottery, and then transitions to the Special AT (number 13 in Figures 6 and 7). Additionally, Loop AT ends when the player wins the Special SP transition lottery and then transitions to SPAT (number 15 in Figures 6 and 7). Furthermore, Loop AT ends if the pseudo-bonus lottery at the end of Loop AT (when AT continuation is confirmed) is won, and then the game transitions to a pseudo-bonus (number 17 in Figures 6 and 7). 【0162】 Figure 34 is a flowchart showing the loop AT control process. As shown in Figure 34, in Loop AT, it is determined whether or not the internal lottery process has been executed (S801). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S801-YES), the BAR navigation lottery process is executed (S802). The BAR Navi lottery is a process that determines whether or not to execute BAR Navi by lottery, and is executed by referring to the BAR Navi lottery table_loopAT shown in Figure 35. "BAR Navi" refers to a navigation feature that prompts the user to aim for a BAR alignment by pressing the buttons in reverse order. As shown in Figure 35, the BAR Navi lottery has different winning probabilities depending on the winning combination: "No Navi," "BAR Fake Navi (0)," and "BAR Navi (1)." The number in parentheses indicates the number of Loop AT stocks. In other words, if you win the BAR navigation, you will be granted "1" Loop AT stock. Specifically, in S801, if you win Common 1 card 1, you have a 256 / 256 chance of winning BAR Navi (1); similarly, if you win Common 1 card 2, you have a 256 / 256 chance of winning BAR Fake Navi (0); and if you win any other combination, you have a 256 / 256 chance of winning No Navi (0). 【0163】 Therefore, if a common 1-coin win occurs, the display unit 8 will show, for example, "Aim for BAR by pressing in reverse!" (information prompting right 1ST operation or precise timing of button presses), as shown in Figure 64(a). If the player successfully performs the timing operation with the right 1ST operation according to this display, they can stop reels 41a to c in a configuration where the "BAR" symbols are lined up diagonally downwards to the right (down-right diagonal BAR alignment), as shown in Figure 64(b). At this point, since "1" Loop AT stock is awarded, the display unit 8 will show something like "Stock 1 acquired!". On the other hand, if the common 1-coin 2 is won, the display unit 8 will show "Aim for BAR by pressing in reverse order!", just as if the common 1-coin 1 was won (Figure 64(a)). However, this display is a fake BAR navigation. In other words, in this case, even if you perform the stop operation with the right 1ST according to the navigation, the display will not show that the BARs are aligned. Furthermore, if you win a common 1 card 2, no Loop AT stock will be awarded (Figure 35). In this case, for example, as shown in Figure 64(c), displaying "Too bad!" or the like on the display unit 8 can indicate that the displayed "Aim for BAR by pressing in reverse!" is a fake navigation or that a loop AT stock was not awarded. Additionally, if the BAR symbols align successfully (i.e., the stopping operation is performed according to the BAR navigation), the number of Loop AT stocks may be increased. Thus, if you win "Common 1-coin 1", a BAR navigation will be executed and a Loop AT stock will be awarded, but if you win "Common 1-coin 2", a BAR fake navigation will be executed and no Loop AT stock will be awarded. If you win "Other roles", no navigation will be executed and no Loop AT stock will be awarded. 【0164】 Next, the loop AT stock lottery process is executed (S803). The Loop AT stock lottery determines the number of Loop AT stocks by lottery, referring to the Loop AT stock lottery table_Loop AT shown in Figure 36. As shown in Figure 36, in the internal lottery of S801, if a rare role is won, there is a 39 / 256 probability of winning 1 stock and a 1 / 256 probability of winning 2 stocks. Similarly, if a combined role 1 is won, there is a 96 / 256 probability of winning 1 stock, a 4 / 256 probability of winning 2 stocks, a 2 / 256 probability of winning 3 stocks, and a 2 / 256 probability of winning 4 stocks. Similarly, if a combined role 2 is won, there is a 64 / 256 probability of winning 1 stock, a 64 / 256 probability of winning 2 stocks, a 64 / 256 probability of winning 3 stocks, and a 64 / 256 probability of winning 4 stocks. Similarly, if a winning combination is won, there is a 256 / 256 probability of winning 1 stock. Similarly, if any other role is won, there is a 256 / 256 probability of winning 0 stocks. Note that certain combinations (such as a winning combination) do not require the awarding of stock. The sum of the number of Loop AT stocks granted during Loop AT (stocks granted in S802 or S803) and the number of Loop AT stocks granted in other game states (for example, Breakthrough AT) will be treated as the number of Loop AT stocks in that Loop AT (total number of Loop AT stocks). The total number of Loop AT stocks is stored in a memory device and is updated by subtracting or adding each time one is consumed or added. 【0165】 Next, the special SP transition lottery process is executed (S804). The Specialized SP transition lottery is a lottery held in Loop AT to determine whether or not to transition to Specialized AT or SPAT. The special SP transition lottery is performed by referring to the special SP transition lottery table shown in Figure 37. Specifically, as shown in Figure 37, in the internal lottery of S801, if a rare role is won, there is a 1 / 256 chance of winning a Special AT and a 1 / 256 chance of winning a SPAT. Similarly, if a combined role 1 is won, there is a 10 / 256 chance of winning a Special AT and a 3 / 256 chance of winning a SPAT. Similarly, if a combined role 2 is won, there is a 51 / 256 chance of winning a Special AT and a 13 / 256 chance of winning a SPAT. Similarly, if a winning combination or other roles is won, there is a 0 / 256 chance of winning a Special AT and a SPAT. Figure 65(a) is an example of a screen showing the execution of the Special SP transition lottery, Figure 65(b) is an example of a screen showing that the Special AT has been won as a result of the Special SP transition lottery, and Figure 65(c) is an example of a screen showing that SPAT has been won as a result of the Special SP transition lottery. In this embodiment, even when a loop AT stock is acquired, the gaming machine 1 will refer to the special SP transition lottery table (Figure 37) to perform a transition lottery to a special AT or SPAT. However, if a loop AT stock is acquired, the transition lottery may not be performed, or conversely, the transition lottery may be performed only when a loop AT stock is acquired. Furthermore, if the strongest lighting has already been achieved, even if SPAT is determined, it may be possible to transition to a special AT. 【0166】 If you win SPAT in the special SP transition lottery (S805-YES), the SPAT type lottery process is executed (S806). The SPAT type lottery determines one type from among the following: red strongest illumination, green strongest illumination, yellow strongest illumination, blue strongest illumination, and all strongest illumination, by referring to the SPAT type lottery table shown in Figure 38. As shown in Figure 38, in the SPAT type lottery, the strongest red light, strongest green light, strongest yellow light, and strongest blue light each have a probability of being won with a probability of 60 / 256, while the strongest all light-up has a probability of being won with a probability of 16 / 256. Figure 66(a) is an example of a screen showing the execution of the SPAT type lottery, Figure 66(b) is an example of a screen showing that the result of the SPAT type lottery is that the strongest red light has been selected, and Figure 66(c) is an example of a screen showing that the result of the SPAT type lottery is that the strongest all lights have been selected. The strongest lighting of each type determined here can be obtained by winning the battle game held in SPAT. For example, if you win the SPAT type lottery and get the strongest red light, you will be granted the strongest red light if you win the SPAT battle game. In this embodiment, since multiple strongest illuminations of the same type can be stocked, even if a strongest illumination that has already been acquired is determined, that determination result is adopted (the strongest illumination is stocked). However, if a strongest illumination that has already been acquired is determined, the lottery may be repeated until a strongest illumination that has not yet been acquired is determined. 【0167】 In S801, if the internal lottery process has not been executed (S801-NO), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether or not the final game (10th game) of one set has ended (S807). When the final game (10th game) of a set is completed (S807-YES), it is determined whether or not the Loop AT continues (there is a Loop AT stock) (S808). Specifically, if the total number of Loop AT stocks mentioned above is 1 or more, it is determined that the Loop AT will continue. If the Loop AT continues (S808-YES), the pseudo-bonus transition lottery process is executed (S809). The pseudo-bonus transition lottery determines whether or not to transition to a pseudo-bonus by referring to the pseudo-bonus transition lottery table shown in Figure 39. As shown in Figure 39, the pseudo-bonus transition lottery is won with a probability of 64 / 256 if the last digit of the number of sets completed is "5", with a probability of 256 / 256 if the last digit of the number of sets completed is "0", and with a probability of 1 / 256 if the last digit of the number of sets completed is any other (other than 0 and 5). Therefore, if the last digit of the current set number is 5 (5, 15, 25, etc.), a transition to a pseudo-bonus can be expected; if the last digit of the current set number is 0 (10, 20, 30, etc.), a transition to a pseudo-bonus is guaranteed; and if the last digit of the current set number is a number other than 5 or 0, a transition to a pseudo-bonus is not very likely. In the case of S805-NO, the loop AT control process is terminated after processing S806. In the case of S807-NO, S808-NO, and S809, the loop AT control process is terminated. 【0168】 (Specialized AT control processing) This section explains the control processing (specialized AT control processing) in specialized automatic transmissions. The specialized AT consists of 6G (initial) and is controlled to maintain the AT state. The Special AT occurs when the player wins the Special SP transition lottery during the Loop AT (number 13 in Figures 6 and 7). The special AT ends when the remaining number of games reaches 0 or when 5 stocks (preparation AT stock and loop AT stock) are acquired, after which the game transitions to loop AT (number 14 in Figures 6 and 7). 【0169】 Figure 40 is a flowchart showing the specialized AT control process. As shown in Figure 40, in the specialized AT, it is determined whether or not the internal lottery process has been executed (S901). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S901-YES), the BAR navigation lottery process is executed (S902). The BAR Navi lottery is executed by referring to the BAR Navi lottery table_specialized AT shown in Figure 41. The BAR Navi lottery, similar to the BAR Navi lottery shown in Figure 35, has different winning probabilities depending on the winning combination: "No Navi," "BAR Fake Navi (0)," and "BAR Navi (1)." The number in parentheses indicates the number of Loop AT stocks. In other words, if you win the BAR navigation, you will be granted "1" Loop AT stock. The BAR Navi lottery in this game uses the same process as the BAR Navi lottery in Loop AT (S802). Therefore, a detailed explanation of this BAR Navi lottery will be omitted. 【0170】 Next, the preparation AT stock lottery process is executed (S903). The number of available AT stocks is determined by referring to the available AT stock lottery table shown in Figure 42. As shown in Figure 42, in the preparation AT stock lottery, the probability of winning is set according to the winning role. For example, in the internal lottery of S901, if a rare role is won, there is a 216 / 256 chance of winning 1 and a 40 / 256 chance of winning 2. Similarly, if a combined role 1 is won, there is a 192 / 256 chance of winning 1 and a 64 / 256 chance of winning 2. Similarly, if a combined role 2 is won, there is a 128 / 256 chance of winning 1 and a 128 / 256 chance of winning 2. Similarly, if a winning combination is won, there is a 256 / 256 chance of winning 1. Similarly, if a replay 1 is won, there is a 242 / 256 chance of winning 1 and a 14 / 256 chance of winning 2. Similarly, if a common 3-coin 1 is won, there is a 242 / 256 chance of winning 1 and a 14 / 256 chance of winning 2. 【0171】 If you win Replay 1 or Common 3-Coin 1, a "7-Alignment Navigation" will occur, and if you successfully time your button press, the 7s will line up. "7-Alignment Navigation" is a navigation prompt that encourages you to aim for the 7s by pressing the buttons in reverse order. Replay 1 and Common 3-Coin 1 are treated as 7-aligned symbols during AT. Therefore, if you win these symbols, following the 7-aligned navigation will result in a 7-aligned symbol, and as a bonus, the number of AT stocks you won will be added. If you win Replay 2 or Common 3-Coin 2 (other roles), a "7-alignment navigation" will occur, but the 7s will not align, so no preparation AT stock will be granted. This is because "Replay 2" and "Common 3-Coin 2" are treated as fake 7-alignment roles during AT (see Figure 5). 【0172】 For example, if a replay 1 is won, the display unit 8 will show, for example, "Aim for 7 by pressing in reverse!" (information prompting right 1ST operation or precise timing of button presses), as shown in Figure 67(a). If the player follows this display and performs a timing operation with the right 1ST, and succeeds in timing the reels, the reels 41a to c will stop in a configuration where "7"s are lined up in the middle row (middle row 7s), as shown in Figure 67(b). At this time, if the preparation AT stock "1" is won, the display unit 8 will show something like "Stock 1 acquired!". If you win the common 3-coin 1, you can acquire a preparation stock, and a 7-alignment navigation will occur. If you successfully time your stop with the right 1ST operation, you can stop reels 41a to 41c in a pattern where the "7"s are aligned diagonally upwards to the right (upper right diagonal 7 alignment). On the other hand, if you win Replay 2 or Common 3-coin 2 ("Other" role), the display unit 8 will show "Aim for 7 by pressing in reverse order!" just like when you win Replay 1 or Common 3-coin 1 (Figure 67(a)). However, this display is a fake navigation. In this case, even if you follow the navigation and perform the right 1ST operation to stop the reels, the display will not show that the reels are aligned with 7s. In this case, there is a 1 / 256 chance of acquiring a preparation AT stock, but a 255 / 256 chance of not acquiring a preparation AT stock. If a preparation AT stock is not acquired, the display unit 8 will show "Too bad!" or similar, as shown in Figure 67(c). Note that even if the 7s do not line up, preparation AT stock may still be awarded. For example, if you win a rare role, a combined role 1 or 2, or a winning combination, the preparation AT stock lottery that is triggered will result in either 1 or 2 being won, and you will be granted that number of preparation AT stocks. 【0173】 Next, the process for determining the number of games to stop the deduction is executed (S904). The subtraction stop game count lottery process is a lottery process to determine the number of games for which the ST game count will stop decreasing, and is executed by referring to the subtraction stop game count lottery table shown in Figure 43. In the count-stopping game lottery process, as shown in Figure 43, if a rare role is won in the internal lottery of S901, there is a 104 / 256 chance of winning 2, and a 8 / 256 chance of winning 3, 4, or 5 respectively. Similarly, if a combined role 1 is won, there is a 112 / 256 chance of winning 3, and a 16 / 256 chance of winning 4 or 5 respectively. Similarly, if a winning combination is won, there is a 256 / 256 chance of winning 0. Similarly, if a replay 1 or common 3-coin 1 is won, there is a 39 / 256 chance of winning 2 or 3 respectively. Similarly, if any other role is won, there is a 256 / 256 chance of winning 0. 【0174】 The ST game count is the sum of the number of games to be stopped by the count reduction stop lottery and the number of games in the special AT (initial). For example, if the draw for the number of games to stop the deduction is "5", the initial number of games in the special AT is 6, so the number of ST games is calculated to be "11" (=5+6). In other words, this number of games to stop the deduction "5" is effectively the number of additional games added to the special AT. In this embodiment, when a stock is acquired in the special AT while there are remaining counts of games to be stopped, the remaining counts of games to be stopped are reset. The machine displays that the deduction has stopped based on the determined count of games to be stopped, but it does not display the increase in the count of games to be stopped. In other words, it does not display the number of games in the special AT that is "6" or more. This makes it difficult to recognize the reset of the remaining count of games that have been stopped, thus preventing a decline in enjoyment. Specific examples of the process related to the deduction stop in relation to the deduction stop game count lottery will be described later. Alternatively, you can choose to carry over the remaining number of games to be stopped without resetting it. For example, if you acquire a stock while you have 8 ST games remaining, you can carry over 2 games (remaining games - initial games) as the number of games to be deducted and stopped for the next ST. 【0175】 Next, it is determined whether the total number of stocks is less than or equal to X (an arbitrary value) (S905). The "Total Stock Count" is the sum of the stock counts (loop AT stock counts and preparation AT stock counts) acquired during the BAR navigation lottery process (S902) and the preparation AT stock lottery process (S903) during this special AT. Note that, not limited to "this special AT," the total stock count may also be the sum of the stock counts acquired during multiple sets of special ATs that continued as described in S906 below. In S905 of this embodiment, it is determined whether the total number of stocks is 4 or less, but it may also be 3 or less, or 5 or more. If the total number of stocks is less than or equal to X (S905-YES), the special AT continuation process is executed (S906). In other words, the current specialized AT control is reset, and the next set of specialized AT control is executed. If the total number of stocks exceeds X (S905-NO), the special AT termination process is executed (S907). In other words, the process terminates the specialized AT and transitions to the loop AT. In the case of S901-NO, the specialized AT control process is terminated after processing S906 and S907. 【0176】 This section explains a specific example of the process related to the deduction stop in relation to the deduction stop game count lottery. Figure 68 is a diagram showing the process related to the deduction stop lottery for the number of games to be stopped. Figure 68(a) shows an example of the display screen of the display unit 8 for the first game (first set) of the special AT. The upper left area of the screen displays the remaining number of games for the special AT (initial 6 games). The left diagram in Figure 68(b) shows an example of the display screen of the display unit 8 during the second game (first set) of the specialized AT. When the number of games remaining to be counted has not been determined, the remaining number of games decreases by 1 for each game played, so the display also decreases by 1 for each game played. Therefore, in the second game (first set) of the special AT, the number of remaining games to stop the deduction has not yet been determined, so the remaining games are displayed as 5, which is 1 game less than the value displayed in the first game. The central diagram in Figure 68(b) shows that in the second game (first set) of the special AT, a draw for the number of games to stop the deduction (S904) was performed, and as a result of that draw, the number of games to stop the deduction was determined to be 5. Accordingly, the number of ST games is calculated as 11 = 5G (number of games where the countdown stops) + 6G (initial number of games), and a control (countdown stop control) is executed that stops the display of the remaining number of games until 5G has been played. The right-hand diagram in Figure 68(b) shows that since the total number of stocks in the first set is 4 or less (S905-YES), the continuation control for the next set (second set) (specialized AT continuation process) is executed. The reason why the "total number of stocks is 4 or less" is because the maximum total number of stocks that can be obtained in the first set is 3, which is a maximum of 1 in the BAR navigation lottery and a maximum of 2 in the preparation AT stock lottery. Figure 68(c) is an example of the display screen of the display unit 8, showing that the system was controlled on the first game of the second set due to the specialized AT continuation process. The "LOCK" in the upper left corner of the screen indicates that a control mechanism (countdown stop control) is in operation to stop the display of the remaining number of games from decreasing. Figure 68(d) shows an example of the display screen of the second G (second set) of display unit 8. In Figure 68(d), the countdown stop control is still active, so the remaining number of games remains displayed as 6 games, the same as in the first game, and "LOCK" is still displayed. The left diagram in Figure 68(e) shows an example of the display screen of the 3G (2nd set) display unit 8. The right-hand diagram in Figure 68(e) shows that a stock was acquired in this 3rd game (2nd set). In other words, it indicates that a stock was won in the BAR navigation lottery or the preparation AT stock lottery in the 3rd game (2nd set). Furthermore, the fact that a stock was acquired on the 3rd game indicates that the remaining countdown stop game count of "2" was reset to "0" (meaning the countdown stop control was released). Figure 68(f) shows an example of the display screen of the 4G display unit 8 in the second set. In Figure 68(f), the remaining number of games is displayed as 5G, which is 1G less than the original number of games after the countdown stop control was released. From this point onward, the remaining number of games will be reduced by 1 for each game played. This way, for example, if you don't acquire the number of games to stop the deduction in the second set, the number of games to stop the deduction (3 games in the example above) simply disappears, so you can hide that from the display. For example, a common control method is to display the number of remaining ST games as 11G and subtract 1G from that displayed value after each game played. However, if the game is reset while there are still games remaining to be subtracted, the player can see the number of games that have been reset (subtracted) based on the displayed information, making them likely to feel like they've lost out. In this respect, the gaming machine of this embodiment makes it impossible to tell from the appearance whether it has been reset or whether all the countdown games have been consumed, so that players do not feel like they have lost out. 【0177】 (SPAT control processing) This section explains the control process (SPAT control process) in SPAT. SPAT is controlled to the AT state. SPAT will feature a battle game-like presentation where allies and enemies fight. If your team wins this battle game, you can obtain the strongest lighting determined in the Loop AT (the strongest lighting won in the S806 SPAT type lottery). SPAT occurs when a player wins the special SP transition lottery during Loop AT (number 15 in Figures 6 and 7). In SPAT, the game ends if you win or lose a battle, and then you transition to Loop AT (number 16 in Figures 6 and 7). 【0178】 Figure 44 is a flowchart showing the SPAT control process. As shown in Figure 44, SPAT determines whether or not the internal lottery process has been executed (S1001). In other words, it determines whether or not the game has started. If an internal lottery is performed (S1001-YES), the next multiplier lottery process is executed (S1002). The next multiplier lottery process refers to the next multiplier lottery table shown in Figure 45 to determine the ally attack multiplier for the next game from multipliers "1", "2", and "3". For example, as shown in Figure 45, there is a 238 / 256 probability of winning multiplier 1, a 14 / 256 probability of winning multiplier 2, and a 4 / 256 probability of winning multiplier 3. The attack multiplier for allies in the first game is fixed at "1". Additionally, the initial ally attack multiplier can be set to "2" or "3," and for example, both can be determined with a 50% probability. 【0179】 Next, the process for determining consecutive attacks by allies is executed (S1003). The ally consecutive attack lottery is determined by a random draw, referring to the ally consecutive attack lottery table shown in Figure 46, to determine whether the result is a win or a loss. If you win the lottery, 3G will be awarded as consecutive attack Gs for your allies, allowing them to attack for 3 consecutive Gs, including the current game. Specifically, if a win is achieved, the number of consecutive attacks by the ally is stored in the memory, and a process is executed to update the number of consecutive attacks by the ally by subtracting 1 each time 1 G is consumed. As shown in Figure 46, in the internal lottery of S1001, if a rare role is won, there is a probability of winning 64 / 256; if a combined role 1 is won, there is a probability of winning 128 / 256; if a combined role 2 is won, there is a probability of winning 256 / 256; if a winning combination is won, there is a probability of winning 0 / 256; and if any other role is won, there is a probability of winning 26 / 256. 【0180】 Next, determine whether an ally is currently performing a continuous attack (S1004). Since allies can attack once per game, the number of games remaining is determined by referring to the number of consecutive attacks by allies stored in the memory. Next, the damage calculation process during the continuous attack is executed (S1005). During a continuous attack, damage is determined by lottery, referring to the Ally Continuous Attack Damage Lottery Table shown in Figure 47, and determining the damage value corresponding to the winning role. As shown in Figure 47, in the internal lottery of S1001, if a rare role is won, there is a 202 / 256 probability of winning 3, a 26 / 256 probability of winning 4 and 5 respectively, and a 1 / 256 probability of winning 10 and 20 respectively. Similarly, if a combined role 1 is won, there is a 158 / 256 probability of winning 3, a 39 / 256 probability of winning 4 and 5 respectively, a 16 / 256 probability of winning 10, and a 4 / 256 probability of winning 20. Similarly, if a combined role 2 is won, there is a 128 / 256 probability of winning 5, a 102 / 256 probability of winning 10, and a 26 / 256 probability of winning 20. Similarly, if you win a winning combination or any other winning hand, there is a 162 / 256 chance of winning 2, an 80 / 256 chance of winning 3, an 8 / 256 chance of winning 4, a 4 / 256 chance of winning 5, and a 1 / 256 chance of winning 10 or 20, respectively. 【0181】 The damage dealt can be used to inflict on the enemy during a continuous attack. Specifically, the damage dealt to the enemy is determined based on the damage value determined by the damage lottery during a continuous attack and the multiplier determined in the previous game (the multiplier determined by the next multiplier lottery in the previous game of S1002). For example, if the next multiplier determined in the previous game is 2, and the damage value determined in the damage lottery during the first round of a 3-round consecutive attack is 5, then the damage dealt to the enemy in the first round will be "10" (=5 x 2). If the damage value determined in the damage lottery during the second round of the consecutive attack is 3, then the damage dealt to the enemy in the second round will be "6" (=3 x 2). If the damage value determined in the damage lottery during the third round of the consecutive attack is 2, then the damage dealt to the enemy in the third round will be "4" (=2 x 2). Therefore, the total damage an enemy receives from a 3G consecutive attack is "20" (=10+6+4). In addition, the "Other" category in the ally consecutive attack damage lottery table includes four combinations: 3 common cards 1 and 2, and 1 common card 1 and 2. 【0182】 Next, it is determined whether a single-coin or three-coin combination was not achieved (S1006). Specifically, if the internal draw in S1001 does not result in the selection of the four roles of common 3 cards 1, 2 and common 1 card 1, 2 (S1006-YES), the ally attack damage draw process is executed (S1007). In other words, in the case of S1006-YES, an ally attacks an enemy. The ally attack damage lottery is conducted by referring to the ally attack damage lottery table shown in Figure 48, and determining the damage value corresponding to the winning role through a lottery. As shown in Figure 48, in the internal lottery, if a rare role is won, there is a 176 / 256 probability of winning 2, a 26 / 256 probability of winning 3, 4, and 5 respectively, and a 1 / 256 probability of winning 10 and 20 respectively. Similarly, if a combined role 1 is won, there is a 129 / 256 probability of winning 2, a 39 / 256 probability of winning 3, 4, and 5 respectively, and a 5 / 256 probability of winning 10 and 20 respectively. Similarly, if a combined role 2 is won, there is a 128 / 256 probability of winning 5, a 102 / 256 probability of winning 10, and a 26 / 256 probability of winning 20. Similarly, if you win a winning combination or any other winning hand, there is an 81 / 256 chance of winning 1, 2, or 3 respectively, an 8 / 256 chance of winning 4, a 4 / 256 chance of winning 5, and a 1 / 256 chance of winning 10 or 20 respectively. 【0183】 The awarded damage can be dealt to the enemy. Specifically, the damage dealt to the enemy is determined based on the damage value determined by the damage lottery during an ally attack and the multiplier determined in the previous game (the multiplier determined by the next multiplier lottery in the previous game for S1002). For example, if the damage value determined by the damage lottery during an ally's attack is 10, and the multiplier determined in the previous game is 3, then the damage value dealt to the enemy during the attack will be "30". Note that the "Other" category in the ally attack damage lottery table does not include the four combinations of 3 common cards 1 and 2, and 1 common card 1 and 2. Next, we determine whether the enemy's HP is "0" or less (S1008). Specifically, since the enemy's initial HP is 20, we determine whether the enemy's HP, after subtracting the damage dealt from this initial value, is 0 or less. If the enemy's HP is 0 or less (S1008-YES), the bonus granting process is executed (S1009). Specifically, the player obtains the strongest lighting of the type determined by the SPAT type lottery (S806) in Loop AT. 【0184】 If a single-coin or three-coin combination is achieved (S1006-NO), the calculation "ally HP - 1" is performed (S1010). In other words, 1 is subtracted from the ally's HP. In other words, in the case of S1006-NO, your allies are attacked by the enemy. Next, we determine whether the ally's HP is "0" or not (S1011). If the ally's HP is "0" (S1011-YES), the SPAT termination control procedure is executed (S1012). In other words, the process of terminating SPAT and transitioning to Loop AT is executed. After processing S1005, if S1008-NO, and after processing S1012, the SPAT control process is terminated. 【0185】 Figure 69 is an explanatory diagram of the first half of the battle game in SPAT, and Figure 70 is an explanatory diagram of the second half of the battle game in SPAT. Figure 69(a) is an example of a screen showing the first game of SPAT. The left side of the screen displays friendly characters, while the right side displays enemy characters. Additionally, the initial value of the ally's HP, "3," is displayed in the upper left area of the screen, and the initial value of the enemy's HP, "20," is displayed in the upper right area of the screen. Note that the initial HP of allies is not limited to "3" and can be 2 or less, or 4 or more, and the initial HP of enemies is not limited to "20" and can be 19 or less, or 21 or more. In the center of the screen is the letter "R," which indicates that the strongest light-up determined in the special AT is "red." In other words, if your allies win the battle against the enemy, they will obtain the strongest red light-up. The result of the next multiplier draw in the first draw is "2", and the result of the next multiplier draw in the second draw is "1". In other words, the damage of the first ally attack is not doubled, the damage of the second ally attack is doubled, and the damage of the third ally attack is not doubled. 【0186】 Figure 69(b) shows that in the first round of SPAT, an ally received an enemy attack dealing 1 damage. In other words, the figure shows that the calculation "ally HP - 1" was performed in S1010, resulting in the ally's HP becoming 2 (= 3 - 1). Figures 69(c) to (e) are examples of screens showing that allies performed consecutive attacks on the enemy during the 1st to 3rd rounds of the second SPAT. Figure 69(c) shows that in the first phase of a continuous attack, the enemy received an attack that dealt twice the damage of 1. In other words, the diagram shows that because the damage value determined by the damage lottery during the first round of the consecutive attack was 1, the damage dealt to the enemy in the first round was "-1 x 2", resulting in the enemy's HP going from 20 to 18 (=20-2). Figure 69(d) shows that in the second G of the consecutive attack, the enemy received an attack that dealt twice the damage of 2. In other words, the diagram shows that because the damage value determined by the damage lottery during the second round of the consecutive attack was 2, the damage dealt to the enemy in the second round was "-2 x 2", resulting in the enemy's HP going from 18 to 14 (= 18 - 4). Figure 69(e) shows that in the third G of the continuous attack, the enemy received an attack that dealt twice the damage of 1. In other words, the diagram shows that because the damage value determined by the damage lottery during the 3rd round of the continuous attack was 1, the damage dealt to the enemy in the 3rd round was "-1 x 2", resulting in the enemy's HP decreasing from 14 to 12 (= 14 - 2). Figure 69(f) shows that in the third round, first phase of SPAT, the enemy received an attack that dealt 1 damage. In other words, the diagram shows that because the damage value determined by the ally attack damage lottery in the third round, first turn was 1, the damage value dealt to the enemy in the third round, first turn was "-1", resulting in the enemy's HP decreasing from 12 to 11 (=12-1). 【0187】 Figures 70(a) and (b) illustrate the scenario where your side is defeated. Figure 70(a) shows that an ally's HP has reached 0, and Figure 70(b) shows that the ally has been defeated as a result of their HP reaching 0. Figures 70(c) to (e) illustrate the scenario where your side wins. Figure 70(c) shows that the enemy's HP has reached 0, and Figure 70(d) shows that the allies have won because the enemy's HP has reached 0. Figure 70(e) shows that the red strongest light was activated based on the victory of the allied team. Therefore, if you win a cherry during the subsequent normal AT, the system will be controlled to the strongest red light state, guaranteeing a transition to a guaranteed AT (see Figure 17). 【0188】 (Pseudo-bonus control process) This section explains the control process (pseudo-bonus control process) in pseudo-bonuses. The pseudo-bonus consists of 30 games and is controlled to enter an AT (Attack Time) state. The pseudo-bonus is triggered when the pseudo-bonus lottery is won at the end of the loop AT (when AT continuation is confirmed), and the player transitions from the loop AT (number 17 in Figures 6 and 7). On the other hand, the pseudo-bonus ends after 30 games, after which the game transitions to a loop AT (number 18 in Figures 6 and 7). 【0189】 Figure 49 is a flowchart showing the pseudo-bonus control process. As shown in Figure 49, in the case of a pseudo-bonus, it is determined whether or not the internal lottery process has been executed (S1101). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S1101-YES), the preparation AT stock lottery process is executed (S1102). The preparation AT stock lottery determines the number of preparation AT stocks by referring to the preparation AT stock lottery table_pseudo-bonus shown in Figure 50. As shown in Figure 50, in the internal lottery of S1101, if a rare role is won, there is a 1 / 256 probability of winning 1 and 2 respectively. Similarly, if combined role 1 is won, there is a 10 / 256 probability of winning 1 and a 3 / 256 probability of winning 2. Similarly, if combined role 2 is won, there is a 51 / 256 probability of winning 1 and a 13 / 256 probability of winning 2. Similarly, if a near-miss is won, there is a 256 / 256 probability of winning 1. Similarly, if any other role is won, there is a 256 / 256 probability of winning 0. In the case of S1101-NO, and after processing S1102, the pseudo-bonus control process is terminated. 【0190】 (CZ preparation control process) This section explains the control process (CZ preparation control process) during CZ preparation. The CZ preparation state is positioned as the CZ preparation state (immediately before) and is controlled to a non-AT state. There are two types of CZ preparation: CZ weak preparation, which corresponds to a weak CZ preparation state, and CZ strong preparation, which corresponds to a strong CZ preparation state. The weak CZ preparation mode is entered when, by the final game of the normal AT, the player fails to win the lottery for transitioning to the guaranteed AT, there are no preparation AT stocks, and the player wins the weak CZ in the CZ type lottery (number 19 in Figures 6 and 7). The Strong CZ preparation mode is entered when, by the final game of the normal AT, the player fails to win the lottery for transitioning to the guaranteed AT, there are no preparation AT stocks, and the player wins the Strong CZ in the CZ type lottery (number 20 in Figures 6 and 7). On the other hand, the weak CZ preparation ends when a winning combination for transitioning to the advantageous section is achieved, after which the game transitions to the weak CZ (number 21 in Figures 6 and 7). Additionally, the weak preparation phase for the CZ ends if the preparation AT lottery is won, and then the game transitions to the preparation AT (number 22 in Figures 6 and 7). The CZ Strong preparation phase ends when a winning combination for transitioning to the advantageous section is achieved, after which the game transitions to the CZ Strong mode (number 23 in Figures 6 and 7). Furthermore, the CZ (Challenge Zone) preparation phase ends when the preparation AT (Attack Time) lottery is won, and then the game transitions to the preparation AT (number 24 in Figures 6 and 7). 【0191】 Figure 51 is a flowchart showing the CZ preparation control process. As shown in Figure 51, the CZ preparation determines whether or not the internal lottery process has been executed (S1201). In other words, it determines whether or not the game has started. If an internal lottery is performed (S1201-YES), it is determined whether the current game state is a weak CZ preparation (or a strong CZ preparation) (S1202). If the game state during the stay is weak preparation for CZ (S1202-YES), the AT lottery process_weak preparation for CZ is executed (S1203). If the game state during the stay is strong preparation for CZ (S1202-NO), the AT lottery process_strong preparation for CZ is executed (S1203). The AT lottery process_CZ weak preparation is executed by referring to the AT lottery table_CZ weak preparation shown in Figure 52(a), and the AT lottery process_CZ strong preparation is executed by referring to the AT lottery table_CZ strong preparation shown in Figure 52(b). As shown in Figure 52(a), in the AT lottery process_CZ weak preparation, if a rare role is won in the internal lottery in S1201, there is a 2 / 256 probability of winning if a combined role 1, combined role 2, or a winning combination is won, each with a 256 / 256 probability, and if any other role is won, there is a 0 / 256 probability of winning. As shown in Figure 52(b), the AT lottery process_CZ strong preparation is won in the internal lottery in S1201 with a probability of 4 / 256 if a rare role is won, with a probability of 256 / 256 each if a combined role 1, combined role 2, or a winning combination is won, and with a probability of 0 / 256 if any other role is won. If you win the AT lottery, you will proceed to the preparation AT without going to the CZ. In other words, since the AT lottery process_CZ strong preparation is more likely to result in a win than the AT lottery process_CZ weak preparation, the CZ strong preparation makes it easier to transition directly to AT than the CZ weak preparation. In the case of S1201-NO, the CZ preparation control process is terminated after the processing of S1203 and S1204. 【0192】 (CZ control processing) This section explains the control process (CZ control process) in the CZ (Challenge Zone). The CZ (Chance Zone) consists of two types: CZ Weak, which is equivalent to a lower-level CZ, and CZ Strong, which is equivalent to a higher-level CZ. Both consist of 10 games and are controlled in a non-AT (Attack Time) state. The weak CZ occurs when a winning combination for transitioning to the advantageous section is achieved during the weak CZ preparation phase (number 21 in Figures 6 and 7). The "Strong CZ" mode is entered when a winning combination for transitioning to the advantageous section is achieved during the "Strong CZ Preparation" phase (number 23 in Figures 6 and 7). The CZ Strong mode occurs when a player wins a role that triggers a transition to an advantageous section while in a non-advantageous game state (while a bonus is being carried over), and the player transitions from the non-advantageous game state to the advantageous section (Figure 6, 7, number 2). On the other hand, the weak CZ ends when the preparation AT lottery is won, and then the game transitions to the preparation AT (number 25 in Figures 6 and 7). Furthermore, the weak CZ ends if the transition lottery to AT (preparation AT) (AT lottery) is not won by the final game of the weak CZ, and then the game returns to the normal game state (number 26 in Figures 6 and 7). The CZ Strong mode ends when the player wins the preparation AT lottery, and then the player transitions to the preparation AT (number 27 in Figures 6 and 7). Furthermore, the CZ Strong mode ends if the player fails to win the AT (Preparation AT) transition lottery (AT lottery) by the final game of the CZ Strong mode, and then the player returns to the normal game state (number 28 in Figures 6 and 7). 【0193】 Figure 53 is a flowchart of the CZ control process. As shown in Figure 53, in the CZ, it is determined whether or not the internal lottery process has been executed (S1301). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S1301-YES), it is determined whether the current game state is weak or strong (S1302). If the game state during the stay is weak CZ (S1302-YES), the AT lottery process_weak CZ is executed (S1303). If the game state during the stay is strong CZ (S1302-NO), the AT lottery process_strong CZ is executed (S1304). The AT lottery process_CZ weak preparation is executed by referring to the AT lottery table_CZ weak shown in Figure 54(a), and the AT lottery process_CZ strong is executed by referring to the AT lottery table_CZ strong shown in Figure 54(b). As shown in Figure 54(a), in the AT lottery process_CZ weak, if a rare role is won in the internal lottery in S1301, there is a 78 / 256 probability of winning; if a combined role 1, combined role 2, or a winning combination is won, there is a 256 / 256 probability of winning each; and if any other role is won, there is a 2 / 256 probability of winning. As shown in Figure 54(b), in the internal lottery at S1301, if a rare role is won, there is a 128 / 256 chance of winning; if a combined role 1, combined role 2, or a winning combination is won, there is a 256 / 256 chance of winning each; and if any other role is won, there is a 46 / 256 chance of winning. If you win the AT lottery, you will proceed to the preparation AT. Since the AT lottery process_Strong CZ has a higher chance of winning than the AT lottery process_Weak CZ, the Strong CZ makes it easier to transition to AT than the Weak CZ. In the case of S1301-NO, the CZ control process is terminated after processing S1303 and after processing S1304. 【0194】 (Stage production with a strong sense of piercing SPEC) In the gaming machine 1 of this embodiment, the sub-control unit 20 controls the game to a performance stage corresponding to the game state by displaying a stage image indicating the game state on the display unit 8 or by outputting sounds indicating the game state (performance stage control). For example, possible stage images include a normal stage image displayed during normal gameplay, an EDAT stage image displayed during EDAT, an AT stage image displayed during AT mode (which consists of a combination of preparation AT and normal AT), a weak CZ preparation stage image displayed during weak CZ preparation, a weak CZ stage image displayed during weak CZ, and a strong CZ stage image displayed during strong CZ. The gaming machine 1 of this embodiment basically performs control over the performance stage corresponding to the current game state, but for some game states and performance stages, it performs control such as changing the correspondence between the game state and the performance stage, or devising the flow of the game state and performance stage, thereby enabling characteristic performance effects such as "stage performances with a sense of penetrating SPEC." This will be explained in detail below. 【0195】 Figure 71 is a diagram showing some of the performance stages and their flow among multiple performance stages, and Figure 72 is a diagram showing the game state and its flow corresponding to the performance stages and their flow shown in Figure 71. Since the control of the performance stage is controlled by the sub-control unit 20 (i.e., the sub-board), and the control of the game state is controlled by the main control unit 10 (i.e., the main board), each block in Figures 71 and 72 shows the main (main control unit 10) and sub (sub-control unit 20) that indicate the control entity for each block process. 【0196】 In particular, we will explain by focusing on the stage sequences in Figure 71, "EDAT stage → CZ strong preparation stage → CZ strong stage → AT stage" and "CZ weak preparation stage → CZ weak stage → AT stage," and the corresponding game state sequences in Figure 72, "EDAT → non-advantageous → CZ strong → preparation AT" and "CZ weak preparation or CZ strong preparation → CZ weak or CZ strong → preparation AT." Note that the numbers in Figure 72 correspond to the numbers in Figures 6 and 7. 【0197】 EDAT is the game state immediately before the end of the advantageous period. As the advantageous period ends and the game transitions to a non-advantageous period (non-advantageous game state) when EDAT ends, displaying the EDAT stage image clearly informs the player that they are currently in EDAT and that the advantageous period will soon end. Here, in this embodiment, the gaming machine 1 is designed to control the game state in the following sequence: "non-advantageous game state → CZ strong" (number 30 → number 2 in Figure 72) (effectively, the sequence is EDAT → CZ strong) when the game state is controlled by EDAT, that is, when it is clearly indicated that the advantageous section is ending, the game state will soon transition to the advantageous section and immediately win an advantageous section transition role (because all roles are advantageous section transition roles). Accordingly, the performance stage is controlled in the following sequence: "CZ strong preparation stage (while in non-advantageous game state) → CZ strong stage (while in CZ strong)". On the other hand, in the case where the game state of the gaming machine 1 of this embodiment is not controlled by EDAT, that is, when it is controlled to a CZ without clearly notifying that the advantageous period has ended, the game state is controlled in the following sequence: "CZ weak preparation → CZ weak" (number 21 in Figure 72), "CZ strong preparation → CZ strong" (number 23 in Figure 72), or "non-advantageous game state → CZ strong" (number 2 in Figure 72). In response to this, the performance stage is controlled in the following manner: "CZ weak preparation stage (while in CZ weak preparation, CZ strong preparation, or non-advantageous game state) → CZ weak stage (while in CZ weak or CZ strong)". Furthermore, while the example of EDAT → non-advantageous game state → CZ Strong was explained as a transition pattern of game states after EDAT, in reality the transition pattern is EDAT → CZ Strong. However, it is also possible to transition directly to CZ Strong from the middle of EDAT (when EDAT is interrupted due to the fulfillment of predetermined conditions), or to transition indirectly to CZ Strong after the end of EDAT via one or more game states, such as EDAT → non-advantageous game state → CZ Strong preparation → CZ Strong. 【0198】 As a result, while the CZ weak stage has the potential to be a CZ weak state, the CZ strong stage is always controlled to be a CZ strong state. Therefore, the probability of transitioning to AT (preparation AT) is higher when in the CZ strong stage than when in the CZ weak stage (see Figure 54 (a) and (b)), thus making players aware that the "CZ strong stage" = "a stage to which the player transitions only when the advantageous period ends, with a high probability of returning to AT." In other words, EDAT tends to give players the impression that the advantageous period will soon end (and that they will soon enter a disadvantageous game state) due to the action of the advantageous period limiter. However, by implementing this kind of control, it is possible to give players the impression that the sequence of EDAT stage → CZ strong stage → AT stage is likely to occur. Therefore, it is possible to strongly convey to players the feeling of a so-called "penetrating SPEC" (a gameplay specification that does not make players feel like there is a limiter on the advantageous period). 【0199】 Furthermore, if the advantageous period does not end and the game state is controlled to "Strong CZ" (numbers 2 and 23 in Figure 72), controlling it to the "Strong CZ Stage" will result in the player frequently recognizing the "Strong CZ Stage." However, if the player frequently recognizes the "Strong CZ Stage," the opportunities to play in the "Strong CZ Stage," which is actually a weak CZ, will increase. Consequently, the existence of the weak CZ will increase the opportunities for the player to be unable to return from the "Strong CZ Stage" to the AT (Preparation AT). As a result, players will frequently encounter situations where they cannot return to the AT (preparation AT) from the "CZ Strong Stage," which could lead them to lose the perception that the "CZ Strong Stage" is a "stage where you can return to the AT with a high probability." In contrast, in the gaming machine 1 according to this embodiment, the "CZ Strong Stage" is managed as a stage with a low appearance frequency, so it is possible to ensure that players recognize the "CZ Strong Stage" as a "stage where they can return to (get back into) AT with a high probability," and thus strongly perceive the feeling of "penetration SPEC." 【0200】 The non-advantageous game state transitioning from AT is controlled under the weak CZ preparation stage, similar to the CZ preparation (weak CZ preparation and strong CZ preparation). However, whether the advantageous section transition role is won during the CZ preparation (strong CZ preparation) or during the non-advantageous game state, the CZ preparation stage ends and the game transitions to the CZ stage (Figure 72, numbers 2 and 23). This control over the presentation stages makes it difficult for players to determine whether the transition to the Chance Zone (CZ) is from a CZ preparation phase or from a non-advantageous game state. In other words, "not knowing whether the source of the transition to the CZ is a non-advantageous game state" is equivalent to "not knowing whether the advantageous period has ended," and also equivalent to "not knowing whether the difference in points during the advantageous period has been reset." Therefore, it is possible to expect to obtain more than 2400 coins (the limiter for the advantageous section) before transitioning to EDAT. In other words, if it becomes possible to determine whether the game has reset due to the end of the advantageous period, the player will be playing knowing that they can only get 2400 coins in the current advantageous period. Therefore, even if they get a large number of additional coins during the AT, it won't be a very pleasant situation for the player. However, in the gaming machine of this embodiment, it is designed so that it is impossible to know whether the difference in the number of coins during the advantageous period has been reset, so this problem does not occur. 【0201】 (Note) The gaming machine of the present invention also has the following configuration. A gaming machine comprising: a game state control means capable of controlling the game to any of a plurality of game states, including a first game state which is an AT state, a second game state which is a CZ state, a third game state which is a CZ state and has a higher probability of transitioning to the first game state than the second game state, and a fourth game state which is an AT state and continues until the end of the advantageous period; and a performance stage control means capable of controlling the performance stage according to the game state, wherein the game state control means can control the game to the third game state after the end of the fourth game state, the performance stage control means controls a specific performance stage which is a performance stage related to the second game state in the second game state, controls a special performance stage which is a performance stage related to the third game state in the third game state transitioned to based on the end of the fourth game state, and controls the specific performance stage in the third game state transitioned to without the end of the fourth game state. 【0202】 As described above, the gaming machine of the present invention comprises: a gaming state control means capable of controlling the game to any of a plurality of gaming states, including a breakthrough AT (first gaming state), a loop AT (second gaming state) advantageous to the player, and a preparation AT (third gaming state); a storage means capable of storing a breakthrough value (numerical information); a breakthrough lottery (first determination means) capable of determining whether to transition to the loop AT (second gaming state) based on the breakthrough value (numerical information) stored in the storage means in the breakthrough AT (first gaming state); and a second determination means capable of performing a determination regarding the continuation of the loop AT (second gaming state) based on the breakthrough value (numerical information) stored in the storage means when the breakthrough lottery (first determination means) determines to transition to the loop AT (second gaming state); and the gaming state control means, in the breakthrough AT (first gaming state), If the (first determination means) determines that the game will not transition to Loop AT (second game state), the game can be controlled to Preparation AT (third game state). If the Breakthrough AT (first game state) determines that the game will transition to Loop AT (second game state) through the Breakthrough Lottery (first determination means), the game can be controlled to Loop AT (second game state). If the Loop AT Stock Lottery (second determination means) yields a positive result (winning 1 or 2), the game can be controlled to Loop AT (second game state) after the end of Loop AT (second game state) transitioned from Breakthrough AT (first game state). If the Loop AT Stock Lottery (second determination means) does not yield a positive result (winning 0), the game can be controlled to Preparation AT (third game state) after the end of Loop AT (second game state) transitioned from Breakthrough AT (first game state). In other words, the breakthrough value used in the lottery for transitioning to Loop AT is also used in the lottery for continuing Loop AT. 【0203】 Furthermore, the "third game state" mentioned above may also include the non-AT state. This allows for the application of a system where the AT ends if a breakthrough is not achieved, such as when in a CZ (AT) and failing to win the continuation lottery during the CZ, resulting in a return to normal gameplay (non-AT), or when in a lower-level AT and failing to win the breakthrough lottery for transitioning to a higher-level AT during the lower-level AT, resulting in a return to normal gameplay (non-AT). Furthermore, the phrase "capable of performing a determination regarding the continuation of the loop AT" in the "second determination means" may include both the stock lottery and the continuation lottery for the loop AT. Furthermore, there are no particular restrictions on the timing of these draws; they can occur not only in the final game (second game) of the Breakthrough AT, but also during the Loop AT (for example, at the start or end of the first or final game of the Loop AT). 【0204】 Furthermore, the Loop AT Stock Lottery, etc. (Second Determination Means) can determine whether to grant a bonus to continue the Loop AT (Second Game State) based on the breakthrough value (numerical information) stored in the memory means. If it determines that a bonus to continue the Loop AT (Second Game State) should be granted, it can determine whether to grant another bonus to continue the Loop AT (Second Game State). If the Loop AT Stock Lottery, etc. (Second Determination Means) determines that a bonus to continue the Loop AT (Second Game State) should be granted, the game state control means is equipped with granting means capable of granting such a bonus. The game state control means is equipped with granting means that, based on the bonus granted by the granting means until the Loop AT Stock Lottery, etc. (Second Determination Means) determines that a bonus to continue the Loop AT (Second Game State) should not be granted, the game state control means can control the game to return to the Loop AT (Second Game State) after the end of the Loop AT (Second Game State) which was transitioned from the Breakthrough AT (First Game State), based on the bonus granted by the granting means. In other words, the loop AT stock can be repeatedly drawn through a so-called loop lottery. The "bonus" can also be the number of games played in Loop AT. Furthermore, instead of managing the loop AT by the number of games as in this embodiment, it may also be managed by the difference in the number of medals or the number of times a specific small role is won. In this case, the "bonus" may be a corresponding numerical value (such as the awarding of medals corresponding to the difference or the winning of a specific small role corresponding to the number of wins). Furthermore, the decision to acquire a stock can be made anytime between the start of the second game of the breakthrough AT and the end of the first set of loop AT. Furthermore, the decision to acquire this stock may occur multiple times. 【0205】 Furthermore, the Loop AT stock lottery, etc. (second determination means) can determine whether to continue the Loop AT (second game state) based on the breakthrough value (numerical information) stored in the memory means during the Loop AT (second game state). If the Loop AT stock lottery, etc. (second determination means) determines that the Loop AT (second game state) should be continued, the game state control means can control the game to return to the Loop AT (second game state) after the Loop AT (second game state) transitioned from the Breakthrough AT (first game state) has ended. In other words, the decision to continue the Loop AT is made each time during one Loop AT set. 【0206】 Furthermore, the breakthrough lottery (first determination means) controls the game to loop AT (second game state) if the breakthrough value (numerical information) stored in the memory means is "90" (special numerical information), while the loop AT stock lottery, etc. (second determination means) allows for the deriving of a negative determination result if the breakthrough value (numerical information) stored in the memory means is between 20 and 80 (special numerical information). In other words, the breakthrough value can only be stored up to a special value (90%) that will not be used in the loop lottery, but if that special value is reached, the game will transition to the loop AT. 【0207】 Furthermore, in the confirmed AT (fourth game state), a breakthrough value addition lottery (numerical information assignment means) is provided that can assign a breakthrough value (numerical information), the storage means is capable of storing the breakthrough value (numerical information) assigned by the breakthrough value addition lottery (numerical information assignment means), and the game state control means is capable of controlling the game to the breakthrough AT (first game state) when a predetermined number of games have been played (when predetermined conditions have been met) in the confirmed AT (fourth game state). In other words, it's designed so that you can acquire breakthrough points during the guaranteed AT (Attack Time). 【0208】 In the gaming machine of the present invention having such a configuration, a numerical value acquisition lottery is performed in the first AT (guaranteed AT), and if successful, a numerical value is assigned. Furthermore, the cumulative value of the numerical values awarded in the numerical acquisition lottery is used as the breakthrough rate in the second AT (Breakthrough AT), and the breakthrough lottery is executed based on that breakthrough rate. Furthermore, if the player wins the above-mentioned breakthrough lottery, the system switches to the 3rd AT (loop AT), and the cumulative value is used as the continuation rate or stock rate in that 3rd AT. This allows the retention rate to be used in lotteries for other benefits, making it possible to receive benefits exceeding the value (retention rate) achieved, thus preventing a decline in interest. Furthermore, by reusing figures related to the continuation rate, the amount of information that needs to be managed in AT (Automatic Transmission) can be reduced. In other words, compared to managing the continuation rate and stock rate of the 3rd AT itself separately from the continuation rate used in the 2nd AT, the amount of management information can be reduced. 【0209】 In contrast, for example, a patent document (Japanese Patent Publication No. 2020-005809) discloses a gaming machine that can use the continuation rate obtained in a specific gaming state that is advantageous to the player to perform a lottery to determine whether or not to continue said specific gaming state. However, with the aforementioned gaming machine, even if a high continuation rate is achieved, only the AT (Automatic Trigger) mode continues. Therefore, players who achieve a high continuation rate are likely to get the impression that they are not receiving benefits commensurate with the rate they achieved, which could lead to a decrease in interest. According to the gaming machine 1 of this embodiment, in the first AT (guaranteed AT), a numerical value acquisition lottery is performed and if successful, a numerical value is assigned. The cumulative value of the numerical values assigned in the numerical value acquisition lottery is used as the breakthrough rate in the second AT (breakthrough AT), and a breakthrough lottery is performed based on this breakthrough rate. Furthermore, if the player wins the above-mentioned breakthrough lottery, the system switches to the 3rd AT (loop AT), and the cumulative value is used as the continuation rate or stock rate in that 3rd AT. Therefore, it is possible to solve all or part of the problems that conventional gaming machines need to address. 【0210】 Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, the AT state was described as being controlled by a game count-managed AT, but it is not limited to this, and may be managed by at least one of the following, for example, the difference in the number of tokens, the number of times the push-button navigation occurred, the number of times a small role was won, the number of tokens acquired, the number of tokens paid out, etc. Furthermore, the tables referenced in the various processes described above are merely examples and are not limited to those mentioned above. In addition, the winning probabilities related to each table are not limited to the values mentioned above and can be changed as appropriate. Furthermore, while some tables have the same winning probability across all settings, and others have different winning probabilities for each setting, this is not limited to these cases. All tables may have the same or different winning probabilities across all settings. Additionally, some settings (even settings only, odd settings only, high settings only) may have different winning probabilities or referenced tables. Furthermore, in the embodiments described above, if the expression includes content such as "the probability of the other is higher than that of the other" or "the probability of the other is lower than that of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in the above-described embodiment, the numerical value defined for control purposes is merely an example; it may be a numerical value with a range (2 or more) or a numerical value without a range (1). 【0211】 Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. 【0212】 Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means. 【0213】 Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may also be a gaming machine that uses physical game media such as tokens (slot machine). 【0214】 Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means. However, instead of this, or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the reel or other symbols change on the display. [Explanation of Symbols] 【0215】 1. Coinless gaming machine (gaming machine) 8 Display 10 Main Control Unit 20 Sub-control Unit
Claims
[Claim 1] A lottery means capable of deriving any of a plurality of lottery results, including a first lottery result, a second lottery result, and a third lottery result, A means of operation that can be operated by the player, A variable display means capable of stopping the variable display of identification information based on the lottery result derived by the lottery means and the operation method of the operation means, A game state control means capable of controlling the game state to a specific game state that is advantageous to the player, In the aforementioned specific game state, a notification means capable of notifying operation information relating to the operation mode of the operation means, A display means capable of displaying first information corresponding to the first lottery result and second information corresponding to the second lottery result, A determination means capable of performing a specific determination process to determine whether to grant a specific benefit based on the lottery result derived by the lottery means, Equipped with, The variable display means is When the first lottery result is derived by the lottery means, the identification information can be displayed in the first stop display mode. When the second lottery result is derived by the lottery means, the identification information can be displayed in the second stop display mode. When the third lottery result is derived by the lottery means and the operating means is operated in the first operating mode, the identification information can be displayed in the third stop display mode related to the first stop display mode and the second stop display mode. When the third lottery result is derived by the lottery means and the operating means is operated in the second operating mode, the identification information can be displayed in a fourth stop display mode different from the third stop display mode. The determination means, when the first information and the second information are displayed on the display means, If either the first lottery result or the second lottery result is derived by the lottery means, the specific determination process can be executed once. If the third lottery result is derived by the lottery means, the specific determination process can be executed twice. The aforementioned notification means is, If the third lottery result is derived by the lottery means, operation information relating to the first operation mode can be notified. A gaming machine characterized by the following features. [Claim 2] A lottery means capable of deriving any of a plurality of lottery results, including a first lottery result, a second lottery result, and a third lottery result, A means of operation that can be operated by the player, A variable display means capable of stopping the variable display of identification information based on the lottery result derived by the lottery means and the operation method of the operation means, A game state control means capable of controlling the game state to a specific game state that is advantageous to the player, In the aforementioned specific game state, a notification means capable of notifying operation information relating to the operation mode of the operation means, In the aforementioned specific game state, a display means capable of displaying first information corresponding to the first lottery result and second information corresponding to the second lottery result, In the aforementioned specific game state, a determination means capable of executing a specific determination process to determine whether to grant a specific benefit based on the lottery result derived by the lottery means, Equipped with, The variable display means is When the first lottery result is derived by the lottery means, the identification information can be displayed in the first stop display mode. When the second lottery result is derived by the lottery means, the identification information can be displayed in the second stop display mode. When the third lottery result is derived by the lottery means and the operating means is operated in the first operating mode, the identification information can be displayed in the third stop display mode related to the first stop display mode and the second stop display mode. When the third lottery result is derived by the lottery means and the operating means is operated in the second operating mode, the identification information can be displayed in a fourth stop display mode different from the third stop display mode. The determination means, when the first information and the second information are displayed on the display means, If either the first lottery result or the second lottery result is derived by the lottery means, the specific determination process can be executed once. If the third lottery result is derived by the lottery means, the specific determination process can be executed twice. The aforementioned notification means is, If the third lottery result is derived by the lottery means, operation information relating to the first operation mode can be notified. A gaming machine characterized by the following features.