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AU2006200954B2 - Gaming machine, game control method and game system - Google Patents

Gaming machine, game control method and game system
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Publication number
AU2006200954B2
AU2006200954B2AU2006200954AAU2006200954AAU2006200954B2AU 2006200954 B2AU2006200954 B2AU 2006200954B2AU 2006200954 AAU2006200954 AAU 2006200954AAU 2006200954 AAU2006200954 AAU 2006200954AAU 2006200954 B2AU2006200954 B2AU 2006200954B2
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Australia
Prior art keywords
game
game state
gaming machine
set value
processing
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AU2006200954A
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AU2006200954A1 (en
Inventor
Jun Fujimoto
Kazuo Okada
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Universal Entertainment Corp
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Aruze Corp
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Priority claimed from PCT/JP2005/015805external-prioritypatent/WO2007026401A1/en
Priority claimed from PCT/JP2005/015782external-prioritypatent/WO2007026396A1/en
Application filed by Aruze CorpfiledCriticalAruze Corp
Publication of AU2006200954A1publicationCriticalpatent/AU2006200954A1/en
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Publication of AU2006200954B2publicationCriticalpatent/AU2006200954B2/en
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Abstract

An object of the present invention is to provide a gaming machine which can prevent for a player who has spent many of 5 the gamemediafromfeelingunpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game. The gaming machine comprising: output means capable of outputting an image or a sound; winning combination determination means for determining a winning combination by 10 a lottery; means for generating a first special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination; means for, when a predetermined variable accumulatively counted each time a game is played reaches a set value that is an object 15 of comparison with said predetermined variable, and that is selected from plural candidate values stepwise determined in advance, generating a second special game state that is a game state advantageous to a player and in which a degree of advantage corresponding to the set value is determined; and means for 20 notifying that said second special game state has been generated based on said set value by outputting an image or a sound to said output means. H:VLindaVKeepVspecVP60102 English text ASB31.doc 6/03/06 Fig. 12 9/21 Game execution processing (with-insurance mode) Coin BET? NO Subtract number of credits Spin button NO turned ON? Lottery processing ' .S14 Reel rotating control processing Bonus game trigger NO establish S7 YES inning combination NO establ ished? Bonus game prcsig Payout processing Return mode flag NO "ON"? Return mode processing NO Bonus game executed or game state shifte S22 to return mode? Counting processing YES Return

Description

AUSTRALIA Patents Act 1990 COMPLETE SPECIFICATION STANDARD PATENT Applicant (s): ARUZE CORPORATION Invention Title: GAMING MACHINE, GAME CONTROL METHOD AND GAME SYSTEM The following statement is a full description of this invention, including the best method of performing it known to me/us: 2 DESCRIPTION GAMING MACHINE, GAME CONTROL METHOD AND GAME SYSTEM 5 TECHNICAL FIELD [0001] The present invention relates to a gaming machine such as a slot machine in which a game is conducted using a game media (game valuable) such as a coin and the like, a game control 10 method for the gaming machine, and a game system comprising the gaming machine and a control device. BACKGROUND ART [0002] 15 Conventionally, in a facility in which gaming machines such asaslotmachine are installed, agameisplayedbyinserting various kinds of game media such as a coin, cash and the like into a gaming machine. Each gaming machine pays out a dividend toaplayeraccordingtoaprize winingstate (a resultof playing 20 the game) generated while the game is in progress. [00031 In a casino where plural slot machines are installed, a credit spent in each slot machine is partly reserved and in a case where the reservation reaches a predetermined amount, 25 one of the slot machines provides a so-called "jackpot" paying out a big amount, which is not paid out in an ordinary hit (for example, see Patent Document 1) . In such slot machines, a hit in each machine usually occurs on a preset probability and a player advances a game with expectation of the hit to be 30 encountered. One of the slot machines has a chance to hit a jackpot at a timing in a lottery different from a common lottery in which a hit based on the above-mentioned probability is set in the slot machines. Generally, plural casinos are interconnected in a network in order to increase a payout amount 35 in a jackpot. [0004] H:VLindaVKeepVspecYP60102 English text AS831.doc 3 Furthermore, a system has been available in which a host computer and plural gaming machines are interconnected on a network and the generating of a bonus in the gaming machines is controlled by the host computer (for example, see Patent 5 Document 2) . In this system, not only is the number of coins inserted into each gaming machine added up, but part of a total number of inserted coins in the plural gaming machines are separately added up as a bonus pool. The host computer gives a bonus qualification to a gaming machine in which the number 10 of inserted coins reaches a predetermined number. The host computer transmits a command to one gaming machine selected from gaming machines having bonus qualification, when a value of the bonus pool reaches a predetermined threshold value. The gaming machine which received the command is enabled to play 15 a bonus game high in gambling characteristic. (0005] Patent Document 1: JP-A 2003-117053 Patent Document 2: U.S. Patent No. 5,820,459 20 DISCLOSURE OF THE INVENTION PROBLEMS TO BE SOLVED BY THE INVENTION [0006] In a slot machine described in Patent Document 1, however, it is a player who plays a game in a gaming machine selected 25 in a lottery that enjoys a profit from a jackpot. Hence, there has arisen a case where a player having spent many coins cannot enjoy a jackpot at all, but another player who has just started the game acquires a jackpot profit. [0007] 30 In the system described in Patent Document 2 as well, a chance to acquire the profit of a bonus game is given to one of gaming machines in which a total number of inserted coins reaches a predetermined number. A chance to acquire the profit of a bonus game is not always given to a player having spent 35 many coins. Therefore, in the system described in Patent Document 2, there has arisen a case where a player having spent H:VLindaVKeepVspecVP60102 English text AS831.doc C :\NRPotb\DCC\MAS\3766361I.DOC-7/21/2011 -4 many coins cannot secure the profit of a bonus game and another player who has just started the game acquires a bonus game profit, in a similar way to that in a slot machine described in Patent Document 1. 5 [0008] In the system described in Patent Document 2, part of the number of inserted coins in each of plural gaming machines is added up as a bonus pool. Hence, in a case where an operation rate of the gaming machines in the system 10 is low, a player, who has spent many of coins, has had a possibility not to be rewarded by the profit of a bonus game since the value of the bonus pool does not reach a predetermined threshold value. Moreover, since the bonus game in the system described in Patent Document 2 is high in 15 gambling characteristics, there has arisen a case where the profit of the bonus game cannot be acquired sufficiently by a player, even when he is given a chance capable of acquiring the profit. [0009] 20 If such circumstances occur, a player who has spent many coins may feel unpleasant against the game, build up distrust thereto, or lose interest in or a concern on the game. [0010] 25 The present invention has been made in light of the above-mentioned problems. Embodiments of the present invention may provide: a gaming machine capable of preventing a player who has spent many of the games media such as coins from feeling unpleasant against a game, 30 building up a distrust thereto, or losing interest in or a concern on the game; a game control method related to the gaming machine; and a gaming machine system equipped with C:\NRPostbrDCC\MASW017926 DOC. 1129/2011 -5 the gaming machine and a control device. According to the present invention there is provided a gaming machine comprising: output means capable of outputting an image or a sound; 5 winning combination determination means for determining, when a base game is run by the machine, a winning combination by a lottery; means for generating a first special game state that is a game state advantageous to a player when the determined winning 10 combination is a special winning combination; means for counting accumulatively a predetermined variable each time a game is played; means for selecting a set value that is an object of comparison with said predetermined variable from plural whole 15 numbers stepwise determined in advance; means for determining whether or not said predetermined variable has reached said set value; means for generating a second special game state that is independent of said base game and is a game state advantageous 20 to a player and in which a degree of advantage corresponding to said set value is determined, when said predetermined variable is determined to have reached said set value; and means for notifying that said second special game state has been generated based on said set value by outputting an 25 image or a sound to said output means when said second special game state is generated; wherein a game media payout of the second special game state is dependent upon a payment balance determined immediately prior to initiation of the second special game 30 state as a difference between a total number of game media consumed by the player and a total number of game media paid out to the player, the amount of game media payout in the second special game state being determined by multiplying the payment balance before generation of the second special game 35 state by a predetermined ratio based on the set value.
C :\RPonb\DCC\MAS%0179261 .DOC-I 1129/2011 -6 The invention also provides a game control method for a gaming machine comprising: determining, when a base game is run, a winning combination by a lottery; 5 generating a first special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination; counting accumulatively a predetermined variable each time a game is played; 10 selecting a set value that is an object of comparison with said predetermined variable from plural whole numbers stepwise determined in advance; determining whether or not said predetermined variable has reached said set value; 15 generating a second special game state that is independent of said base game and is a game state advantageous to a player and in which a degree of advantage corresponding to said set value is determined, when said predetermined variable is determined to have reached said set value; 20 notifying that said second special game state has been generated based on said set value by outputting an image or a sound to an output means when said second special game state is generated; wherein a game media payout of the second special game 25 state is dependent upon a payment balance determined immediately prior to initiation of the second special game state as a difference between a total number of game media consumed by the player and a total number of game media paid out to the player, the amount of game media payout in the 30 second special game state being determined by multiplying the payment balance before generation of the second special game state by a predetermined ratio based on the set value.
C:\NRPorbtflCC\MAS3766361_ IDOC-7/2i/2I I -7 The invention also provides a game system equipped with a gaming machine of the invention and a control device, wherein said control device includes: 5 means for transmitting a signal to said gaming machine according to the number of games played in said gaming machine by a player. [Paragraphs [0010A] - [0010M] are deleted] 10 [Paragraphs [0011] - [00120] are deleted] The following paragraph is paragraph [0121] C:NRPonb=lCC\MAS\3766361_1 DOC-7/21/2011 -8 EFFECTS OF THE INVENTION [0121] As a result, according to embodiments of the present 5 invention, it may be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game. 10 DESCRIPTION OF THE EMBODIMENTS [0122] 15 20 [THE FOLLOWING PAGE IS PAGE 55] 55 [First Embodiment] Fig. 1 is a schematic diagram showing the entire construction of a game system according to one embodiment of the first aspect of the present invention. 5 A game system 100 includes: plural gaming machines 10 and a control device 200 connected to the gaming machines 10 through a predetermined communication line 101. Such a game system 100 may be constructed in one recreation facility capable of playing various kinds of games such as a bar, a casino and 10 the like, or between plural recreation facilities. When the game system is constructed in one recreation facility, the game system 100 may be constructed on each floor or section of the recreation facility. The communication line 101 is not particularly limited, and may be wired or wireless, and either 15 a dedicated line or a switched line can be used. [0123] In the embodiment, the gamingmachine 10is a slotmachine. In the first aspect of the present invention, however, a gaming machine is not limited to a slot machine, and for example, a 20 so-called single gaming machine such as a video slot machine, a video card gaming machine and the like may be adopted, and a so-called mass game (multi-terminal gaming machine) such as a racing game, a bingo game, a public lottery and the like, which is a game that takes a predetermined time for a result 25 to be displayed, may also be adopted. [0124] In the gaming machine 10, a coin, a note or an electronic valuable information corresponding thereto is used as a game media. In the first aspect of the present invention, however, 30 the game media is not particularly limited, and for example, a medal, a token, an electronic money and a ticket can be used. The ticket is not particularly limited and may include, for example, a ticket with a bar code as described later, and of the like tickets. 35 [0125] H:VLindaYKeepVspecVP60102 English text AS831.doc 56 The control device 200 controls plural gaming machines 10. Especially, in the present embodiment, the control device 200 controls a transition to a return mode in each of the gaming machines 10. The return mode corresponds to the second special 5 game state in the first aspect of the present invention and many coins are paid out in the return mode. The control device 200 may be a device which controls the return rate by controlling the transition to the return mode. In such a construction, the control device 200 may be a device which controls the return 10 rates of each of the gaming machines 10 individually, or a device which controls the return rate across all gaming machines 10 collectively. [0126] The control device 200 may further function as a so-called 15 hole server which is installed in a recreation facility having plural gaming machines 10, or as a server which collectively controls plural recreation facilities. Moreover, every gaming machine 10 has its own identification number, and the source of data transmitted to the control device 200 from each of the 20 gaming machines 10 is distinguished therein by their identification numbers. The identification number is also used to designate a transmission destination of data transmitted to the gaming machine 10 from the control device 200. [0127] 25 The identification number of a gamingmachine corresponds to the identification information on a gaming machine of the first aspect of the present invention. The identification information on a gaming machine of the first aspect of thepresent invention is not particularly limited, and examples thereof 30 mayinclude: aletter, a symbol, a figure, acombinationthereof, and the like. [0128] Fig. 2 is a perspective view schematically showing a gaming machine according to one embodiment of the first aspect of the 35 present invention. H:VLindaYKeepYspecVP60102 English text AS831.doc 57 The gaming machine 10 includes: a cabinet 11; a top box 12 placed on the upper side of the cabinet 11; and a main door 13 provided at the front face of the cabinet 11. Inside the cabinet 11, three reels 14 (14L, 14C and 14R) are rotatably 5 installed. Twenty two designs (hereinafter, also referred to as symbols) are depicted as symbol sequences on the outer circumferential surface of each of the reels 14. [0129] A lower image display panel 16 is provided over the reels 10 14 in the main door 13. The lower image display panel 16 is provided with a transparent liquid crystal panel, and various kinds of information, representation image and the like associated with the game are displayed while the game is played. The lower image display panel 16 is an output device for an 15 image and functions also as output means capable of outputting an image. A number-of-credits display section 31 and a number-of-payouts display section 32 are formed on the lower image display panel 16. The number of credited coins is 20 displayed as an image on the number-of-credits display section 31. The number of coins to be paid out is shown as an image on the number-of-payouts display section 32, when a combination of symbols stop displayed on a winning line L is a predetermined combination. 25 [0130] Three display windows 15 (15L, 15C and 15R), the back faces of which are visually recognizable, are formed on the lower image display panel 16, and through each of the display windows 15, three of the symbols depicted on the outer 30 circumferential surface of each of the reels 14 are displayed. One winning line L traversing horizontally the three display windows 15 is formed on the lower image display panel 16. The winning line L defines a combination of symbols. When a combination of symbols stop displayed on the winning line L 35 is a predetermined combination, the number of coins H:VLindaVKeepVspecVP60102 English text AS831.doc 58 corresponding to the combination and the number of inserted coins (the number of BETs) is paid out. [0131] Moreover, in the first aspect of the present invention, 5 for example, when: plural winning lines L which traverse horizontally or obliquely the three display windows 15 are formed; the winning lines L, the number thereof which becomes effective set to be dependent on the number of coin-in, become effective; and a combination of symbols stop displayed on the 10 winning line L which became effective is a predetermined combination, the number of coins corresponding to the stop-displayed combination may be paid out. [0132] A touch panel 69, which is not shown in the figure, is 15 provided on the front face of the lower image display panel 16 and the player can input various kinds of commands by operating the touch panel 69. [0133] Provided below the lower image display panel 16 are: a 20 control panel 20 constituting of plural buttons 23 to 27 which are input by the player, commands associated with progress of the game; a coin receiving slot 21 accepting coins into the cabinet 11; and a note identifier 22. [0134] 25 The control panel 20 is provided with: a spin button 23; a change button 24; a CASHOUT button 25; a 1-BET button 26; and a maximum BET button 27. The spin button 23 is used for inputting a command to start the rotating of the reels 14. The change button 24 is used in a case where a player requests an 30 attendant of a recreation facility to exchange money. The CASHOUT button 25 is used for inputting a command to pay out credited coins to a coin tray 18. [0135] The 1-BET button 26 is used for inputting a command to 35 bet one coin of the credited coins. The maximum BET button 27 is used for inputting a command to bet the maximum number H:VLindaVKeepVspecVP60102 English text AS831.doc 59 of coins that can be bet on one game (50 coins in the present embodiment) of the credited coins. [0136] In the first aspect of the present invention, insertion 5 of a game media means that a game media is bet on a game. For example, when coins inserted into the coin receiving slot 21 are directly bet on a game, insertion of coins into the coin receiving slot 21 corresponds to insertion of a game media. However, when coins inserted into the coin receiving slot 21 10 are temporarily credited, and the credited coins are bet on a game by operating the 1-BET button 26 or the maximum BET button 27, as in the present embodiment, the bet of the credited coins on the game corresponds to insertion of a game media. [0137] 15 The note identifier 22 is used not only for discriminating a false note from a true note but also for accepting the true note into the cabinet 11. The note identifier 22 may be configured such that a ticket 39 with a bar code which will be described later can be read. A belly glass 34 on which 20 characters and the like of the gaming machine 10 are depicted is provided on the front face of the lower portion of the main door 13, that is, below the control panel 20. [0138] An upper image display panel 33 is provided at the front 25 faceofatopboxl2. Theupperimagedisplaypanel 33isprovided with a liquid crystal panel and, for example, an image to introduce the contents of the game or explain a game rule is displayed thereto. Although the lower image display panel 16 is an image output device and functions also as the output means 30 of an image in the present embodiment, in the first aspect of the present invention, the upper image display panel 33 may also be an image output device, which functions also as the output means of an image. [0139] 35 A speaker 29 is provided in the top box 12. The speaker 29 is a sound output device and functions as output means capable H:YLindaVKeepYspecVP60102 English text AS831.doc 60 of outputting a sound. A ticket printer 35, a card reader 36, a data display 37 and a key pad 38 are provided beneath the upper image display panel 33. The ticket printer 35 prints on a ticket a bar code in which data such as the number of credits, 5 date, time, identification number of the gaming machine 10 and of the like data are encoded, and outputs the ticket 39 with a bar code. A player can make the ticket 39 with a bar code to be read by a second gaming machine and play a game in the second gaming machine, or exchange in a predetermined place 10 (forexample, atacashierinthecasino) ofarecreationfacility the ticket 39 with a bar code to notes. [0140] The card reader 36 is used for reading data from a smart card and writing data onto a smart card. The smart card is 15 acardtobecarriedbyaplayer, andforexample, datatoidentify a player and data concerning a history of a game played by a player are stored thereon. Data corresponding to a coin, a note or a credit may also be stored on the smart card. As an alternativeofasmartcard, amagneticstripecardmaybeadopted. 20 The data display 37 is a fluorescent display and the like, and it is used, for example, to display data read by the card reader 36 and data input by a player from the key pad 38. The key pad 38 is used for inputting a command or data to issue a ticket and the like. 25 [01411 Fig. 3 is a schematic view showing the symbol sequence depicted on the outer circumferential surface of each reel. Twenty two symbols each are depicted on the outer circumferential surface of the left reel 14L, the middle reel 30 14 C and the right reel 14 R. A sequence of the symbols depicted on the outer circumferential surface of each of the reels 14 is different from one another. The sequences of the symbols are combinations of the following symbols: "JACKPOT 7", "BLUE 7", "BELL", "CHERRY", "STRAWBERRY", "PLUM", "ORANGE" and 35 "APPLE". [0142] H:VLindaYKeepYspecVP60102 English text AS831.doc 61 When the same three symbols of one of the symbols of "JACKPOT 7", "BLUE 7", "BELL", "CHERRY", "STRAWBERRY", "PLUM" and "ORANGE" are stop displayed on the winning line L, a predetermined number of credits is added to the account of the 5 player as a credit owned by the player (see Fig. 14) . As for "CHERRY" and "ORANGE", even if one or two of one of the symbols are stop displayed, a predetermined number of credits are added to the account of the player as credits owned by the player according to the number of the symbols stop displayed (see Fig. 10 14). [0143] The symbol sequence "APPLE" is a bonus game trigger (a symbol to transit to a bonus game) . When three of the "APPLE" are stop displayed on the winning line L, a game state shifts 15 toabonusgame. The bonus game corresponds to the first special game state. In the present embodiment, a bonus game is a free game (a game in which a predetermined number thereof can be played without inserting coins for BET). [0144] 20 In the first aspect of the present invention, the first special game state is not particularly limited as far as it is a game state advantageous to the player. A game state that is advantageous to the player is not particularly limited as far as it is more advantageous than an ordinary game state (a 25 game state other than the first special game state or the second special game state) and examples thereof include: a state where more of the game media can be earned than in an ordinary game state, a statewhere the gamemedia canbe earnedonaprobability higher than in an ordinary game state, a state where the number 30 of the game media spent by a player is less than in an ordinary game state and of the like state. More specifically, examples of the first special game state include a free game, a second game, a mystery bonus and the like. [0145] 35 The sequence of symbols depicted on each of the reels 14 are, when the spin button 23 is pressed after the 1-BET button H:VLindaYKeepYspecVP60102 English text AS831.doc 62 or the maximum BET button 27 is pressed to start a game, scroll displayedbyscrollingdownwardsinthedisplaywindows15during the rotating of the reels 14, and after a predetermined time elapses, the rotating of the reels 14 comes to a stop, and thus 5 the sequenceof symbols arestopdisplayedinthedisplaywindows 15. Various kinds of winning combinations (see Fig. 14) are predetermined based on combinations of symbols and when a combination of symbols corresponding to a winning combination stops on the winning line L, the number of payout coins 10 corresponding to the winning combination is added to credits owned by the player. When a bonus game trigger has been established, a bonus game is generated. [01461 When a return mode flag which will be described later 15 has been set to the state "ON", a game state shifts to a return mode after the symbols are stop displayed as described above. When a bonus game has been generated, the game state shifts to the return mode after the bonus game is over. The return mode corresponds to the second special game state. In the 20 present embodiment, if a game state shifts to the return mode, a predetermined payout number of coins are paid out. In the present embodiment, the payout number of coins in the return mode is set according to a set value described later. [0147] 25 In the first aspect of the present invention, the second special game state is not particularly limited as far as it is a game state advantageous to the player. Examples of such a game state include: a state where more of the game media can be earned than in an ordinary game state, a state where the 30 game media can be earned on a probability higher than in an ordinary game state, a state where the number of the game media spent by a player is less than in an ordinary game state and of the like state. More specifically, examples of the second game state include a free game, a second game, a mystery bonus 35 game and the like. [0148] H:YLindaYKeepVspecVP60102 English text AS831.doc 63 In the first aspect of the present invention, the second special game state may be a game state of the same kind as the first special game state, or a game state of a kind different from the first game state as in the present embodiment. When 5 the second special game state is made tobeagame state different from the first special game state, games can be high in versatility, which can enhance a sense of expectation for the second special game state. Moreover, a game state of the second special game state may be an exclusive game state generated 10 only when the second special game state occurs. In such a situation, a sense of expectation for the second special game state can be further enhanced. [0149] Fig. 4 isablockdiagramshowing the internal construction 15 of the gaming machine shown in Fig. 2. A gaming board 50 includes: CPU (Central Processing Unit) 51, ROM 55 and boot ROM 52 which are interconnected to one another by an internal bus; a card slot 53S which accepts a memory card 53; an IC socket 54S which accepts GAL (Generic Array Logic) 20 54. [0150] The memory card 53 is constituted of non-volatile memories such as CompactFlash (registered trademark) and stores a game program and a game system program. The game program contains 25 a lottery program. The lottery program is a program for determining symbols (code Nos. corresponding to the symbols) on each of the reels 14 which are to be stop displayed on the winning line L. The lottery program contains one or more of symbol weighting determination data, each corresponding to 30 respective plural kinds of payout rates (for example, 80%, 84% and 88%). The symbol weighting determination data is data showing a correspondence relationship between a code No. (see Fig. 3) of each symbol and one or plural random number values from a predetermined numerical value range (0 to 255), for each 35 of the three reels 14. A payout rate is determined based on data for setting a payout rate output from the GAL 54, and the H:YLindaYKeepVspecVP60102 English text AS831.doc 64 lottery is executed based on symbol weighting determination data corresponding to the payout rate. [0151] The card slot 53S is configured so that the memory card 5 53 can be inserted therein or drawn out therefrom, and connected to a mother board 40 through IDE bus. Therefore, a kind or contents of a game played in the gaming machine 10 can be changed by drawing out the memory card 53 from the card slot 53S, writing a different game program and game system program thereon, and 10 inserting the memory card 53 into the card slot 53S thereafter. Moreover, a kind or contents of a game played in the gaming machine 10 can also be changed by changing a memory card 53 on which a game program and a game system program are stored to a different memory card 53 on which a different game program 15 and game system program are stored. The game program includes a program related to progress in a game; aprogramfor generating the first special game state; and a program for generating the second special game state. The game program further includes: image data and sound data output while a game is played and 20 image data and sound data used as notification data. [0152] GAL 54 is one kind of PLD having an OR fixed array structure. GAL 54 is equipped with a plurality of an input port and an output port and when a predetermined data is input to the input 25 port, data corresponding to the input data is output from the output port. The data output from the output port is the above-mentioned data for setting a payout rate. The IC socket 54S is configured such that GAL 54 can be mounted thereto or demounted therefrom, and connected to the 30 mother board 40 through PCI bus. Therefore, data for setting a payout rate output from GAL 54 can be changed by drawing out GAL 54 from the IC socket 54S, rewriting a program stored on GAL54, mountingGAL54 totheICsocket54Sthereafter. Moreover, data for setting a payout rate can also be changed by changing 35 GAL 54 to a different GAL 54. [0153] H:VLindaYKeepYspecVP60102 English text AS831.doc 65 CPU 51, ROM 55 and boot ROM 52 interconnected to each other by the internal bus are connected to the mother board 40byPCIbus. The PCI bus not only conducts signal transmission between the mother board 40 and the gaming board 50, but also 5 supplies electric power to the gaming board 50 from the mother board 40. ROM 55 stores country identification information and an authentication program therein. Boot ROM 52 stores a preliminary authentication program, a program for CPU 51 to activate the preliminary authentication program (a boot code) 10 and the like therein. [0154] The authentication program is a program to authenticate a game program and a game system program (an alteration check program). The authentication program is stated along a 15 procedure for confirmation and certification that the game program and the game system program that are objects of an authentication capture processing are not altered, that is, a procedure for conducting authentication of the game program and the game systemprogram (an authentication procedure). The 20 preliminary authentication program is a program for authenticating the above-mentioned authentication program. The preliminary authentication program is stated along a procedure for certification that an authentication program that is an object of an authentication processing is not altered, 25 that is, a procedure for authenticating the authentication program (an authentication procedure). [0155] The mother board 40 is constructed with a general-purpose mother board commercially available (a printed circuit board 30 on which basic parts of a personal computer are mounted) and includes: a main CPU 41; ROM (Read Only Memory) 42; RAM (Random Access Memory) 43 and a communication interface 44. The main CPU 41 is the processing device of the first aspect of the present invention. 35 [0156] H:YLindaYKeepYspecYP60102 English text AS831.doc 66 ROM 42 is constituted of a memory device such as a flash memory and stores thereon a program such as BIOS (Basic Input/Output System) executed by the main CPU 41 and permanent data. When BIOS is executed by the main CPU 41, not only is 5 an initialization processing for predetermined peripheral devices conducted, but a capture processing for the game program and the game system program stored on the memory card 53 is also started via the gaming board 50. In the first aspect of the present invention, contents of ROM 42 may be rewritable 10 or not rewritable. [0157] RAM 43 stores data and a program used at the time of operationofthemainCPU 41. RAM43canstoretheauthentication program read through the gaming board 50 together with the game 15 program and the game system program. RAM 43 is the storage device of the first aspect of the present invention. [0158] RAM 43 is provided with a storage region for a return mode flag. The return mode flag is a flag to be referred to 20 when a game state is to be selected whether it should be shifted to a return mode corresponding to the second special game state ornot. Thestorageregionofthereturnmodeflagisconstituted of a storage region with, for example, a predetermined number of bits and the return mode flag is turned "ON" or "OFF" according 25 to storage contents in the storage region. If the return mode flag is set to the state "ON", the game state thereafter shifts to the return mode without fail. RAM 43 further stores data on the number of credits, the number of coin-in or coin-out for one game, and the like. 30 [0159] The communication interface 44 is used to communicate with the control device 200 through the communication line 101. The main CPU 41 transmits the number of coin-in and the number of coin-out together with the gaming machine identification 35 number of the gaming machine 10 to the control device 200 each time a game is played. The number of games, an accumulative H:VLindaVKeepYspecVP60102 English text AS831.doc 67 number of coin-in and an accumulative number of coin-out is made to be associated with each gaming machine identification number, and stored in the control device 200. In the control device 200, a set value that is an object of comparison with 5 the number of games is preliminary determined with respect to each gaming machine identification number, and when the number of games of one gaming machine 10 reaches a set value determined for that gaming machine 10, a return command signal is transmitted from the control device 200. When the main CPU 10 41 receives the return command signal through the communication interface 44, the return mode flag is set to the state "ON". [0160] Both a body PCB (Printed Circuit Board) 60 and a door PCB 80 which will be described later are connected to the mother 15 board 40 by USB. A power supply unit 45 is also connected to the mother board 40. When electric power is supplied from the power supply unit 45 to the mother board 40, not only is the main CPU 41 of the mother board 40 activated, but CPU 51 is also activated from electric power supplied through the PCI 20 bus to the gaming board 50. [0161] Equipment and devices which generate input signals to be input to the main CPU 41, and equipment and devices of which operations are controlled by a control signal output from the 25 main CPU 41 are connected to the body PCB 60 and the door PCB 80. The main CPU 41 executes a game program and a game system program stored in RAM 43 based on an input signal input to the main CPU 41, and thereby performs a predetermined computational processing, stores results of thereof into RAM 43 and transmits 30 a control signal to each equipment and device as a control processing for each of the equipment and devices. (0162] A lamp 30, a sub CPU 61, a hopper 66, a coin detecting section 67, a graphic board 68, a speaker 29 as an output device, 35 a touch panel 69, a note identifier 22, a ticket printer 35, a card reader 36, a key switch 38S and a data display 37 are H:VLindaVKeep~specVP60102 English text AS831.doc 68 connected to the body PCB 60. The lamp 30 is lit up in a predetermined pattern based on a control signal output from the main CPU 41. [0163] 5 The sub CPU 61 controls the rotation and stopping of the reels 14 (14L, 14Cand14R) . Amotordrivingcircuit62equipped with FPGA (Field Programmable Gate array) 63 and a driver 64 is connected to the sub CPU 61. FPGA 63 is an electronic circuit such as LSI capable of programming and works as a control circuit 10 of a stepping motor 70. The driver 64 works as an amplifier circuit of a pulse to be input to the stepping motor 70. The stepping motors 70 (70L, 70C and 70R) which rotate each of the reels 14, are connected to the motor driving circuit 62. The stepping motor 70 is a 1-2 phase excitation type stepping motor. 15 [0164] In the first aspect of the present invention, an excitation type of the stepping motor is not particularly limited, and for example, a motor of a 2 or 1 phase excitation type can be adopted. A DC motor may be adopted instead of a stepping motor. 20 When a DC motor is adopted, a deviation counter, a D/A converter and a servo amplifier are sequentially connected to the sub CPU 61 in this order and the DC motor is connected to the servo amplifier. A rotational position of the DC motor is detected by a rotary encoder and a current rotational position of the 25 DC motor is supplied as data from the rotary encoder to the deviation counter. [0165] An index detecting circuit 65 and a position change detecting circuit 71 are connected to the sub CPU 61. The index 30 detecting circuit 65 is used for detecting positions (indexes described later) of the rotating reels 14 and can also detect an out-of-order state of the reels 14. As for the control of the rotating and stopping of the reels 14, detailed description will be given later by making reference to the figures. 35 [0166] H:VLindaYKeepVspecYP60102 English text AS831.doc 69 The position change detecting circuit 71 detects a change of stoppage positions of the reels 14 after the stopping of the rotating of the reels 14. The position change detecting circuit 71 detects the change of stoppage positions of the reels 5 14, for example, ina case where the stoppage position is changed by force by a player as if the combination of symbols was in a wining state, despite the fact that the combination of symbols is not actually in a wining state, and of the like cases. The position change detecting circuit 71 is configured to be capable 10 of detecting the change of stoppage position of the reel 14 by, for example, detecting fins (not shown in the figure) attached with a predetermined space on the inner side of the reel 14. [0167] 15 The hopper 66 is installed in the cabinet 11 and pays out a predetermined number of coins from a coin payout exit 19 to a coin tray 18 based on a control signal output from the main CPU 41. A coin detecting section 67 is installed inside the coin payout exit 19 and when detecting that a predetermined 20 number of coins has been paid out from the coin payout exit 19, outputs an input signal to the main CPU 41. [0168] The graphic board 68 controls, based on a control signal output from the main CPU 41, image displays on the upper image 25 display panel 33 and the lower image display panel 16 as an output device. The number of credits stored in RAM 43 is displayed on the number-of-credits display section 31 of the lower image display panel 16. The number of coin-out is displayed on the number-of-payouts display section 31 of the 30 lower image display panel 16. The graphic board 68 is equipped with VDP (Video Display Processor) which generates image data based on a control signal output from the main CPU 41 and a video RAM which temporarily stores image data generated by VDP, and of the like equipments. 35 Note that image data used in generating image data with VDP H:VLindaVKeep~specVP60102 English text ASB31.doc 70 is read from the memory card 53 and contained in a game program stored in RAM 43. [0169] The note identifier 22 not only discriminates a true note 5 froma false note, but also accepts the true note into the cabinet 11. The note identifier 22, when accepting a true note, outputs an input signal to the main CPU 41 based on a face amount of the note. The main CPU 41 stores the number of credits corresponding to the amount of the note transmitted with the 10 input signal into RAM 43. [0170] The ticket printer 35, based on a control signal output from the main CPU 41, prints on a ticket a bar code obtained by encoding data such as the number of credits, date and time, 15 the identification number of the gaming machine 10, and of the like data stored in RAM 43, and outputs the ticket 39 with a bar code. The card reader 36 transmits to the main CPU 41 data read from the smart card and writes data onto the smart card based 20 on a control signal from the main CPU 41. The key switch 38S is provided on the keypad 38, and when the keypad 38 is operated by a player, outputs a predetermined input signal to the main CPU 41. The data display 37 displays, based on a control signal output from the main CPU 41, data read by the card reader 36 25 and data input by a player through the key pad 38. [0171] The control panel 20, a reverter 21S, a coin counter 21C and a cold cathode tube 81 are connected to the door PCB 80. The control panel 20 is provided with a spin switch 23S 30 corresponding to the spin button 23, a change switch 24S corresponding to the change button 24, a CASHOUT switch 25S corresponding to the CASHOUT button 25, a 1-BET switch 26S corresponding to the 1-BET button 26, and a maximum BET switch 27S corresponding to themaximumBETbutton 27. Whenthebuttons 35 23 to 27 are operated by a player, each of the switches 23S H:VLindaVKeepVspecVP60102 English text AS831.doc 71 to 27S corresponding thereto outputs input signals to the main CPU 41. [0172] The coin counter 21C is installed inside the coin receiving 5 slot 21, and discriminates whether a coin inserted by a player into the coin receiving slot 21 is true or false. Coins other than the true ones are discharged from the coin payout exit 19. The coin counter 21C also outputs an input signal to the main CPU 41 when a true coin is detected. 10 [0173] The reverter 21S operates based on a control signal output from the main CPU 41 and distributes coins recognized by the coin counter 21C as true coins into a cash box (not shown in the figure) or the hopper 66, which are disposed in the gaming 15 machine 10. In other words, when the hopper 66 is filled with coins, true coins are distributed into the cash box by the reverter 21S. On the other hand, when the hopper 66 is not filled with coins, true coins are distributed into the hopper 66. The cold cathode tube 81 works as a backlight installed 20 on the back face sides of the lower image display panel 16 and the upper image display panel 33 and is lit up based on a control signal output from the main CPU 41. [0174] Fig. 5 is a block diagram showing the internal construction 25 of a control device according to one embodiment of the first aspect of the present invention. A control device 200 includes: CPU 201 as a processing device; ROM 202; RAM 203 as a temporary storage device; a communication interface 204; and a hard disc drive 205. The 30 communication interface 204 is connected to the communication interface 44 of the gaming machine 10 through the communication line 101. ROM 202 stores a system program for controlling operations of the control device, a permanent data, and the like. RAM 203 temporarily stores data received from each of 35 the gaming machines 10 and data such as results of the computational operation. Moreover, a game history of a gaming H:YLindaYKeep'specVP60102 English text AS831.doc 72 machine 10 is stored in the hard disc drive 205, by being associated with the gaming machine identification number of each of the gaming machines 10. [0175] 5 Fig. 6 is a figure schematically showing an example of correspondence table between a gaming machine identification number and a game history. Each of the gaming machine identification numbers correspond to a game history based on the number of games, an 10 accumulative number of coin-in, an accumulative number of coin-out, a payment balance in terms of the coins and a return rate of coin-out. [0176] A set value that is an object of comparison with the number 15 of games is determined for each of the gaming machine identification numbers. The set value is selected from plural candidate values "600", "1200" and "2400" stepwise determined in advance. A set value "600" is assigned to the gaming machine 10 with the gaming machine identification number "001". A set 20 value "600" is assigned to the gaming machine 10 with the gaming machine identification number "002". A set value "1200" is assigned to the gaming machine 10 with the gaming machine identification number "003". In the first aspect of the present invention, the values or number of the candidate values is not 25 particularlylimited, andmaybesetaccordingtocircumstances. Moreover, the set value does not need to be set individually for each of the gaming machines 10, but assigned to plural gaming machines 10 collectively. [0177] 30 When CPU 201 receives the number of coin-in, the number of coin-out and the gaming machine identification number from the gaming machine 10 through the communication interface 204, a game history corresponding to the gaming machine identification number is updated. More specifically, 1 is 35 added to the number of games, the number of coins inserted is added to the accumulative number of coin-in and the number of H:VLindaVKeepYspecVP60l02 English text AS831.doc 73 coins paid out is added to the accumulative number of coin-out. Furthermore, a payment balance in terms of the coins and a return rate are calculated based on the accumulative number of coin-in and the accumulative number of coin-out. When CPU 201 5 determines that the number of games updated has reached a set value, CPU 201 determines the number of coin-out in the return mode based on the set value. [0178] Fig. 7 is a figure schematically showing an example of 10 correspondence table between a set value and the number of payouts. The number of coin-out "1000" in the return mode is assigned at a set value of "600". The number of coin-out "2000" in the return mode is assigned at a set value of "1200". The 15 number of coin-out "4000" in the return mode is assigned at a set value of "2400". Since, in the present embodiment, the number of coin-out in the payout return mode is larger the larger a set value is, a profit matching the number of games played byaplayeris giventotheplayer in the returnmode. Therefore, 20 it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game. Note that the correspondence table shown in Fig. 7 is stored on the hard disc drive 205 as data. 25 [0179] In the first aspect of the present invention, it is not necessary for the number of coin-out set to correspond to a set value to be constantly the same, and for example, the number of coin-out set to correspond to a set value may be changeable 30 according to a game history and the like. Fig. 8 is a figure schematically showing another example of correspondence table between a set value and the number of payouts. At a set value "600", "(-payment balance) x 50% (provided 35 that the number of coin-out = 1000 if a payment balance > 0)" is set as the number of coin-out in the return mode. Hence, H:VLindaVKeepVspecYP60l02 English text AS831.doc 74 if a payment balance is "-2000" when the number of games reaches 600, the number of coin-out is 1000, and if a payment balance is "-4000", the number of coin-out is 2000. At a set value "1200", "(- payment balance) x 60% (provided that the number 5 of coin-out = 2000 if payment balance 0)" is set as the number of coin-out in the return mode. At a set value "2400", "( payment balance) x 70% (provided that the number of coin-out = 4000 if payment balance 2 0)" is set as the number of coin-out in the return mode. 10 [0180] Next, description will be given of a processing performed in the gaming machine 10. Fig. 9 is a flowchart showing a procedure in an authentication reading processing for a game program and a game 15 system program executed by a mother board and a gaming board shown in Fig. 4. Note that the memory card 53 is inserted into the card slot 53S on the gaming board 50 and GAL 54 is mounted to the IC socket 54S. (0181] 20 Whenapower supply switch is turned on in the power supply unit 45, themotherboard40 and the gamingboard 50 are activated (steps S1-1 and S2-1) . When the mother board 40 and the gaming board 50 are activated, separate processing are performed at the same time. That is, in the gaming board 50, CPU 51 reads 25 a preliminary authentication program stored in the boot ROM 52 and performs the preliminary authentication which in advance, prior to capturing the authentication program into the mother board 40, confirms or certificates that the program is not altered according to the read preliminary authentication 30 program (step S2-2) . On the other hand, in the mother board 40, the main CPU 41 executes BIOS stored in ROM 42 to expand on RAM 43 compressed data incorporated in BIOS (step S1-2). Then, the main CPU 41 executes BIOS expanded on RAM 43 to perform diagnosis on and initialization of various kinds of the 35 peripheral devices (step S1-3). [01821 H:VLindaVKeepYspecVP60102 English text AS831.doc 75 Then, since ROM 55 on the gaming board 50 is connected to the main CPU 41 through PCI bus, the main CPU 41 not only performs reading of the authentication program stored in ROM 55, but also stores the read authentication program into RAM 5 43 (step S1-4) . On this occasion, the main CPU 41 takes a checksum according to ADDSUM method (a standard check function) with the help of the function of a standard BIOS of BIOS, and by performing a confirmation processing for whether or not storage is conducted without error, stores the authentication 10 program into RAM 43. [0183] Then, after confirming what is connected to the IDE bus, the main CPU 41 accesses the memory card 53 inserted into the card slot 53S through the IDE bus, and conducts reading of the 15 game program and the game system program from the memory card 53. In this case, the main CPU 41 reads 4 bites at a time of data constituting the game program and the game system program. Next, the main CPU 41 authenticates by confirming and certifying according to the authentication program stored in RAM 43, that 20 thereadgameprogramandgamesystemprogramhasnotbeenaltered (step S1-5) . When the authentication processing is normally completed, the main CPU 41 writes and stores in RAM 43 the game program and the game system program that have been an object of authentication (have been authenticated) (step S1-6) . Then, 25 main CPU 41 accesses through the PCI bus to GAL 54 mounted to the IC socket 54S, reads data for setting a payout rate from GAL 54 and writes and stores the data in RAM 43 (step S1-7). Then, the main CPU 41 not only reads through the PCI bus country identification information stored in ROM 55 on the gaming board 30 50, but also stores the read country identification information into RAM 43 (step S1-8). (0184] After the processing is over, the main CPU 41 sequentially reads and executes the game program and the game system program 35 to such that a game is progressed. [0185] H:VLindaVKeepVspecVP60102 English text AS831.doc 76 After the processing shown in Fig. 9 is over, the main CPU 41 performs a game mode selection processing. Fig. 10 is a flowchart showing a subroutine of a game mode selection processing. 5 The main CPU 41 conducts a processing for adding credits stored in RAM 43 as an interrupt processing when it receives a detection signal output from the coin counter 21C in a case where the coin counter 21C detects a coin inserted into the coin receiving slot 21 while executing the subroutine. 10 Figs. 11A and 11B are figures showing an image displayed on the lower image display panel when a game mode selection processing is executed. [0186] To begin with, the main CPU 41 conducts a processing to 15 display on the lower image display panel 16 an image for requesting to the player selection of a game mode (step S3). In this processing, the main CPU 41 transmits a depiction command for the game mode selection image to the graphic board 68. On thegraphicboard, VDPextractsimagedata fromRAM43andexpands 20 the data on the video RAM to produce image data for one frame and to output the image data to the lower image display panel 16, based on the depiction command. As a- result, for example, an image as shown in Fig. 11A is displayed on the lower side display panel 16. 25 [0187] Fig. 11A is a figure showing an example of game mode selection image displayed on the lower image display panel. In the figure, numerical reference 15 (15L, 15C and 15R) indicates display windows. An image showing "Select a mode ! !" 30 is displayed in the upper portion of the lower image display panel 16. The image is an image for requesting a player to select a game mode. Moreover, images showing "INSURANCE" and "NO INSURANCE" are displayed in the lower portion of the lower image display panel 16. The images are images indicating game 35 mode options and the player touches a predetermined site of the touch panel 69 corresponding to a display region of the H:YLindaVKeepYspecYP60102 English text AS831.doc 77 image, and is thereby enabled to input a command for selecting a game mode. [0188] The option "INSURANCE" corresponds to the with-insurance 5 mode. A predetermined number of credits (for example, number of credits equivalent to 1 dollar) is required for selecting the with-insurance mode. As an alternative of the number of credits, a note or a coin equivalent to the number of credits may be inserted. In a case where the with-insurance mode has 10 been selected, when the number of games reaches a set value (for example, 600) without a bonus game being generated, the return mode flag is set to the state "ON" and a game state shifts to the return mode. In the return mode, the player can receive payout of coins corresponding to the set value. In other words, 15 in the with-insurance mode, a game can be played in a state where an insurance is carried for compensating all or part of a loss arising in a case where no bonus game has arisen for a long time. On the other hand, an option "NO INSURANCE" corresponds to the without-insurance mode. In a case where 20 the without-insurance mode has been selected, the return mode flag is not set to the state of "ON" and a game state does not shift to the return mode even if no bonus game has arisen for a long time after the without-insurance mode is selected. [0189] 25 After theprocessinginstepS3, themainCPU41determines whether the with-insurance mode has been selected or not (step S4) . In a case where it is determined that the with-insurance mode has been selected, the main CPU 41 conducts a processing for subtracting a predetermined number of credit from the number 30 of credits stored in RAM 43 (step S5). Thereafter, the game execution processing in the with-insurance mode is conducted (step S6). While detailed description of the above-mentioned processing will be given later by making reference to Fig. 12, 35 when played in the with-insurance mode, an image showing "INSURED" is displayed in the upper left of the lower image H:YLindaVKeepVspecVP60102 English text AS831.doc 78 display panel 16, as shown in Fig. 11B. The image is an image showing that a game mode is in the with-insurance mode. [0190] On the other hand, in the case where, in step S4, it is 5 determined that the without-insurance mode has been selected, the main CPU 41 conducts the game execution processing in the without-insurance mode (step S7) . Since this processing is a processing almost the same as the game execution processing in the with-insurance mode (see Fig. 12) except that neither 10 a processing related to transition to the return mode nor a processing related to counting of the number of games is conducted, description thereof is omitted here. When the processing in step S6 or S7 has been executed, the process is returned to step S3 thereafter. 15 [0191] Fig. 12 is a flowchart showing a subroutine of a game execution processing in the with-insurance mode that is called and executed in step S6 of the subroutine shown in Fig. 10. In the game execution processing, the main CPU 41 at first 20 determines whether or not a coin is BET (step S10) . In the processing, the main CPU 41 determines whether an input signal output from the 1-BET switch 26S or the maximum BET switch 27S has been received or not when the 1-BET button 26 or the maximum BET button 27 is operated, respectively. If it is determined 25 that a coin has not been BET, the process returns to step S10. [0192] On the other hand, if it is determined in step S10 that a coin is BET, the main CPU 41 conducts a processing for subtracting the number of credits stored in RAM 43 according 30 to the number of BET coins (step S11). In a case where the number of BET coins is more than the number of credits stored in RAM 43, the process returns to step S10 without conducting subtraction on the number of credits stored in RAM 43. In a case where the number of BET coins exceeds the upper limit (50 35 coins in the present embodiment) up to which a BET is possible in one game, the processing advances to step S12 without H:VLindaVKeep~specYP60102 English text AS831.doc 79 conducting a processing for subtracting the number of BET coins from the number of credits stored in RAM 43. [0193] Then, the main CPU 41 determines whether the spin button 5 23 has been turned ON or not (step S12). In the processing, the main CPU 41 d determines, when the spin button 23 is pressed, whether an input signal output from the spin switch 23S has been received or not. If it is determined that the spin button 23 has not been 10 turned ON, the processing returns to step S10. Note that in a case where the spin button has not been turned ON (for example, in a case where a command of terminating a game has been input without turning ON the spin button 23), the main CPU 41 cancels a result of the subtracting processing in step S11. 15 [0194] In the present embodiment, description will be given of a case in which: after a coin is BET (step S10), a processing for conducting subtraction on the number of credits (step Sll) is conducted prior to the determination on whether the spin 20 button 23 has been turned ON or not (step S12) . However, the first aspect of the present invention is not limited to this example. For example, a processing for subtraction on the number of credits (step Sll) may be conducted after a coin is BET (step S10), determined whether the spin button 23 has been 25 turned ON or not (step S12), and when determined that the spin button 23 has been turned ON (YES in step S12). [0195] Meanwhile, in step S12 of Fig. 12, if it is determined that the spin button 23 has been turned ON therein, the main 30 CPU 41 conducts a lottery processing (step S13) . In the lottery processing, the main CPU 41 (processing device) executes a lottery program stored in RAM 43 (storage device) to thereby determineacodeNo. of the stoppedreels 14. Thus, a combination of symbols stop displayed is determined. Detailed description 35 of the processing will be given later by making reference to Figs. 13 and 14. When the processing in step S13 is executed, H:VLindaYKeep~specYP60102 English text A5831.doc 80 the main CPU 41 works as winning combination determination means for determining a winning combination by a lottery. In the present embodiment, description will be given of a case where a combination of symbols stop displayed is determined, and one 5 winning combination of plural winning combinations is determined thereafter. However, in the first aspect of the present invention, one winning combination selected from plural winning combinations may at first be determined by a lottery, and the combination of symbols to be stop displayed may be 10 determined thereafter, based on the determined winning combination. [0196] Then, the main CPU 41 conducts a reel rotating control processing (step S14) . The processing is a processing which, 15 after all of the reels 14 starts to rotate, stops the rotating of each of the reels 14 such that a combination of symbol sequences corresponding to the winning combination determined in step S13 is stop displayed on the winning line L. Detailed description of the processing will be given later by making 20 reference to Figs. 15 to 17. [0197] Then, the main CPU 41 determines whether a bonus game trigger has been established or not, that is whether "APPLE" is stop displayed in the display window 15 or not (step S15). 25 If it is determined that the bonus game trigger has been established, the main CPU 41 (processing device) reads a program for conducting a bonus game from RAM 43 (storage device) to execute a bonus game processing (step S16). Here, the first special game state is generated. Detailed description of the 30 bonus game processing will be given later by making reference to Fig. 18. When the processing in step S16 is executed, the main CPU 41 functions as means for generating the first special game state. [0198] 35 On the other hand, if it is determined that the bonus game trigger has not been established, the main CPU 41 determines H:YLindaVKeepYspecVP60l02 English text ASB31.doc 81 whether a winning combination has been established or not (step S17) . If it is determined that a winning combination has been established, the main CPU 41 conducts payout of a coin corresponding to the number of coin-in and the winning 5 combination (step S18). Inacasewherecoinsarereserved, themainCPU4lconducts a processing to add the coins to the number of credits stored in RAM 43. On the other hand, in a case where payout of a coin is conducted, the main CPU 41 transmits a control signal to 10 the hopper 66 and conducts payout of a predetermined number of coins. In that situation, the coin detecting section 67 counts the number of coins paid out from the hopper 66 and when the number of counts reaches a designated number, transmits a payout completion signal to the main CPU 41. Thus, the main 15 CPU 41 stops the driving of the hopper 66 to terminate the coin payout processing. [0199] When the processing in step S16 or S18 is executed, or when it is determined that no winning combination has been 20 established (that a winning combination has failed to be established) in step S17, the main CPU 41 determines whether the return mode flag stored in RAM 43 is set to the state "ON" or not (step S19) . If it is determined that the return mode flag has been set to the state "ON", the main CPU 41 (processing 25 device) reads fromRAM43 (storage device) aprogramfor shifting a game state to the return mode, executes the return mode processing, to thus shift a game state to the return mode (step S20) . Here, the second special game state has been generated. Detailed description will be given of the payout return mode 30 processing later using Fig. 19. The main CPU 41, when executing the processing in step S20, functions as means for generating the second special game state. [0200] If the processing in step S20 has been executed, or if 35 it is determined that the return mode flag has not been set to the state "ON" in step S19, the main CPU 41 determines whether H:VLindaVKeepYspecVP60102 English text AS831.doc 82 the bonus game (step S16) has been executed or not or whether a game state has shifted to the return mode (step S20) or not (step S21). [0201] 5 Ifitisdeterminedthatabonusgamehasnotbeenexecuted, or that a game state has not shifted to the return mode, the main CPU 41 executes a counting processing (step S22). The counting processing is a processing conducted between the gaming machine 10 and the control device 200. The number 10 of coin-in and the number of coin-out for one game together with the gaming machine identification number are transmitted from the gaming machine 10 to the control device 200. In the control device 200, the number of games, an accumulative number of coin-in, an accumulative number of coin-out and the like 15 are updated with respect to each gaming machine identification number. When thenumber of games reaches a set value, the number of coin-out in the return mode is determined according to the set value, and a return command signal showing the set value and the number of coin-out is transmitted to the gaming machine 20 10 from the control device 200. The main CPU 41, when receiving the return command signal, sets the return mode flag to the state "ON". Detailed description of the counting processing will be given later by making reference to Fig. 21. After the processing in step S22 is executed, the main CPU 41 returns 25 the process to the processing in step S10 and subsequently executes a game in the with-insurance mode. [0202] On the other hand, when it is determined that a bonus game has been executed or a game state has shifted to the payout 30 returnmode, the present subroutine is completed and the process returns to the processing shown in Fig. 10. As a result, a player can once again select whether a game is to be played by the with-insurance mode or the without-insurance mode. [0203] 35 Fig. 13 is a flowchart showing a subroutine of a lottery processing called and executed in step S13 of the subroutine H:VLindaVKeepVspecVP60102 English text AS831.doc 83 shown in Fig. 12. The processing is a processing conducted by executing a lottery program stored in RAM 43 with the main CPU 41. The main CPU 41 executes a random number generating program included in the lottery program, and a random number 5 value from the numerical value range of 0 to 255 is selected thereby such that each of the selected random number values correspond to each of the three reels 14 (step S31) . In the present embodiment, description will be given of a case where randomnumbers are generated on a program (a case where so-called 10 software random numbers are used) . In the first aspect of the present invention, however, a random number generator may be used, and random numbers may be extracted therefrom (so-called hardware random numbers may be used). [02041 15 After the random number values are selected, the main CPU 41 (processing device) refers to symbol weighting determination data corresponding to payout rate setting data which is output fromGAL 54 and stored in RAM 43, and determines, based on the selected three random number values, code Nos. 20 (see Fig. 3) for each of the reels 14 (step S32). The code Nos. of the reels 14 correspond to code Nos. of the symbols stopdisplayedon the winningline L. ThemainCPU 41 determines code Nos. of the reels 14 to thereby determine a winning combination. For example, in a case where code Nos. of the 25 reels 14 are determined "00", "00" and "00", it means that the main CPU 41 determined a winning combination as "JACKPOT". Based on the code Nos. determined for each of the reels, a reel rotating control processing which will be described later is conducted. On this occasion, the main CPU 41 functions as 30 winning combination determination means. [0205] Here, description of a winning combination in the present embodiment will be given. Fig. 14 isa figure describingarelationshipamongwinning 35 combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in the present H:VLindaVKeepVspecVP60102 English text AS831.doc 84 embodiment. The establishment possibilities of each of the winning combinations shown in Fig. 14 are of a case where a payout rate is set to 88% in a game other than a bonus game. The establishment possibilities shown in the figure show 5 possibilities of the establishment of each of the shown winning combinations in such a case that code Nos. of each of the reels 14 are determined based on the selected three random number values by referring to a symbol weighting determination data. In other words, the random number values are not made to 10 correspond to each of the winning combinations. [0206] An establishment possibility of a bonus game trigger is 0.5%. If a player hits the bonus game trigger, three "APPLE" symbols are stop displayed on the winning line L and a bonus 15 game is generated. In the bonus game, executed is a free game of which the number of games is determined by a lottery. [0207] An establishment possibility of "JACKPOT 7" is 0.5%. If the winning combination has been established, three "JACKPOT 20 7" symbols are stop displayed on the winning line L, and 30 coins perone coin-inarepaidout. The lower the establishment possibility of the winning combination is, the higher the number of coin-out is set. When a combination of symbols stop displayed is not hitting any of the winning combinations shown in Fig. 25 14, this is a failure, and there is no coin-out. [0208] Fig. 15 is a flowchart showing a reel rotating control processing called and executed in step S14 of the subroutine shown in Fig. 12. This processing is a processing conducted 30 between the main CPU 41 and the sub CPU 61. [0209] The main CPU 41 transmits to the sub CPU 61 a start signal that starts the rotating of reels (step S40) . The sub CPU 61 conducts a reel rotating processing when it receives the start 35 signal from the main CPU 41 (step S51). In the processing, the sub CPU 61 supplies a pulse to the motor driving circuit H:YLindaVKeepVspecYP60102 English text AS831.doc 85 62. The pulse output from the sub CPU 61 is amplified by the driver 64 and supplied to each of the stepping motors 70 (70L, 70Cand70R) . Asaresult, the steppingmotors70rotate, thereby making the reels 14 (14L, 14C and 14R) to rotate. A stepping 5 motor 70 is a 1-2 phase excitation type stepping motor which has a step angle of 0.9 degree and requires the number of steps of 400 for one rotation. Hence, if 400 pulses are supplied to the stepping motor 70, the reels 14 rotate once. [0210] 10 When the reels 14 start to rotate, the sub CPU 61 supplies to the motor driving circuit 62 pulses at a lower frequency, and thepulse frequencyis graduallyraised. Arotational speed of the reels 14 is thereby increased. When a predetermined time elapses, the pulse frequency is controlled to be constant. 15 As a result, the reels 14 rotate at a constant speed. [0211] Here, description of a rotational operation of the reels 14 will be given, by using Fig. 16. Figs. 16A to 16D are side views for describing a rotating 20 operation of a reel 14. As shown in Fig. 16A, a semicircular metal plate 14a is attached to the side surface of a reel 14. The metal plate 14a rotates together with the reel 14. Twenty two symbols (see Fig. 3) are depicted on the circumferential surface of the reel 25 14. Three symbols of the twenty two symbols depicted on the circumferential surface of the reel 14 can be visually recognizable through the display window 15 formed in front of the reel 14. The arrow mark of a heavy line in the figure indicates a rotating direction of the reel 14. A proximity 30 sensor 65a is provided on the side of the reel 14. The proximity sensor 65a is used to detect the metal plate 14a. The proximity sensor 65a does not rotate nor move even if the reel 14 rotates. [0212] Fig. 16A shows a position of the meal plate 14a when the 35 metal plate 14a starts being detected by the proximity sensor 65a (hereinafter also referred to as a position A) . If the H:VLindaVKeepVspecVP60l02 English text AS831.doc 86 reel 14 rotates when the metal plate 14a is at the position A, the metal plate 14a moves to a position shown in Fig. 16B. Fig. 16B shows a position of the metal plate 14a when the metal plate 14a is being detected by the proximity sensor 65a 5 (hereinafter also referred to as a position B) . If the reel 14 rotates when the metal plate 14a is at the position B, the metal plate 14a moves to a position shown in Fig. 16C. Fig. 16C shows a position of the metal plate 14a when the metal plate 14a will no longer be detected by the proximity sensor 65a 10 (hereinafter also referred to as a position C). [0213] If the reel 14 rotates when the metal plate 14a is at the position C, the metal plate 14a moves to a position shown in Fig. 16D. Fig. 16D shows a position of the metal plate 14a 15 when the metal plate 14a is not detected by the proximity sensor 65a (hereinafter also referred to as a position D). If the reel 14 furtherrotates, apositionofthemetalplatel4areturns to the position A. As described above, together with the rotating of the reel 14, the metal plate 14a changes its position 20 in the order from the position A, to the position B, to the position C, to the position D, to the position A and so forth. [0214] The proximity sensor 65a constitutes an index detecting circuit 65 (see Fig. 3) . When it is referred to as "High" at 25 a state where the proximity sensor 65a detects the metal plate 14a, and as "Low" at a state where the proximity sensor 65a does not detect themetalplate 14a, astateof the indexdetecting circuit 65 is "High" during the period when the metal plate 14amoves fromthepositionAtothepositionBandtotheposition 30 C, and a state of the index detecting circuit 65 is "Low" during the period when the metal plate 14a moves from the position C to the position D and to the positionA. The sub CPU 61 assigns a rise from "Low" to "High" as an index (origin) 1 and a fall from "High" to "Low" as an index (origin) 2 to thereby recognize 35 the rotating position of the reel 14. [0215] H:VLindaYKeepVspecVP60102 English text AS831.doc 87 The main CPU 40, after transmitting in step 40 a start signal to the sub CPU 61, executes representation tobe executed while the reels are rotating (step S41). The process is a processing which conducts display of an image on the lower image 5 display panel 16 and output of a sound from the speaker 29 over a period (for example, 3 seconds) determined according to a result and the like of the lottery processing (step S13 in Fig. 12). [0216] 10 Then, the main CPU 40 determines whether it is the timing at which a command is to be issued so as to stop the rotating of the reel 14, or not (step S42). The timing at which a command is issued so as to stop rotation of a reel 14 is a timing before the time when the 15 representation to be executed while the reels are rotating is terminated, which is an interval having the minimum time necessary for stopping the rotating of the reel 14. Note that the minimum time necessary for stopping the rotating of the reel 14 is determined in advance. 20 [0217] If it is determined in step S42 that it is not the timing at which the command to stop the rotating of the reel 14 is to be issued, the process returns to the processing in step S42 and the representation to be executed while the reels are 25 rotating continues to be conducted. On the other hand, if it is determined in step S42 that it is the timing at which the command to stop the rotating of the reel 14 is to be issued, the main CPU 41 transmits to the sub CPU 61 a code No. of the reel which is stored in RAM 43 (step S43) . When the sub CPU 30 61 receives a code No. of the reel from the main CPU 41, the code No. is converted to a stopping position of the reel (the number of steps) from an index, based on a correspondence table between the number or steps and the code Nos. stored in ROM (not shown in the figure) included in the sub CPU 61 (step 352) 35 [0218] H:VLindaVKeepVspecYP60102 English text AS831.doc 88 Fig. 17 is a schematic diagram showing a correspondence table between the number of steps and the code No. . Each of the code Nos. are related to an index and the number of steps. Each code No. corresponds to the symbols depicted on the 5 circumferentialsurfacesofthereels14 (see Fig. 3) andsymbols of code Nos. "00" to "10" correspond to the index 1. Moreover, symbols of code Nos. "11" to "21" correspond to the index 2. The number of steps in the correspondence table shown in Fig. 17 is the number of steps with the index 1 as a reference. For 10 example, if a code No. is "08", a stopping position of the reel is at 145 steps from the index 1. If a code No. is "12", a stopping position of the reel is at 218 steps from the index 1. [0219] 15 Then, the sub CPU 61 executes a reel stopping processing (step S53) . In the processing, the sub CPU 61 detects a rise in the index detecting circuit 65 from "Low" to "High" (the index 1) on each of the reels 14, and supplies to the motor driving circuit 65 pulses corresponding to the number of steps 20 which were converted in step S52 from a code No. at a timing at which the index 1 is detected, and supply of pulses is ceased thereafter. [02201 For example, when, in step S52, the stopping positions 25 of the reels are determined to be 145 steps from the index 1, the sub CPU 61 supplies 145 pulses to the motor driving circuit 65 at a timing at which the index 1 is detected, and the supply of pulses is terminated thereafter. Furthermore, when, in step S52, the stopping positions of the reels are determined to be 30 218 steps from the index 1, the sub CPU 61 supplies 218 pulses to the motor driving circuit 65 at a timing at which the index 1 is detected. As a result, the reels 14 stop at the code No. determined in step 32 of Fig. 13 and the combination of symbols corresponding to the winning combination determined in step 35 S32 of Fig. 13 is stop displayed on the winning line L. On the other hand, the main CPU 41 terminates the representation H:VLindaYKeepYspecVP60102 English text AS831.doc 89 to be executed while the reels are rotating. After the processing in steps S44 and S53 are over, the present reel rotating control processing is completed. [0221] 5 Moreover, when an index corresponding to the code No. transmitted in step S43 is different from an index detected by the index detecting circuit 65 when the rotating of the reels 14 stop, this means that an out-of-order state occurred on the reels 14; therefore, the main CPU 41 conducts a processing for 10 displaying an error message on the lower image display panel 16 to temporarily stop a game. For example, in a case where, even though a processing for stopping the reel 14L was executed at the code No. 12 corresponding to the index 2, the index 1 is detected by the 15 index detecting circuit 65 when the rotating of the reel 14L stops, the game is temporarily stopped. [0222] Fig. 18 is a flowchart showing a subroutine of a bonus game processing called and executed in step S16 of the subroutine 20 shown in Fig. 12. In the bonus game processing, firstly, the main CPU 41 determines a number T of bonus games from 10 to 25 games, based on a random number value obtained by executing a random number generation program included in a lottery program stored in RAM 43 (step S60). The main CPU 41 stores as data 25 into RAM 43 the number of games of the determined bonus games. [0223] Next, the main CPU 41 conducts a lottery processing (step S61) and a reel rotating control processing (step S63). The processing in step S61 is a processing almost the same as the 30 processing described using Fig. 13. The processing in step S63 is a processing almost the same as the processing described using Fig. 15. Since descriptions of these processing have already been given, descriptions thereof are omitted herein. [0224] 35 Then, the main CPU 41 determines whether a bonus game trigger has been established or not, that is, whether three H:VLindaYKeepYspecYP60102 English text AS831.doc 90 "APPLE" are stop displayed in the display windows 15 or not (step S64) . If it is determined that the bonus game trigger has been established, the number t of additional games of the bonus game is determined in a lottery (step S65) and the 5 determined number t of additional games is added to the number T of games of the bonus game (step S66) . Thus, when a bonus game is hit during the bonus game, a remaining number of bonus games increases. More specifically, for example, in a case where a game state shifts to 20 bonus games for the first time, 10 and hits 17 bonus games upon conducting 12 of the bonus games, another 25 bonus games (20 bonus games - 12 bonus games + 17 bonus games) are to be conducted. [0225] If a bonus game trigger has not been established, the 15 main CPU 41 determines whether a winning combination has been established or not (step S67). If it is determined that the winning combination has been established, the main CPU 41 conducts payout of coins corresponding to the number of coin-in and the winning combination (step S68) . Since the processing 20 is similar to the processing in step S18 and description thereof has alreadybeen given, the descriptionof thepresentprocessing is omitted herein. [0226] In a case where the processing in step S66 or S68 has 25 beenexecuted, orifit is determinedinstepS67 that anywinning combination has not been established (if it is determined that a failure has occurred), the main CPU 41 reads the number T of bonus games stored in RAM 43, and one bonus game is subtracted from the read number T of bonus games. The number T of bonus 30 games after the subtraction is again stored into RAM 43 (step S69). [0227] Then, the main CPU 41 determines whether the number T of bonus games reaches the number of games determined in step 35 S60 or not (step S70). More specifically, it is determined whether the number T of games stored in RAM 43 has become 0 H:VLindaVKeepYspecVP60102 English text AS831.doc 91 or not, and if the number T of games is not 0, that is, if it is determined that the number of bonus games played does not reach the number of games which were determined in step S60, the process returns to step S61 and the above-mentioned 5 processing is repeated. On the other hand, if the number T of games is 0, that is, if it is determined that the number T of games has reached the number of games which were determined in step S60, a number-of-games reset signal is transmitted to the control device 200 (step S71), and the present subroutine 10 is completed thereafter. The number-of-games reset signal includes the gaming machine identification information of the gaming machine 10, and CPU 201 of the control device 200, when receiving the number-of-games reset signal, resets to 0 the number of games of which is stored in the hard disc drive 205 15 bybeingmade to correspond to the gamingmachine identification information included in the number-of-games reset signal. [0228] Fig. 19 is a flowchart showing a subroutine of a return mode processing called and executed instep S20 of the subroutine 20 shown in Fig. 12. Firstly, the main CPU 41 (processing device) extracts image data corresponding to a set value from image data as notification data which is stored in RAM 43 (storage device), conducts, based on the image data, a processing for displaying 25 an image corresponding to a set value on the lower image display panel 16 (output device), and notifies the transition to the returnmodebyanimage (stepS80) . The setvalue is transmitted as data to the gaming machine 10 from the control device 200 and stored in RAM 43 by step S22 of Fig. 12. Image data for 30 notifying the transition to the return mode is read from the memory card 53 and included in a game program stored into RAM 43. In the game program, as image data for notifying the transition to the payout return mode, included are a plurality of image data which are made to correspond to the set values. 35 [0229] H:VLindaVKeepYspecVP60l02 English text AS831.doc 92 The main CPU 41 determines the image to be displayed on the lower image display panel 16, based on the set value stored in RAM 43. The main CPU 41 transmits to the graphic board 68 a depiction command based on the result determined. In the 5 graphic mode 68, VDP extracts from RAM 43 image data corresponding to the set value, expands the data on the video RAM, produces image data for one frame and outputs the image data to the lower image display panel 16. As a result, for example, images as shown in Figs. 20A to 20C are displayed 10 on the lower image display panel 16. [0230] Figs. 20A to 20C are figures showing an example of image displayed on the lower image display panel when a game state shifts to the return mode (when the second special game state 15 is generated) . Numerical reference 15 (15L, 15C and 15R) in the figures indicates display windows. An image shown in Fig. 20A is an image displayed on the lower image display panel 16 when a game state shifts to the return mode at a set value of 600. On the lower image display panel 16, an image showing 20 "BONUS !!", together with two images showing fireworks are displayed. An image showing "TIME OF PLAY 600" is also displayed in the lower portion of the lower image display panel 16. This image is an image showing that the number of games reached 600. [0231] 25 An image shown in Fig. 20B is an image displayed on the lower image display panel 16 when a game state shifts to the return mode at a set value of 1200. On the lower image display panel 16, an image showing "BONUS ! !", together with four images showing fireworks are displayed. An image showing "TIME OF 30 PLAY 1200" is also displayed in the lower portion of the lower image display panel 16. This image is an image showing that the number of games reached a set value of 1200. [0232] An image shown in Fig. 20C is an image displayed on the 35 lower image display panel 16 when a game state shifts to the return mode at a set value of 2400. On the lower image display H:YLindaVKeepYspecVP60l02 English text AS@31.doc 93 panel 16, an image showing "BONUS !", together with six images showing six fireworks are displayed. An image showing "TIME OF PLAY 2400" is displayed in the lower portion of the lower image display panel 16. 5 (0233] In the gaming machine 10, when the game state shifts to the return mode, an image showing on which set value the return mode generated is based is thus displayed on the lower image display panel 16. When the processing in step S80 is executed, 10 themainCPU4l functions asmeans fornotificationbyoutputting an image which shows, on which set value the second special game state generated is based, to the lower image display panel 16 as the output means. [0234] 15 Then, the main CPU 41 (processing device) extracts from sound data as data for notification stored in RAM 43 (storage device), sound data corresponding to a set value, and based on the sound data, outputs from the speaker 29 (output device) a sound corresponding to the set value, to thereby notify 20 transition to the return mode with a sound (step S81). The sound data for notifying transition to the return mode is included in a game program read from the memory card 53 and stored in RAM 43. In the game program, sound data of plural kinds which are made to correspond to the set values 25 are included as sound data which notifies that the game state has shifted to the return mode. [0235] The main CPU 41 determines the sound output from the speaker 29, based on the set value stored in RAM 43. The main 30 CPU 41 extracts a sound data from RAM 43, based on the result determined, and converts the sound data to a sound signal to supply the signal to the speaker 29. Asaresult, asound showing on which set value the return mode generated is based, is output fromthespeaker29. WhentheprocessinginstepS8lisexecuted, 35 the main CPU 41 functions as means for notifying on which set H:VLindaVKeepYspecVP60102 English text AS831.doc 94 value the second special game state generated is based, by outputting a sound from the speaker 29 as output means. [0236] Then, the main CPU 41 conducts payout of the number of 5 coins determined according toa set value (step S82) . The number of payout coins in step 382 is the number of coin-out in the return mode and is determined according to the set value by the control device 200. The number of coins in the return mode is included in the return command signal as data transmitted 10 to the gaming machine 10 from the control device 200 in step S22 of Fig. 12. The number of coin-out in the return mode is stored as data in RAM 43 of the gaming machine 10 which received the return command signal. [0237] 15 Inacasewherecoinsarereserved, themainCPU4lconducts a processing for adding the number of credits stored in RAM 43. On the other hand, in a case where the coins are to be paid out, the main CPU 41 transmits a control signal to the hopper 66 to conduct a predetermined number of coin-out. In 20 the payout of coins, the coin detecting section 67 counts the number of coins paid out from the hopper 66 and when the number of counts reaches a designated number, and transmits a payout completion signal to the main CPU 41. The main CPU 41 thereby ceases the driving of the hopper 66 to end the coin-out processing, 25 sets the return mode flag to the state "OFF" (stepS83) thereafter, and thus the present subroutine is completed. [0238] Fig. 21 is a flowchart showing a counting processing called and executed in step S22 of the subroutine shown in Fig. 12. 30 The processing is a processing conducted between the main CPU 41 of a gaming machine 10 and CPU 201 of the control device 200. Here, one set value selected from plural candidate values "600", "1200" and "2400" stepwise determined in advance is set to each of the plural gaming machines 10 (see Fig. 6). 35 [0239] H:YLindaYKeepVspecVP60102 English text AS831.doc 95 To begin with, the main CPU 41 transmits by the communication interface 44 the number of coin-in and the number of coin-out stored in RAM 43 together with the gaming machine identification number to the control device 200 through the 5 communication line 101 (step S90) . The number of coin-in and the number of coin-out transmitted to the control device 200 from the gaming machine 10 are those of the game concerned. The processing in step S90 is a processing in which the main CPU 41 (processing device) transmits the identification 10 informationof the gamingmachine 10 stored in the RAM43 (storage device) to the control device 200 through the communication line 101, each time a game is played. When the processing in step S90 is executed, the main CPU 41 functions as means for transmitting the identification information of the gaming 15 machine 10 to the control device 200 through the communication line 101. [0240] On the other hand, the CPU 201 of the control device 200, when receiving from the gaming machine 10 the number of coin-in, 20 the number of coin-out and the gaming machine identification number through the communication line 101 by the communication interface 204, updates the number of games, the accumulative number of coin-in and the accumulative number of coin-out corresponding to the received gaming machine identification 25 number (step S100), by choosing the data, which are made to correspond to each of the gaming machine identification numbers, of the number of games, the accumulative number of coin-in, the accumulative number of coin-out stored in the hard disc drive 205 (see Fig. 6). 30 [0241] Then, CPU 201 determinedwhether the number of games after the updating has reached the set value or not (step S101). If it is determined that the number of games after the updating has not reached the set value, the subroutine is terminated. 35 [0242] H:VLindaVKeepVspecVP60102 English text ASB31.doc 96 On the other hand, if it is determined in step S101 that the number of games after the updating has reached the set value, CPU 201 determines the number of coin-out corresponding to the set value, based on a correspondence table (see Fig. 7) between 5 the set value and the number of coin-out stored in the hard disc drive 205 (step S102). [0243] Then, CPU 201 transmits through the communication line 101 by the communication interface 204 to the gaming machine 10 10 in which the number of games has reached the set value, a return command signal showing the set value and the number of payout coins (step S103) . Thereafter, CPU 201 resets to 0 the number of games stored in the hard disc drive 205 which are made to correspond to the gaming machine identification number 15 of the gaming machine 10 (step S104) . In succession thereto, CPU 201 selects a new set value by lottery and the selected set value is stored in the hard disc drive 205, being made to correspond to the gaming machine identification number of the concerned gaming machine 10 (step S105). 20 [0244] The main CPU 41 of the gaming machine 10, when receiving the return command signal transmitted from the control device 200 in step S103, sets the return mode flag to the state "ON" (step S91). The processing in step S91 is a processing for 25 receiving a command signal transmitted from the control device 200 when the number of games accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 reaches a set value selected from plural candidate values stepwise determined in advance. In step S91, 30 themain CPU 41 functions as means for receiving a command signal transmitted from the control device 200. The main CPU 41 thereafter stores into RAM 43 data showing the set value and the number of payout coins, included in the return command signal (step S92). Thereafter, the present processing is terminated. 35 [0245] H:YLindaVKeepYspecVP60102 English text AS831.doc 97 In the present embodiment, description has been given of a case where a game state shifts to the return mode when the number of games reaches a set value (see Fig. 21) . The first aspect of the present invention is, however, not limited 5 to this example. For example, in a case where the number of inserted game media for a game played by the player is at the upper limit value that can be accepted in one game when the number of games reaches the set value, the second special game state may be generated (the game state shifts to the return 10 mode) . This is because in such a case, a player can be urged to insert game media up to the upper limit and a facility such as a casino and the like can increase a profit. Moreover, in a case where the second special game state is generated when the number of inserted game media is at the 15 upperlimitvalue, the secondspecial game statemaybegenerated not when the number of games reaches the set value, but when the number of inserted game media is at the upper limit value for a game played by a player when the number of games in which insertion of game media is conducted to the upper limit value 20 reaches a set value. This is because, in such a case, it can be prevented from a small number of game media to be inserted in a game, thereby leading to a fact that the second special game state is generated by the spending of only a small number of game media in total. 25 [0246] A gaming machine 10 according to the present embodiment includes: the main CPU 41 (processing device) ; RAM 43 (storage device); the lower image display panel 16 (output device); and the speaker 29 (output device), is a gaming machine 10 connected 30 through the communication line 101 to the control device 200 which accumulatively counts the number of games in each gaming machine 10 of plural gaming machines 10, and wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations 35 determined in advance by executing a lottery program stored in RAM 43 (see Fig. 13); a processing reading from RAM 43 a H:VLindaVKeepVspecYP60102 English text AS831.doc 98 program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger", and executing the program (see Fig. 18); a processing transmitting through the 5 communication line to the control device 200 the identification information of the gaming machine 10 stored in RAM 43 each time a game is played (step S90 in Fig. 21); aprocessing for receiving a command signal transmitted from the control device when the number of games accumulatively counted, based on the 10 identification information of the gamingmachine, bythe control device 200 reaches a set value selected from plural candidate values stepwise determined in advance (step S91 in Fig. 21); a processing reading from RAM 43 a program for performing transition to the return mode (the generating of the second 15 special game state) based on the command signal, and executing the program (see Fig. 19); and a processing reading from RAM 43 notification data for notifying that the second special game state has been generated based on the set value when the second special game state is generated, and executing a processing 20 to output an image on the lower image display panel 16 and output a sound from the speaker 29, based on the notification data (see Fig. 19). [0247] A gaming machine 10 is connected through the communication 25 line 101 to the control device 200 which accumulatively counts the number of games for each gaming machine 10 of plural gaming machines 10 wherein: provided are output means (for example, the lower image display panel and the speaker 29) capable of outputting an image or a sound; winning combination 30 determination means (for example, the main CPU 41) for determiningawinning combinationby lottery; means (for example, the main CPU 41) for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger"; means (for example, 35 themainCPU41) for transmitting the identification information of the gaming machine 10 through the communication line 101 H:VLindaYKeepVspecYP60102 English text AS831.doc 99 to the control device 200 each time a game runs; means (for example, the main CPU 41) for receiving a command signal transmitted from the control device 200 when the number of games accumulatively counted by the control device 200 based on the 5 identification information of the gaming machine reaches a set value selected from plural candidatevalues stepwise determined in advance; means (for example, the main CPU 41) for generating the second special game state based on the command signal; and means (for example, the main CPU 41) for notifying that the 10 second special game state has been generated based on a set value when the second special game state is generated, by outputting an image or a sound to the output means. [0248] According to the gaming machine 10, a game state shifts 15 to the return mode without fail by receiving a command signal transmitted from the control device 200 when the number of games counted in the control device 200 reaches a set value selected from plural candidate values stepwise determined in advance. Hence, even in a case where many coins are spent without the 20 generating of the first special game state for a long period, the game state shifts to the return mode without fail if the game is played until the number of games reaches a set value, and a player can earn a profit from the game. [0249] 25 Moreover, when a game state shifts to the return mode, it is notified by an output of an image to the lower image display 16 and an output of a sound from the speaker 29 that the game state has transitioned to the return mode, based on the set value. Hence, a player can recognize to which set value the 30 number of games played reached, and by what the game state is shifting to the return mode. As a result, a player can be given an impression that return has been given for the fact that a game is played until the number of games reaches a set value. [0250] 35 Therefore, it can be prevented for a player who has spent many of game media from feeling unpleasant against the game, H:VLindaYKeepVspecVP60l02 English text AS831.doc 100 building up distrust thereto, or losing interest in or a concern on the game. [0251] A gaming machine 10 according to the present embodiment 5 is connected to the control device 200 through the communication line 101 and the control device 200 conducts counting of the number of games in the gaming machine 10 and determines whether the game state is tobe shifted to the return mode or not (whether the second special game state is to be generated or not) . The 10 gaming machine 10 is not required to use a network and may be standalone. [0252] A standalone gaming machine 10 according to the first aspect of the present invention includes: the main CPU 41 15 (processing device), RAM 43 (storage device), the lower image display panel 16 (output device) and the speaker 29 (output device), wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combination determined in advance by executing a lottery 20 program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger", and executing the program; a processing accumulatively counting the number of 25 games each time a game is played; a processing selecting a set value from plural candidate values stepwise determined in advance; a processing determining whether the number of games reaches a set value or not; a processing reading from RAM 43 a program for executing transition to the return mode (the 30 generating of the second special game state) when it is determined that the number of games has reached the set value, and executing the program; and a processing reading from RAM 43, when the game state shifts to the return mode, notification data for notifying that the game state has shifted to the return 35 mode based on a set value, and conducting output of an image H:VLindaYKeepVspecVP6l02 English text AS831.doc 101 to the lower image display panel 16 or output of a sound from the speaker 29, based on the notification data. [0253] The gamingmachine 10 includes: outputmeans (for example, 5 the lower image display panel 16 and the speaker 29) capable of outputting an image or a sound; winning combination determination means (for example, the main CPU 41) for determining a winning combination by a lottery; means (for example, the main CPU 41) for generating a bonus game when the 10 determined winning combination is a special winning combination, "bonus game trigger"; means (for example, the main CPU 41) for accumulatively counting the number of games each time a game is played; means (for example, the main CPU 41) for selecting a set value from plural candidate values stepwise determined 15 in advance; means (for example, main CPU 41) for determining whether the number of games reaches a set value or not; means (for example, the main CPU 41) for conducting transition to thereturnmode (thegeneratingof the secondspecial game state) when the number of games is determined to have reached a set 20 value; and means (for example, the main CPU 41) for notifying, when the game state shifts to the return mode, that the game state has shifted to the return mode based on a set value, and conducting output of an image to the lower image display panel 16 or output of a sound from the speaker 29. 25 [0254] While the gaming machine 10 according to the present embodiment shifts to the return mode (the generating of the second special game state) when the number of games reaches a set value selected from plural candidate values stepwise 30 determined in advance, the first aspect of the present invention is not limited to this example. A gaming machine 10 of the first aspect of the present invention may shift to the return mode (the generating of the second special game state) when a payment balance in terms of 35 coins is equal to or less than a set value selected from plural candidate values determined in advance. H:VLindaVKeepVspecYP60102 English text AS831.doc 102 [0255] Such a gaming machine 10 includes: the main CPU 41 (processing device) ; RAM 43 (storage device) , the lower image display panel 16 (output device); and the speaker 29 (output 5 device), and is connected through the communication line 101 to the control device 200 which accumulatively counts thepayment balance in terms of coins in each gaming machine 10 of plural gaming machines 10, and wherein the main CPU 41 executes: a processing determining one winning combination selected from 10 plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger", and executing the 15 program; a processing transmitting through the communication line 101 to the control device 200 the number of coin-in and the number of coin-out in one game which is stored in RAM 43, together with-the identification information of the gaming machine 10, each time a game is played; a processing receiving 20 a command signal transmitted from the control device 200 when, a payment balance in terms of coins accumulatively counted by the control device 200 based on the identification information of the gaming machine 10, the number of coin-in and the number of coin-out in the game reaches a value equal to or less than 25 a set value selected from plural candidate values stepwise determined in advance; a processing reading fromRAM 43 a program for conducting transition to the return mode (the generating of the second special game state) based on the command signal, and executing the program; and a program reading from RAM 43, 30 when the game shifts to the return mode, notification data for notifying that a game state has shifted to the return mode based on the set value, and conducting output of an image to the lower image display panel 16 or output of a sound from the speaker 29 based on the notification data. 35 [0256] H:YLindaVKeepVspecVP60102 English text AS831.doc 103 The gaming machine 10 includes: an output means (for example, the lower image display panel 16 and the speaker 29) capable of outputting an image or a sound; winning combination determination means (for example, the main CPU 41) for 5 determining a winning combination by a lottery; means (for example, the main CPU 41) for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger"; means (for example, the main CPU 41) for transmitting through the 10 communication line 101 to the control device 200 a payment balance in terms of coins in a game played, together with the identification information of the gaming machine 10, each time a game is played; means (for example, the main CPU 41) for receiving a command signal transmitted from the control device 15 200 when the payment balance in terms of coins accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 and the payment balance in terms of coins in the game played reaches a set value selected from plural candidate values stepwise determined in advance; 20 means (for example, the main CPU 41) for conducting transition to the return mode (the generating of the second special game state) based on the command signal; means (for example, the main CPU 41) for notifying, when the game transitions to the return mode, that the game state has shifted to the return mode 25 based on the set value, and conducting output of an image to the lower image display panel 16, or output of a sound from the speaker 29. [0257] Such gaming machine 10 shifts to the return mode without 30 fail, in a case where it receives a command signal transmitted from the control device 200 when a payment balance in terms of coins counted in the control device 200 is equal to or less than a set value selected from plural candidate values stepwise determined in advance. The gaming machine 10 notifies that 35 the game state has shifted to the return mode based on the set value, by outputting an image to the lower image display panel H:VLindaVKeepYspecYP60102 English text A5831.doc 104 16 or outputting a sound from the speaker 29. Therefore, it can be prevented for a player who has spent many of game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game. 5 [0258] The gaming machine 10 is connected through the communication line 101 to the control device 200 and the control device 200 counts payment balance in terms of coins in the gaming machine 10, and determines whether a game state is to be shifted 10 to the return mode or not (whether the second special game state is to be generated or not). The gaming machine 10 is, however, not necessarily required to be those using a network and may be standalone. [0259] 15 Such a gaming machine 10 includes: the main CPU 41 (processing device); RAM 43 (storage device); the lower image display panel 16 (output device); and the speaker 29 (output device), wherein the main CPU 41 executes: a processing determining one winning combination selected from plural 20 winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger", and executing the 25 program; a processing accumulatively counting a payment balance in terms of game media each time a game is played; a processing selecting a set value that is an object of comparison with a payment balance in terms of game media, from plural candidate values stepwise determined in advance; aprocessing determining 30 whether a payment balance in terms of game media is equal to or less than a set value or not; a processing reading from RAM 43 a program for conducting transition to the return mode (the generating of the second special game state) when it is determined that a payment balance in terms of game media is 35 equal to or less than a set value, and executing the program; and a processing reading from RAM 43, when the game state shifts H:VLindaVKeepVspecVP60102 English text AS831.doc 105 to the return mode, notification data for notifying that the game state has shifted to the return mode based on the set value, and conducting output of an image to the lower image display panel 16 or output of a sound from the speaker 29 based on the 5 notification data. [0260] This gamingmachine 10 includes: outputmeans (forexample, the lower image display panel 16 or the speaker 29) capable of outputting an image or a sound; winning combination 10 determination means (for example, the main CPU 41) for determining a winning combination by a lottery; means (for example, the main CPU 41) for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger"; means 15 (for example, the main CPU 41) for accumulatively counting a payment balance in terms of game media, each time a game is played; means (for example, the main CPU 41) for selecting a set value from plural candidate values stepwise determined in advance; means (for example, the main CPU 41) for determining 20 whether a payment balance in terms of game media is equal to or less than a set value or not; means (for example, the main CPU 41) for conducting transition to the return mode (the generating of the second special game state) when it is determined that the payment balance in terms of game media is 25 equal to or less than a set value; and means (for example, the main CPU 41) for notifying that, when the game state shifts to the return mode, a game state has shifted to the return mode based on a set value, by outputting an image to the lower image display panel 16 or by outputting a sound from the speaker 29. 30 [0261] In the present embodiment, description has been given of a case where a game state shifts to the return mode when the return mode flag has been set to the state "ON", without other conditions being established thereafter. The first 35 aspect of the present invention is, however, not limited to this example and, for example, a game state may shift to the H:VLindaVKeepVspecYP60102 English text ASB31.doc 106 return mode when a predetermined condition has been met after the return mode flag is set to the state "ON". In such a case, the predetermined condition for transition to the return mode is not particularly limited, and may include, for example, 5 establishment of a bonus game trigger, stop display of a predetermined combination of symbols, and of the like conditions. [0262] In the present embodiment, description has been given 10 of a case where a game state shifts to the return mode when the return mode flag is set to the state "ON", regardless of the combination of symbols stop displayed thereafter. However, the first aspect of the present invention is not limited to this example. For example, a combination of symbols 15 corresponding to the transition to the return mode may be set in advance and a game state may shift to the return mode after the symbols are stop displayed in that combination of symbols. [0263] In the present embodiment, description has been given 20 of a case where symbols are stop displayed (step S14 in Fig. 12), a processing is conducted based on the stop displayed combination of symbols (steps S15 to S20 in Fig. 12), and the number of games is counted (step S22 in Fig. 12) thereafter. In the first aspect of the present invention, however, no 25 specific limitation is placed on a timing at which counting of the number of games is conducted. For example, the timing may be a timing at which BET of a coin is conducted (after step S10 or Sll in Fig. 12) or a timing at which the spin button is turned ON (after step S12 in Fig. 12) . The number of games 30 may be counted at a predetermined timing that is in the period from the time when display of a change in symbol is started, to the time when symbol sequences are stop displayed, and a processing based on the stop displayed combination of symbols has been conducted (for example, a timing at which symbol 35 sequences are stop displayed). Note that a timing at which H:VLindaVKeepVspecVP60102 English text AS831.doc 107 a payment balance in terms of game media can be the same as described above. [0264] In the present embodiment, description has been given 5 of a gaming machine 10 in which in a case where a special winning combination, "bonus game trigger", has been established (step S15 in Fig. 12) in the period from the time when the return mode flag is set to the state "ON" (step S22 in Fig. 12), to the time when transition to the return mode is conducted (step 10 S20 in Fig. 12), transitions to the return mode is further conducted after the bonus game is generated (step S16 in Fig. 12). That is, a gaming machine according to the present embodiment generates the first special game state based on the a special winning combination, and further generates the second 15 special game state, in a case where the special winning combination is established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated. [0265] 20 However, the first aspect of the present invention is not limited to this example. For example, in a case where a special winning combination is established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated, only the 25 first special game state may be generated. In a case where the above embodiment is adopted, a player can earn a profit in the first special game state or the second special game state without fail when a game is played until the number of games reaches the set value. The above embodiment is one of the 30 embodiments of the first aspect of the present invention. In a case where the above embodiment is adopted for the gaming machine 10, for example, the following processing has only to be conducted instead of the processing shown in Fig. 12. [0266) 35 Fig. 22 is a flowchart showing another example of a subroutine of a game execution processing. In the flowchart H:YLindaYKeepYspecVP60102 English text AS831.doc 108 shown in Fig. 22, the same numerical references are assigned to steps which conduct processing similar to those in the flowchart shown in Fig. 12. [0267] 5 After the processing in steps S10 to S14 are executed, the main CPU 41 determines whether a bonus game trigger has been established or not (step S15) and if it is determined that the bonus game trigger has been established, a bonus game processing is executed (step S16). Then, it is determined 10 whether a return mode flag is set to the state "ON" or not (step S25) and if the return mode flag is set to "ON", the return mode flag is set to the state "OFF" (step S26) . The processing in step S21 is performed thereafter and thus the present subroutine is completed. Since the other processing are 15 processing similar to those described in Fig. 12, descriptions thereof are omitted here. In the subroutine shown in Fig. 22, after a coins is BET (step S10), in a case where it is determined whether the spin button 23 has been turned ON or not (step S12), and if it is determined that the spin button has been turned 20 ON (YES in step S12), a processing for subtracting the number of credits (step S11) may be conducted, as in the subroutine shown in Fig. 12. [0268] A more specific description of the processing shown in 25 Fig. 22 will be given here with a case where a set value is 600. In a case where, in step S22, the number of games reaches 600 and a return mode flag has been established, if a bonus game trigger has been established (step S15) in the 601st game, the bonus game is generated (step S16) but transition to the 30 return mode is not performed (steps S25 and S26) . On the other hand, inacasewhereabonusgame triggerhasnotbeenestablished in the 601st game run, transition to the returnmode is conducted (steps S19 and S20). Hence, in a case where the processing shown in Fig. 22 35 is performed, a bonus game is generated or transition to the H:YLindaYKeep~specVP60102 English text ASB31.doc 109 return mode is performed without fail, when the number of games reaches a set value. [0269] In the first aspect of the present invention, in a case 5 where a special winning combination has been established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated, only the second special game state may be generated, or alternatively, either the first special game state or the 10 second special game state may be generated depending on a game situation and the like. [0270] An embodiment similar to the above-mentioned embodiment can also be adopted in a case where the second special game 15 state is generated according to a payment balance in terms of game media. In other words, in a case where a special winning combination has been established in the period from the time when a payment balance in terms of game media is equal to or less than a set value, to the time when the second special game 20 state is generated, only the first special game state may be generated, only the second special game state may be generated, or either the first special game state or the second special game state may be generated depending on a game situation and the like. 25 [0271] Although this will be a repetition, in the return mode as the second special game state, a return situation to a player may be simply as such that a predetermined number of game media is paid out when the number of games reaches a set value (see 30 Fig. 19) . It may alternatively be a situation that when the number of games reaches a set value, the return mode as the second special game state, allowing a player to have a privilege in a similar manner to the first special game state such as a free game, a second game, a mystery game and the like, can 35 be set, and a predetermined number of game media is paid out by one of the above-mentioned game mode. H:YLindaYKeepVspecYP60102 English text AS831.doc 110 In the aforementioned embodiment, both embodiments are exemplified. Both embodiments correspond to the second special game state in the first aspect of the present invention. [0272] 5 A timing at which a predetermined number of game media is paid out is not limited to such a timing at which one game is completed and symbol sequences are stop displayed as in the mystery game described above, and for example, game media may be immediately paid out when the number of games reaches a set 10 value. [0273] Moreover, a method for paying out a predetermined number of game media is also not particularly limited, and for example, coins may be actually paid out, the number of credits may be 15 increased, or a ticket such as a ticket with a bar code may be issued. [0274] However, in order tobe able to discriminate and recognize whether a player is paid out by an ordinary game or a bonus 20 game (the first special game state), or by the return mode (the second special game state), it is necessary to perform the following way. That is, in a case where coins are actually paid out in mystery bonus of the return mode (the second special game state), the timing for payout is required to be different 25 from those of an ordinary game and bonus game (the first special gamestate) . Moreover, itis requiredthatpayoutinanordinary game andabonus game (the first special game state) is performed with actual coins and payout in the return mode (the second special game state) is performed with a ticket described above. 30 With such an embodiment adopted, payout in an ordinary game and a bonus game (the first special game state), and payout in the return mode (the second special game state) can be discriminated from each other. [0275] 35 [Second Embodiment] H:YLindaVKeepYspecYP60102 English text A5831.doc 111 Next, specific description will be given of an embodiment of a gaming machine according to the second aspect of the present invention. The gaming machine according to the second embodiment 5 has the same configuration as the gaming machine according to the first embodiment except for the points that will be described later. Therefore, in the second embodiment, the same numerical references are assigned to the elements corresponding to those in the first embodiment. 10 [0276] Since the appearance and the internal construction of the gaming machine 10 and the internal construction of the control device 200 are similar to those of the first embodiment, and description thereof has been given by making reference to 15 Figs. 1 to 8, description will be omitted herein. Moreover, the processing conducted in the gaming machine 10 is also similar to the processing in the first embodiment except for the processing in concern with the bonus game, later described by making reference to Figs. 23 to 25. Since 20 description of the similar processing has been given by making reference to Figs. 9 to 17 and Figs. 19 to 22, description thereof will be omitted herein. [0277] Next, a processing according to the bonus game is 25 described. Fig. 23 is a flowchart showing a subroutine of a bonus game processing called and executed in step S16 of the subroutine shown in Fig. 12. Fig. 24 is a flowchart showing a subroutine of a content 30 of notification determination processing called and executed in step S60 of the subroutines shown in Fig. 23. [0278] In the bonus game processing shown in Fig. 23, firstly, the main CPU 41 performs a content of notification determination 35 processing (step S160). The content of notification determination processing is a processing for determining H:VLindaYKeepYspecVP60102 English text AS831.doc 112 whether or not to provide such notification notifying that the bonus game is executed according to the number of games, and when such a report is determined to be made, the processing is further a processing for determining the number of games 5 to be included in the notification. In the content of notification determination processing, as shown in Fig. 24, firstly, the main CPU 41 transmits by the communication interface 44 through the communication line 101 to the control device 200, a signal for requesting content of 10 notification determination which includes a gaming machine identification number (step S110). [0279] On the other hand, the CPU 201 of the control device 200 performs a lottery for determining whether to provide 15 notification or not, when receiving the signal for requesting content of notification determination by the communication interface 204 through the communication line 101 from the gaming machine 10 (step S120). In this processing, first, the CPU 201 executes a random number generating program previously 20 stored in the hard disc drive 205, and selects one random number value belonging to a predetermined numerical value range (for example, 0 to 255) . Next, the CPU 201 refers to a table previously stored in the hard disc drive 205, and determines whether or not to provide notification based on the 25 above-mentioned random number value. In the above-mentioned table, each random number value belonging to a predetermined numerical value range is made to correspond to result of a lottery as to whether to provide notification or not. For example, the random number values of 0 to 127 are made to correspond 30 toresultofalotterywithdeterminationtoprovidenotification, whereas the random number values of 128 to 255 are made to correspond to result of a lottery with determination not to provide notification. [0280] 35 Next, the CPU 201 determines whether the determination as the result of the processing in step S120 has been to provide H:VLindaYKeepVspecVP60102 English text AS831.doc 113 notification or not (step S121) . When it has been determined not to provide notification, the present subroutine is completed and the processing is returned to the processing in Fig. 23. On the other hand, when the determination in step S121 5 has been to provide notification, a content of notification is determined based on the number of games corresponding to the gaming machine identification number (step S122) . In this processing, the CPU201 refers toatable (see Fig. 25) previously stored in the hard disc drive 205, and then determines a content 10 of notification based on the number of games stored in the hard disc drive 205 corresponding to the gaming machine identification number (see Fig. 6) received from the gaming machine 10. [0281] 15 Fig. 25 is a figure showing a correspondence table in which the number of games is made to correspond to a content of notification when a bonus game is generated. This correspondence table is stored as data in the hard disc drive 205. 20 The numbers of games of 0 to 599 are made to correspond to the number of games "None" as a content of notification. Therefore, whenthenumberofgamesis fromOto599, notification is not provided even when it has been determined with the lottery in step S120 that notification is to be provided. 25 The numbers of games of 600 to 1199 are made to correspond to the number of games of "600" as the content of notification. Therefore, when the number of games is from 600 to 1199, at the time when the bonus game is generated, such notification is provided, notifying that the bonus game has been generated 30 since the number of 600 games has been played. Further, the numbers of games of 1200 to 2399 are made to correspond to the number of games of "1200" as the content of notification, and the numbers of games not less than 2400 are made to correspond to the number of games of "2400" as the content of notification. 35 It should be noted that a content of notification determined in step S122 is made to correspond to a gaming machine H:VLindaVKeepVspecYP60102 English text AS831.doc 114 identification number, and stored as data in the hard disc drive 205. [0282] After the processing in step S122, the CPU 201 determines 5 whether a content of notification exists or not (step S123). In other words, the CPU 201 determines whether the number of games "None" has been selected as a content of notification in step S122 or not in this processing. When it is determined that no content of notification exists, the present subroutine 10 is completed, and the processing is returned to Fig. 23. [0283] On the other hand, when it is determined in step S123 that a content of notification exists, the CPU 201 determines whether equivalent content of notification has already been 15 provided or not, based on content of notification stored as data in the hard disc drive 205 (step S124). For example, in the case where the number of games as a content of notification at the time of the generating of the previous bonus game is 600, when the number of games determined 20 as the content of notification in step S122 is 600, it is determined that an equivalent content of notification has already been provided. However, in the case where the game mode is shifted to the return mode after the bonus game in which the number of games as the content of notification was 600, 25 when the number of games subsequently determined as the content of notification in step S122 is 600, it is not determined that anequivalentcontentofnotificationhasalreadybeenprovided. When it is determined in step S124 that an equivalent notification has already been provided, the present subroutine 30 is completed, and the processing is returned to Fig. 23. [0284] On the other hand, in the case where it is not determined in step S124 that an equivalent notification has already been provided, the CPU 201 transmits by the communication interface 35 204 through the communication line 101 to the gaming machine H:VLindaVKeepVspecVP60102 English text AS83l.doc 115 10, a respond signal showing the content of notification determined in step S122 (step S125). Upon receiving the respond signal through the communication line 101 by the communication interface 44, the 5 main CPU 41 of the gaming machine 10 stores as data in the RAM 43 the content of notification shownby the respond signal (step S111). The present subroutine is completed thereafter, and the processing is returned to Fig. 23. [0285] 10 After the processing in step S160 in Fig. 23 is completed, the main CPU 41 determines whether data showing a content of notification has been stored in the RAM 43 or not (step S161). When it is determined that data showing a content of notificationhasbeenstored, themainCPU41 (processingdevice) 15 extracts image data according to the data showing a content of notification as well as image data showing a representation image from image data as notification data which is stored in RAM 43 (storage device), conducts, based on the image data, a processing for displaying image showing the number of games 20 as content of notification and a representation image, on the lower image display panel 16 (output device), and provides such notification notifying that the bonus game has been generated according to the number of games (step S162). Image data for providing such notification notifying that 25 the bonus game has been generated according to the number of games is included in a game program read from the memory card 53 and stored in the RAM 43. [0286] The main CPU 41 determines the image to be displayed on 30 the lower image display panel 16, based on the content of notification stored in RAM 43. The main CPU 41 transmits to the graphic board 68 a depiction command based on the result determined. In the graphic mode 68, VDP extracts from RAM 43 image data, expands the data on the video RAM, produces image 35 data for one frame and outputs the image data to the lower image display panel 16. As a result, for example, images as shown H:VLindaVKeepVspecVP60102 English text AS831.doc 116 in Figs. 20A to 20C are displayed on the lower image display panel 16. While detailed description of the images shown in Figs. 20A to 20C will be given later, numerical values in Figs. 20A to 20C shown by images of "600", "1200" and "2400", each 5 thereof displayed along with an image showing "TIME OF PLAY", are the images showing content of notification. [0287] As thus described, when the bonus game is generated in the gamingmachine 10, an image for providing such notification 10 notifying that the bonus game has been generated according to the number of games is displayed on the lower image display panel 16. In execution of the processing in step S162, the main CPU 41 functions as means for outputting an image on the lower image display panel 16 to provide such notification 15 notifying that the first special game state has been generated according to the number of games. [0288] When it is determined in step S161 that no data showing a content of notification has been stored, the main CPU 41 20 performs a processing for displaying a representation image on the lower image display panel 16 (step S163). When the processing in step S163 is performed, an image showing the content of notification is not displayed on the lower image display panel 16. 25 [0289] After execution of the processing in step S162 or S163, the main CPU 41 determines a number T of bonus games from 10 to25 games, based ona randomnumber value obtainedby executing a random number generation program included in a lottery program 30 stored in RAM 43 (step S164) . The main CPU 41 stores as data into RAM 43 the number of games of the determined bonus games. [0290] Next, the main CPU 41 conducts a lottery processing (step S165) and a reel rotating control processing (step S166). The 35 processing in step S165 is a processing almost the same as the processing described using Fig. 13. The processing in step H:VLindaVKeepVspecVP60102 English text AS831.doc 117 S166 is a processing almost the same as the processing described using Fig. 15. Since descriptions of these processing have already been given, descriptions thereof are omitted herein. [0291] 5 Then, the main CPU 41 determines whether a bonus game trigger has been established or not, that is, whether three "APPLE" are stop displayed in the display windows 15 or not (step S167). If it is determined that the bonus game trigger has been established, the number t of additional games of the 10 bonus game is determined in a lottery (step S168) and the determined number t of additional games is added to the number T of games of the bonus game (step S169) . Thus, when a bonus game is hit during the bonus game, a remaining number of bonus games increases. More specifically, for example, in a case 15 where a game state shifts to 20 bonus games for the first time, and hits 17 bonus games upon conducting 12 of the bonus games, another 25 bonus games (20 bonus games - 12 bonus games + 17 bonus games) are to be conducted. [0292] 20 If a bonus game trigger has not been established, the main CPU 41 determines whether a winning combination has been established or not (step S170). If it is determined that the winning combination has been established, the main CPU 41 conducts payout of coins corresponding to the number of coin-in 25 and the winning combination (step S171) . Since the processing is similar to the processing in step S18 and description thereof has alreadybeen given, the description of the presentprocessing is omitted herein. [0293] 30 In a case where the processing in step S169 or S171 has been executed, or if it is determined in step S170 that any winningcombinationhasnotbeenestablished (if itisdetermined that a failure has occurred), the main CPU 41 reads the number Tofbonusgames storedinRAM43, andonebonus gameis subtracted 35 from the read number T of bonus games. The number T of bonus H:VLindaVKeepVspecVP60102 English text AS831.doc 118 games after the subtraction is again stored into RAM 43 (step S172) . (0294] Then, the main CPU 41 determines whether the number T 5 of bonus games reaches the number of games determined in step S164 or not (step S173) . More specifically, it is determined whether the number T of games stored in RAM 43 has become 0 or not, and if the number T of games is not 0, that is, if it is determined that the number of bonus games played does not 10 reach the number of games which were determined in step S164, the process returns to step S165 and the above-mentioned processing is repeated. On the other hand, if the number T of games is 0, that is, if it is determined that the number T of games has reached the number of games which were determined 15 in step S164, a number-of-games reset signal is transmitted to the control device 200 (step S174), and the present subroutine is completed thereafter. The number-of-games reset signal includes the gaming machine identification information of the gaming machine 10, and CPU 201 of the control device 200, when 20 receiving the number-of-games reset signal, resets to 0 the number of games of which is stored in the hard disc drive 205 by being made to correspond to the gaming machine identification information included in the number-of-games reset signal. [0295] 25 In the present embodiment, the case in which such notification notifying that the bonus game is generated according to the number of games is provided only by the output of an image on the lower image display panel 16. However, the second aspect of the present invention is not limited to this 30 example. For example, such notification may be made only by output of a sound, or by output of an image and a sound. [0296] A gaming machine 10 according to the present embodiment includes: the main CPU 41 (processing device); RAM 43 (storage 35 device); the lower image display panel 16 (output device); and the speaker 29 (output device), is a gaming machine 10 connected H:YLindaYKeepYspecYP60102 English text AS831.doc 119 through the communication line 101 to the control device 200 which accumulatively counts the number of games in each gaming machine 10 of plural gaming machines 10, and wherein the main CPU 41 executes: a processing determining one winning 5 combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43 (see Fig. 13); a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special 10 winning combination, "bonus game trigger", and executing the program (see Fig. 23); a processing transmitting through the communication line to the control device 200 the identification information of the gaming machine 10 stored in RAM 43 each time agameisplayed (stepS90inFig. 21); aprocessingforreceiving 15 a command signal transmitted from the control device when the number of games accumulatively counted, based on the identification information of the gaming machine, by the control device200reachesasetvalue (stepS9lin Fig. 21); aprocessing reading from RAM 43 a program for performing transition to the 20 return mode (the generating of the second special game state) based on the command signal, and executing the program (see Fig. 19); a processing reading from RAM 43 notification data for notifying that the second special game state has been generated based on the set value when the second special game 25 state is generated, and executing a processing to output an image on the lower image display panel 16 and output a sound from the speaker 29, based on the notification data (see Fig. 19); and a processing for reading, when the bonus game has been generated, notification data stored in RAM 43, and outputting 30 on the lower image display panel 16 an image for providing such notification notifying that the bonus game has been generated according to the number of games, based on the notification data (step S162 in Fig. 23). [0297] 35 Agamingmachine 10 is connected through the communication line 101 to the control device 200 which accumulatively counts H:VLindaVKeepYspecVP60102 English text AS831.doc 120 the number of games for each gaming machine 10 of plural gaming machines 10 wherein: provided are output means (for example, the lower image display panel and the speaker 29) capable of outputting an image or a sound; winning combination 5 determination means (for example, the main CPU 41) for determining a winning combination by lottery; means (for example, the main CPU 41) for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger"; means (for example, 10 themainCPU41) for transmitting the identification information of the gaming machine 10 through the communication line 101 to the control device 200 each time a game runs; means (for example, the main CPU 41) for receiving a command signal transmitted from the control device 200 when the number of games 15 accumulatively counted by the control device 200 based on the identification information of the gaming machine reaches a set value; means (for example, the main CPU 41) for generating the second special game state based on the command signal; means (for example, the main CPU 41) for notifying that the second 20 special game state has been generated based on a set value when the second special game state is generated, by outputting an image or a sound to the output means; and means (for example, the main CPU 41) for providing such notification notifying that the first special game state has been generated according to 25 the number of games by outputting an image with the output means when the first special game state is generated. [0298] According to the gaming machine 10, a game state shifts to the return mode without fail by receiving a command signal 30 transmitted from the control device 200 when the number of games counted in the control device 200 reaches a set value. Hence, even in a case where many coins are spent without the generating of the first special game state for a long period, the game state shifts to the return mode without fail if the game is 35 played until the number of games reaches a set value, and a player can earn a profit from the game. H:VLindaYKeepYspecVP60102 English text AS831.doc 121 [0299] Moreover, when a game state shifts to the return mode, it is notified by an output of an image to the lower image display 16 and an output of a sound from the speaker 29 that the game 5 state has transitioned to the return mode, based on the set value. Hence, a player can recognize to which set value the number of games played reached, and by what the game state is shifting to the return mode. As a result, a player can be given an impression that return has been given for the fact that a 10 game is played until the number of games reaches a set value. [0300] Further, when the bonus game has been generated, such notification notifying that the bonus game has been generated according to the number of games is provided by outputting an 15 image on the lower image display panel 16. Namely, when the bonus game has been generated according to the result of a lottery, a notification which shows as if a return in the bonus game is being generated according to the number of games is provided. [0301] 20 Therefore, it can be prevented for a player who has spent many of game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game. (0302] 25 A gaming machine 10 according to the present embodiment is connected to the control device 200 through the communication line 101 and the control device 200 conducts counting of the number of games in the gaming machine 10 and determines whether the game state is tobe shifted to the return mode or not (whether 30 the second special game state is to be generated or not) . The gaming machine 10 is not required to use a network and may be standalone. [0303] A standalone gaming machine 10 according to the second 35 aspect of the present invention includes: the main CPU 41 (processing device), RAM 43 (storage device), the lower image H:VLindaVKeepVspecVP60102 English text AS831.doc 122 display panel 16 (output device) and the speaker 29 (output device), wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combination determined in advance by executing a lottery 5 program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger", and executing the program; a processing accumulatively counting the number of 10 games each time a game is played; a processing determining whether the number of games reaches a set value or not; a processing reading fromRAM 43 a program for executing transition to the return mode (the generating of the second special game state) when it is determined that the number of games has reached 15 the set value, and executing the program; a processing reading from RAM 43, when the game state shifts to the return mode, notification data for notifying that the game state has shifted to the return mode based on a set value, and conducting output of an image to the lower image display panel 16 or output of 20 a sound from the speaker 29, based on the notification data; and a processing for reading, when the bonus game has been generated, notification data stored in RAM 43, and outputting on the lower image display panel 16 an image for providing such notification notifying that the bonus game has been generated 25 according to the number of games, based on the notification data (step S162 in Fig. 23). [0304] Thegamingmachine includes: outputmeans (forexample, the lower image display panel 16 and the speaker 29) capable 30 of outputting an image or a sound; winning combination determination means (for example, the main CPU 41) for determining a winning combination by a lottery; means (for example, the main CPU 41) for generating a bonus game when the determined winning combination is a special winning combination, 35 "bonus game trigger"; means (for example, the main CPU 41) for accumulatively counting the number of games each time a game H:VLindaVKeepVspecVP60l02 English text AS831.doc 123 is played; means (for example, main CPU 41) for determining whether the number of games reaches a set value or not; means (for example, the main CPU 41) for conducting transition to the returnmode (the generating of the second special game state) 5 when the number of games is determined to have reached a set value; and means (for example, the main CPU 41) for notifying, when the game state shifts to the return mode, that the game state has shifted to the return mode based on a set value, and conducting output of an image to the lower image display panel 10 16 or output of a sound from the speaker 29, based on the notification data; and means (for example, the main CPU 41) for providing such notification notifying that the first special game state has been generated according to the number of games by outputting an image with the output means when the first 15 special game state is generated. [0305] While the gaming machine 10 according to the present embodiment shifts to the return mode (the generating of the second special game state) when the number of games reaches 20 a set value selected from plural candidate values stepwise determinedin advance, the secondaspect of thepresent invention is not limited to this example. A gaming machine 10 of the second aspect of the present invention may shift to the return mode (the generating of the 25 second special game state) when a payment balance in terms of coins is equal to or less than a set value selected from plural candidate values determined in advance. [0306] Such a gaming machine 10 includes: the main CPU 30 41 (processing device); RAM 43 (storage device), the lower image display panel 16 (output device); and the speaker 29 (output device), and is connected through the communication line 101 to the control device 200 which accumulatively counts the payment balance in terms of coins in each gaming machine 10 of plural 35 gaming machines 10, and wherein the main CPU 41 executes: a processing determining one winning combination selected from H:VLindaVKeepVspecYP60102 English text AS831.doc 124 plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determinedwinning combination is a special 5 winning combination, "bonus game trigger", and executing the program; a processing transmitting through the communication line 101 to the control device 200 the number of coin-in and the number of coin-out in one game which is stored in RAM 43, together with the identification information of the gaming 10 machine 10, each time a game is played; a processing receiving a command signal transmitted from the control device 200 when, a payment balance in terms of coins accumulatively counted by the control device 200 based on the identification information of the gaming machine 10, the number of coin-in and the number 15 of coin-out in the game reaches a value equal to or less than a set value; a processing reading from RAM 43 a program for conducting transition to the return mode (the generating of the second special game state) based on the command signal, and executing the program; a program reading from RAM 43, when 20 the game shifts to the return mode, notification data for notifying that a game state has shifted to the return mode based on the set value, and conducting output of an image to the lower image display panel 16 or output of a sound from the speaker 29 based on the notification data; and a processing for reading, 25 when the bonus game has been generated, notification data stored in RAM 43, and outputting on the lower image display panel 16 an image for providing such notification notifying that the bonus game has been generated according to the payment balance in terms of coins, based on the notification data. 30 [0307] The gaming machine 10 includes: an output means (for example, the lower image display panel 16 and the speaker 29) capable of outputting an image or a sound; winning combination determination means (for example, the main CPU 41) for 35 determining a winning combination by a lottery; means (for example, the main CPU 41) for generating a bonus game (the first H:VLindaVKeepYspecVP60102 English text AS831.doc 125 special game state) when the determined winning combination is a special winning combination, "bonus game trigger"; means (for example, the main CPU 41) for transmitting through the communication line 101 to the control device 200 a payment 5 balance in terms of coins in a game played, together with the identification information of the gaming machine 10, each time a game is played; means (for example, the main CPU 41) for receiving a command signal transmitted from the control device 200 when the payment balance in terms of coins accumulatively 10 counted by the control device 200 based on the identification information of the gaming machine 10 and the payment balance in terms of coins in the game played reaches a set value; means (for example, the main CPU 41) for conducting transition to the returnmode (thegeneratingof the secondspecialgame state) 15 based on the command signal; means (for example, the main CPU 41) for notifying, when the game transitions to the return mode, that the game state has shifted to the return mode based on the set value, and conducting output of an image to the lower image display panel 16, or output of a sound from the speaker 20 29; and means (for example, the main CPU 41) for providing such notification notifying that the bonus game has been generated according to the payment balance in terms of coins by outputting an image with the output means when the bonus game is generated. [0308] 25 Such gaming machine 10 shifts to the return mode without fail, in a case where it receives a command signal transmitted from the control device 200 when a payment balance in terms of coins counted in the control device 200 is equal to or less than a set value. The gaming machine 10 notifies that the game 30 state has shifted to the return mode based on the set value, by outputting an image to the lower image display panel 16 or outputting a sound from the speaker 29. Furthermore, when the bonus game has been generated according to the result of a lottery, a notification which shows as if a return in the bonus game 35 is being generated according to the payment balance in terms of coins is provided. Therefore, it can be prevented for a H:VLindaYKeepVspecVP60l02 English text AS831.doc 126 player who has spent many of game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game. [0309] 5 The gaming machine 10 is connected through the communication line 101 to the control device 200 and the control device 200 counts payment balance in terms of coins in the gaming machine 10, and determines whether a game state is to be shifted to the return mode or not (whether the second special game state 10 is to be generated or not). The gaming machine 10 is, however, not necessarily required to be those using a network and may be standalone. [0310] Such a gaming machine 10 includes: the main CPU 41 15 (processing device); RAM 43 (storage device); the lower image display panel 16 (output device); and the speaker 29 (output device), wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a 20 lottery program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, "bonus game trigger", and executing the program; a processing accumulatively counting a payment balance 25 in terms of game media each time a game is played; a processing determining whether a payment balance in terms of game media is equal to or less than a set value or not; a processing reading from RAM 43 a program for conducting transition to the return mode (the generating of the second special game state) when 30 it is determined that a payment balance in terms of game media is equal to or less than a set value, and executing the program; a processing reading from RAM 43, when the game state shifts to the return mode, notification data for notifying that the game state has shifted to the return mode based on the set value, 35 and conducting output of an image to the lower image display panel 16 or output of a sound from the speaker 29 based on the H:VLindaYKeepYspecYP60102 English text ASB31.doc 127 notification data; and a processing for reading, when the bonus game has been generated, notification data stored in RAM 43, and outputting on the lower image display panel 16 an image for providing such notification notifying that the bonus game 5 has been generated according to the payment balance in terms of coins, based on the notification data. [0311] This gamingmachine 10 includes: outputmeans (forexample, the lower image display panel 16 or the speaker 29) capable 10 of outputting an image or a sound; winning combination determination means (for example, the main CPU 41) for determining a winning combination by a lottery; means (for example, the main CPU 41) for generating a bonus game (the first special game state) when the determined winning combination 15 is a special winning combination, "bonus game trigger"; means (for example, the main CPU 41) for accumulatively counting a payment balance in terms of game media, each time a game is played; means (for example, the main CPU 41) for determining whether a payment balance in terms of game media is equal to 20 or less than a set value or not; means (for example, the main CPU 41) for conducting transition to the return mode (the generating of the second special game state) when it is determined that the payment balance in terms of game media is equal to or less than a set value; means (for example, the main 25 CPU 41) for notifying that, when the game state shifts to the return mode, a game state has shifted to the return mode based on a set value, by outputting an image to the lower image display panel 16 or by outputting a sound from the speaker 29; and means (for example, the main CPU 41) for providing such notification 30 notifying that the bonus game has been generated according to the payment balance in terms of coins by outputting an image with the output means when the bonus game is generated. [0312] The gaming machine 10 according to the present embodiment 35 is configured as such that a set value that is to be an object of comparison with the number of games is selected from plural H:VLindaVKeepVspecVP60l02 English text AS831.doc 128 candidate values "600", "1200", and "2400", stepwise determined in advance (see Figs. 7 and 8), and that such number of games as a content of notification at the time of the generating of the first special game state is selected from the same values 5 as the candidate values (see Fig. 25). Therefore, for example, in the case where the set value is 1200, an image (see Fig. 25) showing 600 as the number of games as a content of notification is displayed on the lower image display panel 16 (see Fig. 20A) in the first special game 10 state generated when the number of games is from 600 to 1199, and an image showing 1200 as the number of games as the content of notification can be displayed on the lower image display panel 16 (see Fig. 20B) when the number of games reaches 1200 and the second special game state is generated. In such a case, 15 the content of notification at the time of the generating of the first special game state is allowed to obtain reality, resulting in that the player has a stronger sense as if the first special game state has been generated according to the number of games, although it has actually been generated 20 according to result of a lottery. [03131 The second aspect of the present invention is not limited to this example, and the set value that is to be an object of comparisonwiththenumberofgamesmaybeafixedvalue. Further, 25 in the second aspect of the present invention, such number of games as a content of notification at the time of the generating of the first special game state is not particularly limited as long as it is set according to the number of games actually played by the player, and it may be, for example, the number 30 of games actually played by the player himself. Moreover, various kinds of modified embodiments as described in the first embodiment can also be applied to the second aspect of the present invention. [0314] 35 Although the embodiment according to the present invention has been described, the description presents only H:VLindaVKeepVspecYP60102 English text AS831.doc C:\NRPonbr)CC\MAS\3431516_.DOC./21/201 - 129 some of the specific examples, and is not intended to limit the present invention in any way and specific constructions of each means and the like can be properly changed in terms of design. Besides, the effects described in the embodiment 5 of the present invention are only the most preferable effects generated from the present invention and effects to be caused by the present invention is not limited to those described in the embodiment of the present invention. The invention is further described by way of example 10 only with reference to the accompanying drawings in which: BRIEF DESCRIPTION OF THE DRAWINGS [0315] Fig. 1 is a schematic diagram showing the entire 15 construction of a game system according to the first embodiment; Fig. 2 is a perspective view schematically showing a gaming machine according to the first embodiment; Fig. 3 is a schematic view showing the symbol sequence 20 depicted on the outer circumferential surface of each reel; Fig. 4 is a block diagram showing the internal construction of the gaming machine shown in Fig. 2; Fig. 5 is a block diagram showing the internal construction of a control device according to the first 25 embodiment; Fig. 6 is a figure schematically showing an example of correspondence table between a gaming machine identification number and a game history; Fig. 7 is a figure schematically showing an example of 30 correspondence table between a set value and the number of payouts; C:NRPonbrO\C'MAS\15431S6_1 DOC-3 /201I - 129A Fig. 8 is a figure schematically showing another example of correspondence table between a set value and the number of payouts; Fig. 9 is a flowchart showing a procedure in an 5 authentication reading processing for a game program and a game system program executed by a mother board and a gaming board shown in Fig. 4; Fig. 10 is a flowchart showing a subroutine of a game mode selection processing; 10 130 Figs. llA and 11B are figures showing an image displayed on the lower image display panel when a game mode selection processing is executed; Fig. 12 is a flowchart showing a subroutine of a game 5 execution processing; Fig. 13 is a flowchart showing a subroutine of a lottery processing; Fig. 14 isa figure describingarelationshipamongwinning combinations of plural kinds, establishment possibility of each 10 winning combination and the number of coin-out in the present embodiment; Fig. 15 is a flowchart showing a subroutine of a reel rotating control processing; Figs. 16A to 16D are side views for describing a rotating 15 operation of the reel; Fig. 17 is a schematic diagram showing a correspondence table between the number of steps and the code No.; Fig. 18 is flowchart showing a subroutine of a bonus game processing; 20 Fig. 19 is a flowchart showing a subroutine of a return mode processing; Figs. 20A to 20C are figures showing an example of image displayed on the lower image display panel when a game state shifts to the return mode (when the second special game state 25 is generated); Fig. 21 is a flowchart showing a subroutine of a counting processing; and Fig. 22 is a flowchart showing another example of a subroutine of a game execution processing; 30 Fig. 23 is flowchart showing a subroutine of a bonus game processing according to the second embodiment; Fig. 24 is a flowchart showing a subroutine of a content of notification determination processing according to the second embodiment; 35 Fig. 25 is a figure showing a correspondence table in which the number of games is made to correspond to a content H:VLindaVKeepVspecYP60102 English text AS63l.doc 131 of notification when a bonus game is generated according to the second embodiment. EXPLANATION OF SYMBOLS 5 [0316] 10 Gaming machine (slot machine) 11 Cabinet 12 Top box 13 Main door 10 14 (14L, 14C, 14R) Reel 15 (15L, 15C, 15R) Display window 16 Lower image display panel 18 Coin tray 19 Coin payout exit 15 20 Control panel 21 Coin receiving slot 22 Note identifier 23 Spin button 24 Change button 20 25 CASHOUT button 26 1-BET button 27 Maximum BET button 29 Speaker 30 Lamp 25 31 Number-of-credits display section 32 Number-of-payouts display section 33 Upper image display panel 34 Belly glass 35 Ticket printer 30 36 Card reader 37 Data display 38 Key pad 39 Ticket with a bar code 40 Mother board 35 41 Main CPU 42 ROM H:VLindaVKeepYspecYP60102 English text AS831.doc 132 43 RAM 44 Communication interface 45 Power supply unit 50 Gaming board 5 51 CPU 52 Boot ROM 53 Memory card 54 GAL 60 Body PCB 10 61 Sub CPU 62 Motor driving circuit 63 FPGA 64 Driver 65 Index detecting circuit 15 66 Hopper 67 Coin detecting section 68 Graphic board 69 Touch panel 70 (70L, 70C, 70R) Stepping motor 20 71 Position change detecting circuit 80 Door PCB 81 Cold cathode tube 100 Game system 200 Control device 25 [0317] In the claims which follow and in the preceding description of the invention, except where the context requires otherwise due to express language or necessary implication, the word "comprise" or variations such as "comprises" or "comprising" 30 is used .in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention. [0318] 35 It is to be understood that, if any prior art publication is referred to herein, such reference does not constitute an H:YLindaYKeepYspecYP60102 English text AS831.doc 133 admission that the publication forms a part of the common general knowledge in the art, in Australia or any other country. H:VLindaVKeepVspecVP60102 English text AS831.doc

Claims (14)

1. A gaming machine comprising: output means capable of outputting an image or a sound; 5 winning combination determination means for determining, when a base game is run by the machine, a winning combination by a lottery; means for generating a first special game state that is a game state advantageous to a player when the determined winning 10 combination is a special winning combination; means for counting accumulatively a predetermined variable each time a game is played; means for selecting a set value that is an object of comparison with said predetermined variable from plural whole 15 numbers stepwise determined in advance; means for determining whether or not said predetermined variable has reached said set value; means for generating a second special game state that is independent of said base game and is a game state advantageous 20 to a player and in which a degree of advantage corresponding to said set value is determined, when said predetermined variable is determined to have reached said set value; and means for notifying that said second special game state has been generated based on said set value by outputting an 25 image or a sound to said output means when said second special game state is generated; wherein a game media payout of the second special game state is dependent upon a payment balance determined immediately prior to initiation of the second special game 30 state as a difference between a total number of game media consumed by the player and a total number of game media paid out to the player, the amount of game media payout in the second special game state being determined by multiplying the C.WRPonblDCC\MAS\4D17926_ IDOC-I 1/29/N I - 135 payment balance before generation of the second special game state by a predetermined ratio based on the set value.
7. A game control method for a gaming machine comprising: determining, when a base game is run, a winning combination by a lottery; generating a first special game state that is a game state 10 advantageous to a player when the determined winning combination is a special winning combination; counting accumulatively a predetermined variable each time a game is played; selecting a set value that is an object of comparison with 15 said predetermined variable from plural whole numbers stepwise determined in advance; determining whether or not said predetermined variable has reached said set value; generating a second special game state that is independent 20 of said base game and is a game state advantageous to a player and in which a degree of advantage corresponding to said set value is determined, when said predetermined variable is determined to have reached said set value; notifying that said second special game state has been 25 generated based on said set value by outputting an image or a sound to an output means when said second special game state is generated; wherein a game media payout of the second special game state is dependent upon a payment balance determined 30 immediately prior to initiation of the second special game state as a difference between a total number of game media consumed by the player and a total number of game media paid out to the player, the amount of game media payout in the C:NRPonbT\DCCMASW)1926_I.DOC-I i/2921i i - 137 second special game state being determined by multiplying the payment balance before generation of the second special game state by a predetermined ratio based on the set value. 5
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