专利摘要:
A gaming machine (300) with more gaming excitement is provided. The gaming machine (300) includes: a cabinet 5 (14); an upper image display panel (142) which is provided on the cabinet and is a display o which an effect image is displayed as an effect; a sensor (134) configured to detect a touch operation by a player; a lamp body (132) which is a three-dimensional formed object, and a formed 10 object unit (131) which is detachable to the cabinet. qCY.
公开号:AU2013205375A1
申请号:U2013205375
申请日:2013-04-22
公开日:2013-11-14
发明作者:Kenji Enokido;Kenta Kitamura;Keita Shimura
申请人:Universal Entertainment Corp;Aruze Gaming America Inc;
IPC主号:A63F13-08
专利说明:
GAMING MACHINE CROSS REFERENCE TO RELATED APPLICATION 5 [ 0001] The present application claims priority from Japanese Patent Application No. 2012-104209, which was filed on April 27, 2012, the disclosure of which is herein incorporated by reference in its entirety. 10 BACKGROUND OF THE INVENTION 1. Field of the Invention [ 00021 The present invention relates to a gaming machine 15 that rearranges symbols after variably-displaying the same. [ 00031 A known slot machine is disclosed in U.S. Laid-Open Patent Publication No. 2011/0250947. This slot machine is arranged such that, when a player inserts a coin, a bill 20 or the like into an insertion slot of the slot machine and presses a spin button, a plurality of symbols are scrolled on a symbol display area on the front surface of the cabinet, and then the symbols automatically stop. Various types of prizes including bonuses are established based on 25 the combination of the stopped symbols. 1 [ 00041 In gaming machines represented by the known slot machine above, not only normal games are playable but also the enhancement in the gaming excitement of the gaming 5 machines is attempted by adding various factors such as bonus games. As such, in the gaming machines, what kind of factor is added to the game is important in the enhancement of the gaming excitement. [ 00051 10 An object of the present invention is therefore to provide a gaming machine with more gaming excitement. SUMMARY OF THE INVENTION 00061 15 The present invention relates to a gaming machine including: a cabinet; a display which is provided on the cabinet and displays an effect image as an effect; and a formed object unit which includes a sensor configured to detect a touch operation by a player and a formed object 20 which is three-dimensionally formed and is detachable to the cabinet. [ 00071 According to the arrangement above, because the formed object is unitized as the formed object unit, a 25 failure in the formed object is dealt with only by 2 replacing the unit. In case of a touch panel which is a typical operation target, the display must be replaced when a failure occurs, and this is cost-ineffective. In the present invention, the object touched by the player is 5 the formed object, and hence the cost required for dealing with a failure is restrained as compared to the case where the display is employed. [ 00081 In addition to the above, the present invention 10 relates to a gaming machine including: a cabinet; a display which is provided on the cabinet and displays an effect image as an effect; and a formed object unit which includes a plurality of optical sensors configured to detect a touch operation by a player and a formed object 15 which is three-dimensionally formed and is detachable to the cabinet. [ 00091 According to the arrangement above, because the formed object is unitized as the formed object unit, a 20 failure in the formed object is dealt with only by replacing the unit. In case of a touch panel which is a typical operation target, the display must be replaced when a failure occurs, and this is cost-ineffective. In the present invention, the object touched by the player is 25 the formed object, and hence the cost required for dealing 3 with a failure is restrained as compared to the case where the display is employed. [ 00101 In addition to the above, the present invention 5 relates to a gaming machine including: a cabinet; a display which is provided on the cabinet and displays an effect image as an effect; and a formed object unit which includes a plurality of optical sensors configured to detect a touch operation by a player and a formed object 10 which is three-dimensionally formed and includes therein a light emitting portion which is arranged so that the light emitting state of the light emitting portion is viewable from the outside, and which is detachable to the cabinet. [ 0011] 15 According to the arrangement above, because the formed object is unitized as the formed object unit, a failure in the formed object is dealt with only by replacing the unit. In case of a touch panel which is a typical operation target, the display must be replaced 20 when a failure occurs, and this is cost-ineffective. In the present invention, the object touched by the player is the formed object, and hence the cost required for dealing with a failure is restrained as compared to the case where the display is employed. Furthermore, the gaming 25 excitement is enhanced as the formed object is illuminated 4 by the light emitting portion. [ 00121 The present invention makes it possible to further enhance the gaming excitement of the gaming machine. 5 BRIEF DESCRIPTION OF THE DRAWINGS 00131 FIG. 1 illustrates the operation state of the gaming machine. 10 FIG. 2 illustrates the function flow of the gaming machine. FIG. 3 illustrates the function flow of the gaming machine. FIG. 4 is a flowchart showing the outline of the 15 game. FIG. 5 illustrates the operation state of the gaming machine. FIG. 6 illustrates the operation state of the gaming machine. 20 FIG. 7 illustrates the operation state of the gaming machine. FIG. 8 illustrates the structure of a lamp body unit. FIG. 9 is an exploded perspective view showing the structure of the lamp body unit. 25 FIG. 10 illustrates the operation state of the 5 gaming machine. FIG. 11 shows an example of the effect operation. FIG. 12 shows an example of the effect operation. FIG. 13 shows an example of the effect operation. 5 FIG. 14 shows an example of the effect operation. FIG. 15 shows an example of the effect operation. FIG. 16 is a flowchart showing operation determination. FIG. 17 is a flowchart showing a determination 10 process in each sensor . FIG. 18 illustrates a detection state storage table. FIG. 19 illustrates the operation state of the gaming machine. FIG. 20 is a flowchart showing the outline of a re 15 spinning feature game. FIG. 21 shows an example of the effect operation. FIG. 22 shows an example of the effect operation. FIG. 23 shows an example of the effect operation. FIG. 24 shows an example of the effect operation. 20 FIG. 25 shows an example of the effect operation. FIG. 26 shows an example of the effect operation. FIG. 27 shows an example of the effect operation. FIG. 28 shows an example of the effect operation. FIG. 29 shows an example of the effect operation. 25 FIG. 30 shows an example of the effect operation. 6 FIG. 31 shows an example of the effect operation. FIG. 32 shows an example of the effect operation. FIG. 33 shows an example of the effect operation. FIG. 34 shows an example of the effect operation. 5 FIG. 35 shows an example of the effect operation. FIG. 36 shows an example of the effect operation. FIG. 37 shows an example of the effect operation. FIG. 38 shows an example of the effect operation. FIG. 39 shows an example of the effect operation. 10 FIG. 40 shows an example of the effect operation. FIG. 41 shows an example of the effect operation. FIG. 42 shows an example of the effect operation. FIG. 43 shows an example of the effect operation. FIG. 44 shows an example of the effect operation. 15 FIG. 45 shows an example of the effect operation. FIG. 46 shows an example of the effect operation. FIG. 47 shows an example of the effect operation. FIG. 48 illustrates betted lines. FIG. 49 is a slot machine perspective view of the 20 gaming machine. FIG. 50 is an electric block diagram of the gaming machine . FIG. 51 illustrates the payline box. FIG. 52 illustrates the data table. 25 FIG. 53 illustrates the data table. 7 FIG. 54 illustrates the data table. FIG. 55 illustrates the data table. FIG. 56 illustrates the data table. FIG. 57 illustrates the data table. 5 FIG. 58 illustrates the data table. FIG. 59 illustrates the data table. FIG. 60 illustrates the data table. FIG. 61 illustrates the data table. FIG. 62 illustrates the data table. 10 FIG. 63 illustrates the data table. FIG. 64 illustrates the data table. FIG. 65 illustrates the data table. FIG. 66 illustrates the data table. FIG. 67 illustrates the data table. 15 FIG. 68 illustrates the data table. FIG. 69 illustrates the data table. FIG. 70 illustrates the data table. FIG. 71 illustrates the data table. FIG. 72 illustrates the data table. 20 FIG. 73 illustrates the data table. FIG. 74 illustrates the data table. FIG. 75 illustrates the data table. FIG. 76 illustrates the data table. FIG. 77 shows an example of VFD display in the 25 gaming machine. 8 DESCRIPTION OF THE PREFERRED EMBODIMENTS 00141 A gaming machine of the present invention will be 5 described with reference to figures. (Outline of Gaming Machine) A gaming machine 300 of the present embodiment is a multi-player gaming machine in which a plurality of slot machines 10 that are gaming terminals are connected with a 10 center controller 200 (FIGs. 2 and 3) to be able to exchange data therebetween. The gaming machine 300 is able to run a base game such as a slot game at each slot machine 10 and run a common game at a common display device 622 or the like while synchronizing the slot 15 machines 10. The slot machines 10 and the center controller 200 are connected wireless, by wires, or by both of them. [ 00151 As shown in FIG. 1, the gaming machine 300 includes 20 a reel unit Ml as a symbol display device and a control panel 30 as an input device. Furthermore, the gaming machine 300 includes, as notification devices (effect executing devices), an upper image display panel 142, a speaker 112, a backlight unit M7, or the like. These 25 members are controlled by a controller 100 provided in the 9 gaming machine 300. The controller 100 is constituted by a later-described main CPU 71 or the like. [ 00161 A unit of bet amount may be a currency such as 5 dollar, yen, euro, or the like, or may be a game point used exclusively in a hole having the gaming machine 300 or in the industry. That is to say, the slot machine may be arranged so that a game point is stored in a memory as a gaming value is inserted, and a game is run as the 10 stored game point is input. Therefore, betting may be an input of a game point, a bet amount may be the number of game points input to run a game, and a payout amount may be the number of game points added based on a game result. [ 00171 15 More specifically, the gaming machine 300 includes, as shown in FIG. 5, a cabinet 14, an upper image display panel 142 provided on the cabinet 14 and is a display displaying an effect image as an effect, a sensor 134 configured to detect the touching gesture by the player, a 20 lamp body 132 which is a three-dimensional formed object, and a formed object unit 131 which is arranged to be detachable to the cabinet 14. [ 00181 In the formed object, the sensor may be constituted 25 by a plurality of optical sensors. The formed object may 10 be three-dimensionally formed. The formed object may be provided with a light emitting portion (LED) so that the lighting state thereof is viewable from the outside. [ 0019] 5 In addition to the above, the sensors 134 are a plurality of optical sensors provided along the periphery of the lamp body 132. The terminal controller 100 detects the player's gesture with respect to the formed object based on the light receiving state of each optical sensor. 10 [ 00201 The "formed object" is able to function as "gadget". The gadget is an object that operates in accordance with a combination. The operation includes a change in color (light). The combination is equivalent to a game result. 15 The game result is winning, the shifting of the state of a game, or the like. For example, before a game result determined in advance is notified to the player, the gadget may operate in accordance with the game result. The gadget may actively operate in accordance with a game 20 result or may be passively operated by a player's operation from the outside. The operation of the gadget may influence on the determination of a game result. When the gadget is passively operated, the gadget may operate indirectly corresponding to the gesture of the player or 25 directly corresponding to the gesture of the player. 11 [ 00211 The formed object of the present embodiment is the lamp body 132 that three-dimensionally mimics the shape of a lamp, but is not limited to this. The formed object is 5 neither a button, a display, nor a touch panel. Furthermore, although the sensors 134 are provided independently from the formed object, the sensors may be attached to the formed object. While a plurality of sensors 134 are provided and the player's gesture is 10 determined based on the detection result of each sensor 134, the disclosure is not limited to this arrangement. Furthermore, the number of the sensors 134 and the locations thereof may be differently arranged. [ 00221 15 In the present embodiment, player's gesture to rub the lamp body 132 is detected. It is noted that the gesture "rubbing the lamp body 132" is not related to whether the player touches the lamp body 132 or not. That is to say, because each optical sensor detects the 20 presence of light received by its light receiving element, the player's gesture is detected when the player blocks the light received by the light receiving element. 00231 Furthermore, while the present embodiment is 25 arranged as shown in FIG. 1 that an effect image in sync 12 with the player's gesture is displayed on the display (upper image display panel 142), the disclosure is not limited to this arrangement. [ 0 0241 5 In addition to the above, as shown in FIG. 10, the formed object (lamp body 132) includes the light emitting portion therein and emits light in sync with the player's gesture. The disclosure, however, is not limited to this arrangement. 10 [ 00251 In addition to the above, as shown in FIG. 6, the formed object (lamp body 132) is formed to three dimensionally protrude toward the front surface to allow the player to perform various gesture (way of touching or 15 the like), as compared to the touch panel and the button. The disclosure, however, is not limited to this arrangement. [ 00261 In addition to the above, as shown in FIG. 7, the 20 formed object (lamp body 132) is provided on a formed object unit (lamp body unit 131) which is at a location different from the display (upper image display panel 142) The disclosure, however, is not limited to this arrangement. 25 [ 00271 13 In addition to the above, as shown in FIG. 19, according to the present embodiment, a slot game is run by using a symbol display device (reel unit Ml) that rearranges symbols 501 to display a result of the game. 5 In the slot game, a bonus game starts when a specific symbol (re-spin symbol 503c) stops consecutively twice. The disclosure, however, is not limited to this arrangement. In addition to the above, while in the present embodiment a free game starts when a specific 10 symbol (re-spin symbol 503c) stops, the disclosure is not limited to this arrangement. The free game that starts when the re-spin symbol 503c stops is referred to as re spinning feature game. 00281 15 (Outline of Gaming Machine: Definitions) The slot machine 10 above is a kind of the gaming terminals in the gaming machine 300. Although the present embodiment deals with the slot machine 10 as an example of the gaming terminal, the disclosure is not limited to this 20 and any type of device having a terminal controller that is able to independently run a base game may be used as the gaming terminal. [ 00291 The base game in the present embodiment is run by 25 the slot machine 10. The base game is a slot game of 14 rearranging a plurality of symbols 501. The base game is not limited to the slot game but is any type of games capable of being independently run at a gaming terminal such as the slot machine 10. In other words, the base 5 game is a game in contrast to the common game. For example, a normal game and a bonus game that are described later are types of the base game. [ 00301 The rearrangement of the symbols in the slot game is 10 performed on the lower image display panel 141. he slot game includes a process of running a normal game of rearranging symbols on the lower image display panel 141 on condition that a gaming value is bet and awarding a normal payout based on the rearranged symbols, a process 15 of running a bonus game of rearranging symbols with the assumption that the payout rate is higher than that of the normal game when the rearranged symbols achieve a predetermined condition and awarding a bonus payout based on the rearranged symbols, and a process of executing a 20 rescue process when a rescue start condition is established. [ 00311 Symbols 501 are constituted by a specific symbol 503 and a normal symbol 502. In other words, the symbol 501 25 is a superordinate concept to the specific symbol 503 and 15 the normal symbol 502. The specific symbol 503 includes a wild symbol 503a, a trigger symbol 503b, and a re-spin symbol 503c. The wild symbol 503a can be used as a substitute for any type of the symbol 501. The trigger 5 symbol 503b is a symbol that triggers at least the execution of the bonus game. The re-spin symbol 503c is a symbol that triggers at least the execution of the free game. Furthermore, re-spin symbol 503c is a symbol that triggers the start of the execution of the bonus game when 10 this symbol is stopped consecutively twice. That is to say, the trigger symbol 503b and the re-spin symbol 503c function as triggers of the shifting from the normal game to various types of bonus games. It is noted that the same bonus game or different bonus games is or are 15 triggered by the trigger symbol 503b and the re-spin symbol 503c. Furthermore, the bonus game triggered by the trigger symbol 503b and the re-spin symbol 503c may be randomly selected from a plurality of bonus games, or a game or an effect may be executed for the selection. 20 [ 00321 The trigger symbol 503b may function as a trigger of increase in the number of the specific symbols 503 in the bonus game, i.e., increase in the number of the specific symbols 503 of at least one of the trigger symbol 503b and 25 the wild symbol 503a. Furthermore, the trigger symbol 16 503b may function as a trigger of increase in the number of times to run the bonus game. [ 00331 The term "rearrangement" indicates that the a 5 symbols 501 are rearranged after the arrangement of the symbols 501 is dismissed. The term "arrangement" indicates a state in which the symbols 501 are visually recognizable by an external player. As such, when a winning combination is formed by the rearrangement of the 10 symbols 501, a payout corresponding to the established winning combination is awarded. [ 00341 A coin, a bill, or electrically valuable information corresponding to these is used as a gaming value. It is 15 to be noted that the gaming value in the disclosure is not limited to these, and for example a medal, a token, electric money or the like can be adopted. Further, a later-described ticket with a barcode is also used. Furthermore, as described above, the gamin value may be an 20 electronic game point equivalent to the gaming value. [ 00351 The bonus game is equivalent to a feature game. As shown in FIG. 4, in the present embodiment, there are a plurality of types of the bonus games. More specifically, 25 there are "EXPAND FEATURE", "BONUS A (credit payout bonus 17 game)", "BONUS B (pickup bonus game)", "FREE GAME A (expand bonus game) ", and "FREE GAME B (multi-type bonus game)". [ 00361 5 While the bonus game in the present embodiment is described as games with the names described above, the bonus game is not limited to them but is any type of game as long as the gaming state is more advantageous than that of the normal game. Other types of the bonus game may be 10 employed as long as the gaming state is advantageous for the player, i.e., the gaming state is more advantageous than that of the normal game. For example, in the bonus game, various states such as a state in which more gaming values can be achieved as compared to the normal game, a 15 state in which the probability of obtaining a gaming value is higher than the probability in the normal game, and a state in which the number of consumed gaming values is smaller than in the normal game are achieved independently or in combination. 20 [ 00371 A free game is a game which is executable with a smaller amount of gaming values bet than in the normal game. The expression "executable with a smaller amount of gaming value bet " includes a case where an amount of 25 gaming values bet is zero. Therefore, the free game may 18 be a game which is run without betting a gaming value and the gaming value is paid out for an amount corresponding to rearranged symbols 501. In other words, the free game may be a game that starts even if no gaming value is 5 consumed. On the other hand, the normal game is run on condition that a gaming value is bet, and is a game of paying out gaming value for an amount corresponding to rearranged symbols 501. In other words, the normal game is a game that starts with the consumption of the gaming 10 value. In the present embodiment, the "free game " is triggered when the re-spin symbol 503c is rearranged on the symbol display device (reel unit Ml), and is also termed "re-spinning feature". [ 00381 15 Now, the flow of a normal game, a bonus game, and a free game of the present embodiment will be described. As shown in FIG. 4, to begin with, a normal game is executed (B1) . In the normal game, symbols to be rearranged are randomly determined. The symbols to be rearranged are 20 determined based on a normal game symbol random determination table shown in FIG. 71. In the present embodiment, the symbols are rearranged in cells that form five columns and three rows. As the symbol at the second column (center position) of each reel is determined, 25 symbols at the first and third columns are automatically 19 determined (the same applied to the free game and the bonus game). More than one type of the normal game symbol random determination table are provided, and the table may be switched in accordance with settings such as AUDIT, 5 game conditions, and a purpose such as demonstration. [ 00391 The normal game is shifted to a re-spinning feature game (B2) which is a free game or to bonus-in (B6) from which the shifting to the execution of the bonus game more 10 than once may occur. The game state of the bonus-in may be referred to as "enchanted lamp bonus". When the re spin symbol 503c is rearranged in the normal game, the re spinning feature game (first time) is executed (B2) . The re-spinning feature game is the execution of the free game 15 once without requiring betting. In the re-spinning feature game (first time), the random determination of symbols to be rearranged is executed in a similar manner as in the normal game. The symbols to be rearranged is determined based on a re-spinning feature first time 20 symbol random determination table shown in FIG. 72. When the re-spin symbol 503c is rearranged again in this re spinning feature game, the re-spinning feature game (second time) is executed (B3) . In the re-spinning feature game (second time), the random determination of 25 symbols to be rearranged is executed in a similar manner 20 as in the normal game. The symbols to be rearranged are determined based on a re-spinning feature second time symbol random determination table shown in FIG. 73. Then feature random determination is executed (B4) and expand 5 feature (B5) or bonus-in (B6) in which other bonus games are executable are executed. When the re-spin symbol 503c is successively rearranged twice, the re-spinning feature game (second time) may be conducted after the feature random determination. In such a case, when the expand 10 feature is selected in the feature random determination, the expand feature may be executed in place of the re spinning feature game (second time). [ 00401 When the bonus-in (B6) is selected, which bonus game 15 will be run is randomly determined. In this regard, as described later, an effect is executed by using the formed object (lamp body 132) or the like to perform notification corresponding to the randomly selected bonus game. Thereafter, one of the "BONUS A (credit payout bonus 20 game)" (B7), the "BONUS B (pickup bonus game)" (B8), the "free game A (expand bonus game)" (B9), and the "free game B (multi-type bonus game)" (B10) is executed. The weight of each of the credit payout bonus game and the pickup bonus game is "3" and the probability thereof is "30%". 25 The weight of each of the expand bonus game and the multi 21 type bonus game is "2" and the probability thereof is "20%". [ 00411 After the end of the "BONUS A (credit payout bonus 5 game)" (B7) or the "BONUS B (pickup bonus game)" (B8), the shifting to one of the "free game A (expand bonus game)" (B9) and the "free game B (multi-type bonus game)" (B10) is possible. The weight of the shifting from the credit payout bonus game to the expand bonus game is "1", and the 10 probability thereof is "10%". The weight of the shifting from the credit payout bonus game to the multi-type bonus game is "1" and the probability thereof is "10%". The weight of the shifting from the credit payout bonus game to the normal game (i.e., the end of the bonus game) is 15 "8" and the probability thereof is "80%". The free game and the bonus game will be detailed later. [ 00421 The credit payout bonus game is a bonus game with which a fixed credit is awarded. The payout amount is 20 determined based on a credit payout bonus game table shown in FIG. 53 to fall within the range of 50 to 600. [ 00431 The pickup bonus game is a bonus game in which the player selects one of three options and at least one of a 25 credit and the development to the bonus game (free game A 22 or free game B) is awarded to the player. The content of each of the three options is determined based on a pickup bonus game payout table shown in FIG. 54 and a pickup bonus game development table. Furthermore, when in the 5 pickup bonus game the selected option does not include the development to the bonus game, the probability of the development to the bonus game is given to the player again. That is to say, by using a pickup bonus game redevelopment table shown in FIG. 56, one of two choices, i.e., (i) end 10 the pickup bonus game and return to the normal game and (ii) develop to the free game A or the free game B, is selected. [ 00441 The expand bonus game is a bonus game in which the 15 free game can be executed more than once. In the free game in the expand bonus game, the probability of the rearrangement of the wild symbol 503a is high. In the free game in the expand bonus game, to begin with, whether the wild symbol 503a is stopped in advance is determined 20 based on an expand wild occurrence random determination table shown in FIG. 57. When the wild symbol 503a is stopped, the rank (low, middle, or high) is determined based on an expand wild rank determination table shown in FIG. 58. Then, which one of the reels 101 to 105 the wild 25 symbol 503a is stopped is determined. Note that, which 23 one of the reels 101 to 105 the wild symbol 503a is stopped is determined based on a random determination table (FIG. 59 to FIG. 61) which is different in each rank. Furthermore, when in the expand bonus game the number of 5 times of execution of the free game becomes 0, whether to add the free game is determined based on an expand wild revival random determination table shown in FIG. 62. The additional number of times of execution of the free game is determined based on an expand wild additional number of 10 execution random determination table shown in FIG. 63. [ 00451 The multi-type bonus game is a bonus game in which the free game can be run more than once. In the free game in the expand bonus game, the probability of obtaining an 15 advantageous benefit is high. In the free game in the expand bonus game, the addition of a fixed credit (hereinafter, credit payout), the determination of the additional number of times of execution of the free game by the selection of one of three options (hereinafter, 20 pickup), the increase in the payout rate of the line payout (hereinafter, payout rate), and the stop of the wild symbol 503a (hereinafter, expand) may occur. One of the cases above and blank is selected each time the free game is run, based on a multi-type bonus game benefit 25 random determination table shown in FIG. 64. When the 24 credit payout is selected, the credit payout amount is determined based on a multi-type bonus game fixed payout random determination table shown in FIG. 65. When the pickup is selected, the content of the option is 5 determined based on a multi-type bonus game random determination table shown in FIG. 66. The content of the option randomly selected is stored in a multi-type bonus game additional number of execution type table shown in FIG. 67. When the payout rate is selected, a number by 10 which the payout rate of each line is multiplied is determined based on a multi-type bonus game line payout rate random determination table shown in FIG. 68. [ 00461 When the number of times of execution of the free 15 game becomes 0 in the multi-type bonus game, whether to add the number of times of execution of the free game is determined based on a multi-type bonus game revival random determination table shown in FIG. 69. The additional number of times of execution of the free game is 20 determined based on a multi-type bonus game additional number of execution random determination table shown in FIG. 70. [ 00471 When a result of the free game in the multi-type 25 bonus game is no benefit, credit payout, or pickup, 25 symbols to be rearranged are randomly determined based on a multi bonus common symbol random determination table shown in FIG. 74. When a result of the free game in the multi-type bonus game is payout rate, symbols to be 5 rearranged are randomly determined based on a multi bonus payout rate symbol random determination table shown in FIG. 75. [ 00481 In the expand feature, the expand bonus game, and 10 the expand of the multi-type bonus game, the wild symbol 503a may be stopped. In this regard, the symbols rearranged on the reels where the wild symbol 503a is not stopped are determined based on an expand symbol random determination table shown in FIG. 76. 15 [ 00491 (Lamp body unit 131) The lamp body unit 131 including a lamp body 132 will be described. As shown in FIG. 5, the lamp body unit 131 is detachably attached to the cabinet 14 of the gaming 20 machine 300. Because the lamp body unit 131 is detachable in this way, a failure is treated only by replacing the lamp body unit 131. [ 00501 As shown in FIG. 6, the lamp body 132 is formed to 25 have a three-dimensional shape to protrude toward the 26 front surface as compared to the lower end of the upper image display panel 142. This allows the player to easily notice the presence of the lamp body 132 when looking at the upper image display panel 142. Furthermore, as shown 5 in FIG. 7, the lamp body 132 is provided between the reel unit Ml and an upper image display panel 142 which is provided above the reel unit Ml. Because the lamp body 132 is provided in this way, the player is able to play games with less stress because the upper image display 10 panel 142 and the entirety of the reel unit Ml are easily seen as compared to the touch panel of the upper image display panel 142 and buttons provided below the reel unit Ml, which are typically operated by the player. [ 00511 15 As shown in FIG. 8, the lamp body unit 131 is constituted by a unit front portion 1311 and a unit rear portion 1312 which is provided behind the unit front portion 1311 and on which a board and a LED are provided. On the unit front portion 1311, a lamp body 132, a 20 supporting plate 133, and a plurality of (three) sensors 134 are provided. On the entirety of the right side surface of the plate-shaped supporting plate 133, the lamp body 132 that three-dimensionally mimics the shape of a lamp is provided. Through the supporting plate 133, a 25 plurality of through holes are formed to surround the lamp 27 body 132. At the respective through holes on the back side of the supporting plate 133, the sensors 134 are provided. This allows each sensor 134 to detect the presence of light ahead through the through hole. 5 [ 00521 The lamp body 132 and the supporting plate 133 are made of light-transmissive material and are surface treated on the back side. On the back side of the lamp body 132, a half mirror is formed by vapor deposition or 10 the like. The half mirror is formed to have properties of reflecting light advancing from the front surface toward the back surface and transmitting light advancing from the back surface toward the front surface. The half mirror is preferably colored in a noticeable color such as gold, but 15 is not necessarily arranged in this way. Because the half mirror is formed in this way, the light emitted from the LED on the back surface is transmitted forward. Furthermore, the back surface of the supporting plate 133 is colored in black. The supporting plate 133 is 20 preferably arranged to transmit at least a part of light from the back side. [ 00531 The unit rear portion 1312 is provided with a LED board 1312a and two LED boards 1312b. On the LED board 25 1312a, a plurality of LEDs illuminating the lamp body 132 28 from the back side are scattered and a control unit (not illustrated) for controlling the LEDs are provided. The LEDs of the LED board 1312a are arranged to emit light with at least two colors (red and green) . For example, 5 multicolor LEDs are used or a half of the LEDs emit red light whereas the remaining half of the LEDs emit green light. The two LED boards 1312b are provided to extend in the direction in parallel to the length of the supporting plate 133. On each LED board 1312b, a plurality of LEDs 10 illuminating the supporting plate 133 from the back side are provided in a parallel manner and a control unit (not illustrated) for controlling the LEDs are provided. [ 00541 As shown in FIG. 9, the unit front portion 1311 15 includes a light scattering part 1321, an ellipsoid 1322, and a sheet 1331. On the back surface of the lamp body 132 is provided the light scattering part 1321 that engages with the lamp body 132 along its shape. The light scattering part 1321 is provided to be superposed onto the 20 back side of the lamp body 132. The light scattering part 1321 is surface-treated to scatter the received light. The light scattering part 1321 has an elliptical concave at the central portion on the front side. With this elliptical concave, the ellipsoid 1322 formed to have an 25 elliptical shape corresponding to the concave is fitted. 29 The ellipsoid 1322 is colored by printing so that the text "BONUS" is shown on the both sides, and the light transmittance is arranged to be high at the "BONUS". Alternatively, sheets each of which is cut out to show the 5 text "BONUS" may be pasted on the ellipsoid 1322. [ 00551 The sheet 1331 is pasted onto the back side of the supporting plate 133 to avoid the part where the lamp body 132 is provided. The sheet 1331 is a sticker on which a 10 transmissive design is formed. The sheet 1331 receives light from the LEDs of the LED board 1312b and projects the design on the sheet on the supporting plate 133. [ 00561 Because the lamp body unit 131 is arranged as above, 15 the lamp body 132 is able to execute an effect of emitting light in a plurality of modes. As shown in FIG. 10, the slot machine 10 detects the player's gesture with respect to the lamp body 132 at a timing corresponding to the state of the game, and causes the lamp body 132 to emit 20 light in a light emission mode corresponding to the gesture. Now, an effect synchronized with the player's gesture with respect to the lamp body 132 will be described. 00571 25 (Synchronized Effect Regarding Formed object) 30 As shown in FIG. 1, the gaming machine 300 of the present embodiment is arranged so that player's gesture with respect to the lamp body 132 which is a formed object is synchronized with an effect image displayed on the 5 upper image display panel 142. Furthermore, as shown in FIG. 10, the gaming machine 300 is arranged so that player's gesture with respect to the lamp body 132 which is a formed object is synchronized with the light emission mode of the lamp body 132 that emits light as being 10 illuminated by the LEDs. [ 00581 In this part, a "genie appearance effect" executed when a predetermined game state is established will be specifically explained as an example. As shown in FIG. 11, 15 when the genie appearance effect starts, a message notifying that the genie appearance effect will start and a message 1421 notifying that an advantageous game state is achieved when a predetermined effect is executed are displayed at an upper central part of the upper image 20 display panel 142. In a lower right part of the upper image display panel 142 is displayed a gesture requirement image 1422 showing the gesture of rubbing the lamp body 132. While in the present embodiment whether the predetermined effect is established is determined in 25 advance, a different arrangement may be employed. For 31 example, whether the predetermined effect is established may be determined based on the player's gesture detected by the sensors 134. [ 00591 5 In the present embodiment, the player's gesture of rubbing the lamp body 132 is categorized into one of a plurality of patterns. More specifically, the player's gesture of rubbing the lamp body 132 is categorized as "low", "middle", or "high". The judgement regarding the 10 player's gesture of rubbing the lamp body 132 is made based on the detection by the sensors 134. The judgement of the player's gesture of rubbing the lamp body 132 will be described later. [ 00601 15 In the genie appearance effect, four effects are executed. First of all, when the player does not rub the lamp body 132, an effect shown in FIG. 11 is continued. When the state in which the lamp body 132 is not rubbed by the player is continued for 10 seconds, a later-described 20 effect shown in FIG. 15 is executed. Alternatively, the genie appearance effect ends in the state shown in FIG. 11. [ 00611 When the player's gesture of rubbing the lamp body 132 is "low", an effect shown in FIG. 12 is executed. 25 More specifically, a head-only character image 1420a is 32 displayed on the upper image display panel 142. With this, the effect with which as if the head-only character image 1420a appears from the lamp body 132 is executed. All LEDs of the LED board 1312a blink in red. With this, the 5 lamp body 132 is in the light emission mode in which the entirety of the lamp body blinks in red. When the number of times the player rubs the lamp body 132 reaches a predetermined number or when 10 seconds elapse after the start of the genie appearance effect, a later-described 10 effect shown in FIG. 11 or FIG. 15 is executed and the genie appearance effect ends. [ 00621 When the player's gesture of rubbing the lamp body 132 is "middle", an effect shown in FIG. 13 is executed. 15 More specifically, a head-and-shoulders character image 1420b is displayed on the upper image display panel 142. With this, an effect as if an image 1420b of the head and shoulders of a character appears from the lamp body 132 is executed. All LEDs of the LED board 1312a blink in red. 20 With this, the lamp body 132 is in the light emission mode in which the entirety of the lamp body blinks in red. When the number of times the player rubs the lamp body 132 reaches a predetermined number or when 10 seconds elapse after the start of the genie appearance effect, a later 25 described effect shown in FIG. 11 or FIG. 15 is executed 33 and the genie appearance effect ends. [ 00631 When the player's gesture of rubbing the lamp body 132 is "high", an effect shown in FIG. 14 is executed. 5 More specifically, a bust character mage 1420c is displayed on the upper image display panel 142. With this, an effect as if an image 1420c of the upper part of the character appears from the lamp body 132 is executed. All LEDs of the LED board 1312a blink in red. With this, the 10 lamp body 132 is in the light emission mode in which the entirety of the lamp body blinks in red. When the number of times the player rubs the lamp body 132 reaches a predetermined number or when 10 seconds elapse after the start of the genie appearance effect, a later-described 15 effect shown in FIG. 11 or FIG. 15 is executed and the genie appearance effect ends. [ 00641 Note that, in accordance with the player's gesture of rubbing the lamp body 132, the light emission mode of 20 the lamp body 132 may be changed. For example, in accordance with the player's gesture of rubbing the lamp body 132, the blinking speed of the lamp body 132 may be changed. Alternatively, in accordance with the player's gesture of rubbing the lamp body 132, the gesture 25 requirement image 1422 may be changed. For example, in 34 accordance with the player's gesture of rubbing the lamp body 132, the way of flashing the gesture requirement image 1422 may be changed. [ 00651 5 The time in which the effects of FIG. 11 to FIG. 14 are being executed is the time to detect the player's gesture. In other words, the time to detect the player's gesture is either 10 seconds or the time until the number of times the player rubs the lamp body 132 reaches a 10 predetermined number. [ 00661 After the time to detect the player's gesture, an effect of FIG. 15 is conducted if the establishment of an advantageous game state has been determined in advance. 15 More specifically, a from-head-to-belly character image 1420d is displayed on the upper image display panel 142. With this, an effect as if an image 1420c of the head to the belly of the character appears from the lamp body 132 is executed. The LEDs (second light emitting portion) at 20 a central part 1312c of the LED board 1312a emit red light. The remaining LEDs (first light emitting portion) of the LED board 1312a emit green light. The LEDs at the central part 1312c emitting red light illuminate the ellipsoid 1322. As a result, the text "BONUS" is illuminated in red. 25 The other green LEDs illuminate the periphery of the lamp 35 body 132. With this, the BONUS text portion 1324 (second light emitting portion) is emphasized in red whereas the other region (first light emitting portion) of the lamp body 132 is illuminated in green. When the non 5 establishment of an advantageous game state has already been determined, an effect of FIG. 11 is executed. In so doing, the message 1421 and the gesture requirement image 1422 are not displayed. 00671 10 (Determination of Operation by Player) Now, the process of categorizing the player's gesture of rubbing the lamp body 132 as "low", "middle", or "high" will be described. As shown in FIG. 8, three sensors 134 are provided. The sensors are, from right to 15 left, the first sensor, the second sensor, and the third sensor. Each sensor is an optical sensor and is in the ON state when the light received by the light receiving element is blocked by a hand or arm of the player. The sensor is in the OFF state when the light receiving 20 element is receiving light. [ 00681 Referring to FIG. 16, the outline of the operation determination will be described as a flowchart. The operation described in the flowchart below is repeatedly 25 conducted at predetermined timings. In the present 36 embodiment, one second is divided into 60 frames and the operation is conducted in each frame. To begin with, whether the first sensor is in the ON state is determined (S10). When the first sensor is not in the ON state, 5 whether the second sensor is in the ON state is determined (S1l). When the second sensor is not in the ON state, whether the third sensor is in the ON state is determined (S12). As a result, when at least one of the first to third sensors is in the ON state, the stored input 10 information is relocated as previous input, and the latest input information is set to the ON state (S13). On the other hand, when none of the sensors is in the ON state, the stored input information is relocated as previous input, and the latest input information is set to the OFF 15 state (S14). [ 00691 Now, referring to FIG. 17, a flowchart of the determination process in each sensor 134 will be described. To begin with, whether the precedent frame was in the ON 20 state is determined (S20). When the frame was not in the ON state, whether the sensor is currently in the ON state is determined (S21). When the sensor is not currently in the ON state, it is determined that the sensor is in the OFF state (S22) and the process is terminated. On the 25 other hand, when the sensor is currently in the ON state, 37 it is determined that the sensor is in the ON state (S23) and the process is terminated. [ 00701 In S20, when the preceding frame was in the ON state, 5 whether the sensor is currently in the OFF state is determined (S24) . When the sensor is currently in the OFF state, it is determined that the sensor is in the ON state (S23) and the process is terminated. On the other hand, when the sensor is currently not in the OFF state, whether 10 this condition has been maintained for at least consecutive 30 frames is determined (S25). The condition indicates that both the precedent frame was in the ON state and the sensor is currently in the ON state. That is to say, the condition is satisfied when at least the 15 latest 29 frames in the stored input information were in the ON state and the sensor is currently in the ON state. When the condition is satisfied, whether the number of successive frames in the ON state in the stored input information is divisible by "7" (S26) . When divisible by 20 "7", it is determined that the sensor is in the ON state (S27) and the process is terminated. Either when the condition has not been maintained for at least consecutive 30 frames in S24 or the number is not divisible by "7" in S25, it is determined that the sensor is in the OFF state 25 (S24) and the process is terminated. 38 [ 00711 The results of the determinations made with reference to FIG. 16 and FIG. 17 are stored in the detection state storage table. As shown in FIG. 18, the 5 detection state storage table has frame fields and state fields. In the frame fields, the latest frame numbers are serially stored from 1. In the state fields, detected states corresponding to the respective frame numbers are stored. For example, in the case of FIG. 18, the state is 10 the OFF state when the frame is "1". That is to say, this indicates that the preceding detection result was the OFF state. [ 00721 As such, the state detected by the sensor 134 is 15 stored in the detection state storage table. The determination of the player's gesture of rubbing the lamp body 132 is made based on the data stored in this detection state storage table. More specifically, in the initial state, nothing is stored in the state field and 20 the OFF state is set as default. Thereafter, in the first frame after the start of the detection, the ON state or the OFF state is stored in the state field of the frame "1". In the next frame, the data of the state field of the frame "1" is shifted to the state field of the frame 25 "2" and the latest state is stored in the state field of 39 the frame "1". While in the present embodiment the input information is stored for previous 180 frames, the disclosure is not limited to this arrangement. [ 00731 5 The determination of the player's gesture of rubbing the lamp body 132 is made based on data of the latest 10 frames stored in the detection state storage table. More specifically, when all of the 10 frames are the ON state, it is determined that the player's gesture is "high". 10 When 4 to 9 frames out of 10 frames are the ON state, it is determined that the player's gesture is "middle". When 1 to 3 frames out of 10 frames are the ON state, it is determined that the player's gesture is "low". When all of the 10 frames are the OFF state, it is determined that 15 the player does not perform the gesture. 00741 (Re-Spinning Feature Game) Now, the re-spinning feature game executed in B2 and B3 in FIG. 4 will be described. As shown in FIG. 19, when 20 in the reel unit Ml the re-spin symbol 503c is rearranged, the re-spinning feature game is executed as the free game This feature will be detailed by focusing on the upper image display panel 142 and the reel unit Ml. [ 00751 25 In the normal game, a slot game is executed so that 40 the reel unit Ml is driven to rearrange the symbols 501 in the display window 150. As shown in FIG. 21, in the normal game, a palace image 1424a is displayed and a background image 1425a indicating daytime are displayed on 5 the upper image display panel 142. In a lower left part of the upper image display panel 142 are provided a help touch button 410, a language switching touch button 411, a sound volume switching touch button 412, a brightness adjustment button 413, and a denomination button 414. 10 These buttons 410, 411, 412, 413, and 414 are provided from left to right when viewed from the player. [ 00761 The help touch button 410 displays the first page of the help screen, when touched. The help touch button 410 15 is darkened when it is invalid, e.g., during the rotation of the reels. This button is displayed when the normal screen is displayed. The button disappears in the help screen 4101, the free game screen, and the double-up screen. 20 [ 00771 When the language switching touch button 411 is touched, the language is switched between English and Chinese. The language switching touch button 411 is valid only during the advertisement, and is darkened when it is 25 invalid, e.g., during the rotation of the reels. 41 [ 00781 The sound volume switching touch button 412 is used for switching the game sound in three stages. Each time the button is touched, the game sound volume is changed 5 such that small to middle to large to small to middle, and so on. This button is displayed when the normal screen is displayed. The button disappears when the help screen is displayed. [ 00791 10 The brightness adjustment button (brightness button) 413 changes the brightness of the LEDs in three stages (each time the button is pressed, the brightness is changed such that level 3(maximum brightness: 100%)- level 2 (intermediate brightness: 70%) - level 1(minimum 15 brightness: 30%) - level 3, and so on. The brightness adjustment button 413 is displayed when the normal screen is displayed, during the free game, during the gamble game, during residual gamble, and when the help screen is displayed. The button is always active when displayed. 20 The brightness adjustment button 413 is not displayed during the AUDIT. The level of the brightness returns to the default level at the start of the game, at the end of the AUDIT, when the credit becomes zero, and when the advertisement occurs. Until 0.15 second (150msec) elapses 25 from the touch of the brightness adjustment button 413, 42 the brightness adjustment button 413 is inactive. [ 00801 The denomination button 414 displays the current denomination set in the AUDIT. This button is displayed 5 when screens other than the AUDIT are displayed. The setting range of the denomination is, for example, between 0.01 dollar to 10 dollars. [ 0 0811 In the normal game, the re-spinning feature game 10 starts when the re-spin symbol 503c is rearranged on the reel 105 (fifth reel). When another winning has been achieved, the notification of the winning is conducted before the start of the re-spinning feature game. In the re-spinning feature game, the bet-per-line of the 15 immediately preceding normal game is maintained. This re spinning feature game is a free game played only once and no betting is required. [ 00821 First of all, the overall flow of the re-spinning 20 feature game will be described with reference to FIG. 20. The flow is equivalent to the steps B2 to B6 in FIG. 4. To begin with, in the normal game, the re-spin symbol 503c appears on the reel 105 (Bl). As a result, the right to play the free game once is awarded to the player as the 25 re-spinning feature game. The re-spinning feature game is 43 a slot game of rearranging the symbols 501 in a similar manner as the normal game but is advantageous over the normal game. In the present embodiment, the re-spinning feature game is advantageous at least because no betting 5 is required. The feature may be advantageous in another way. [ 00831 As described above, as the re-spin symbol 503c is rearranged in the normal game, the first re-spinning 10 feature game starts (B12) . The bet per line in the re spinning feature game in this case is identical with the value set in the normal game in which the re-spin symbol 503c is rearranged. In the present embodiment, the data table used for symbol random determination is different 15 between the re-spinning feature game and the normal game. Furthermore, the data table used for symbol random determination is different between the re-spinning feature game of the first time and the re-spinning feature game of the second time. More specifically, in the data table 20 used in the re-spinning feature game of the first time, the probability of the rearrangement of the trigger symbol 503b is 0 and hence bonus-in is not triggered in the feature. [ 00841 25 The re-spinning feature game of the second time is 44 executed at least when the re-spin symbol 503c appears in the reel 105 again in the re-spinning feature of the first time. When in the re-spinning feature game of the first time the re-spin symbol 503c appears on the reel 105 (B13), 5 feature random determination is executed (B14). The feature random determination is a process of randomly selecting a bonus game. More specifically, in the feature random determination, expand feature or bonus-in is randomly selected. 10 [ 00851 When the expand feature is selected in the feature random determination, the re-spinning feature game of the second time is not executed and the expand feature is executed (B16). The expand feature is a free game 15 executed once in the same manner as the re-spinning feature game, but is different from the re-spinning feature game in that the wild symbol 503a is always stopped in the reels 101 to 105. [ 00861 20 When the bonus-in is selected in the feature random determination, the re-spinning feature game of the second time is executed (B17) . In the re-spinning feature game of the second time, the trigger symbol 503b which is a bonus symbol is always stopped at the reel 101 (first 25 reel), the reel 103 (third reel), and the reel 105 (fifth 45 reel), the bonus-in is triggered. Now, the display states on the upper image display panel 142 and the reel unit Ml in the re-spinning feature game will be described. [ 0 0871 5 As the re-spinning feature game starts, the variable display (hereinafter, this may be referred to as spinning) of the reels 101, 102, 103, 104, and 105 starts on the reel unit Ml and the display state of the upper image display panel 142 is changed. As shown in FIG. 21, at the 10 center of the upper image display panel 142, a character image 1426 showing Aladdin on the magic carpet is displayed. At the same time, the palace image 1424a is changed to a palace image 1424b in which the size of the palace is larger than that in the palace image 1424a. 15 Furthermore, the background image 1425a is changed to a background image 1425b indicating evening. [ 00881 In this re-spinning feature game, as shown in FIG. 22, when the re-spin symbol 503c is rearranged again on 20 the reel 105 (fifth reel), the presence of a chance is notified by effect sound such as voice. In so doing, the character image 1426 is not displayed. [ 00891 Thereafter, as the re-spin symbol 503c is rearranged, 25 the re-spinning feature game starts again. As the re 46 spinning feature game starts, the spinning of the reels 101 to 105 starts in the reel unit Ml and the display state of the upper image display panel 142 is changed. As shown in FIG. 23, at the center of the upper image display 5 panel 142, the character image 1426 showing Aladdin on the magic carpet is displayed again. At the same time, the palace image 1424b is changed to a palace image 1424c in which the size of the palace is larger than that in the palace image 1424b. Furthermore, the background image 10 1425b is changed to a background image 1425c indicating night. Thereafter, after the character image 1426 disappears, as shown in FIG. 2 and FIG. 20, the expand feature (B5) starts or the bonus-in (B6) is established. Which one of them is executed is randomly determined. The 15 probabilities are 70% for the expand feature and 30% for the bonus-in. 00901 (Bonus-In) Now, the bonus-in ("enchanted lamp bonus") executed 20 in B6 shown in FIG. 4 will be described. As shown in FIG. 24, when the trigger symbol 503b is rearranged in the reels 101, 103, and 105 on the display window 150 of the reel unit Ml, the bonus-in is established so that various bonus game become executable. When the bonus-in is 25 established, as shown in FIG. 25, a smoke image 1427 is 47 displayed to cover the upper image display panel 142. Furthermore, the upper image display panel 142 displays a bonus WIN meter 415 in which credits (that are values after multiplication of bet amount per line (bet per 5 line)) obtained in various bonus games starting from the bonus-in are accumulated. 0091] (Credit Payout Bonus Game) An effect when the credit payout bonus game is 10 executed from the bonus-in will be described. When the credit payout bonus game is executed, the effect shown in FIG. 25 is changed to the effect shown in FIG. 26. That is to say, the smoke image 1427 on the upper image display panel 142 disappears and a credit payout display image 15 1430 is displayed at the center. That is to say, numerical characters appears from the smoke. Thereafter, as shown in FIG. 27, image display is carried out such that additional credit display images 1431 serially move upward from below the credit payout display image 1430. 20 To put it differently, image display is carried out such that a credit appears from the lamp body 132 and is added to the credit payout display image 1430. When the additional credit display image 1431 is overlapped on the credit payout display image 1430, the credit payout 25 display image 1430 indicates a number after the addition 48 of the number indicated by the additional credit display image 1431. [ 00921 Thereafter, as shown in FIG. 28, the additional 5 credit display image 1431 remains below the upper image display panel 142 ("teasing") and the gesture requirement image 1422 is displayed in a lower right part. When the gesture of rubbing the lamp body 132 is detected, an effect of vertically moving the additional credit display 10 image 1431 is executed. That is to say, an effect indicating that the credit is incremented is executed when the player keeps rubbing the lamp body 132. As such, sometimes the number indicated by the additional credit display image 1431 moves in accordance with the rubbing of 15 the lamp body 132 by the player, as a teasing effect. Because the additional credit display image 1431 moves up as the player rubs the lamp body 132, the player feels that he/she obtains the credit through his/her own effort. [ 00931 20 After the effect shown in FIG. 28 or after a predetermined time (e.g., 5 seconds) elapses if the gesture of rubbing the lamp body 132 is not detected, an effect is executed so that the additional credit display image 1431 having remained moves up and is added to the 25 credit payout display image 1430, or the additional credit 49 display image 1431 is moved downward to go out of view. When the credit payout display image 1430 is added, the effect shown in FIG. 28 is repeated until a subsequent additional credit display image 1431 is moved downward to 5 go out of view. [ 00941 When the effect that the additional credit display image 1431 is moved downward to go out of view, the value indicated by the credit payout display image 1430 is added 10 to the bonus WIN meter 415 and the credit payout bonus game ends. Thereafter, after the genie appearance effect explained with reference to FIG. 11 through FIG. 15 is executed, the shifting to the expand bonus game or to the multi-type bonus game occurs if one of thee games will be 15 executed. When none of the expand bonus game and the multi-type bonus game is executed, after the addition to the bonus WIN meter 415 or after the execution of the genie appearance effect explained with reference to FIG. 11 through FIG. 14, an obtained total credit signboard 20 1432 shown in FIG. 29 is displayed and the enchanted lamp bonus ends. 00951 (Pickup Bonus Game) An effect when the pickup bonus game is executed 25 from the bonus-in will be described. When the pickup 50 bonus game is executed, the effect shown in FIG. 25 shifts to the effect shown in FIG. 30. That is to say, the smoke image 1427 disappears from the upper image display panel 142 and three option images 1433 and a message image 1434 5 requesting the selection, and a control panel operation navigation image 1435 are displayed. [ 00961 Thereafter, as shown in FIG. 31, at the same time as one of the three option images 1433 is selected, the 10 message image 1434 and the control panel operation navigation image 1435 disappear and the content of the selected option image 1433 is displayed. Thereafter, as shown in FIG. 32, the obtained credit is added to the bonus WIN meter 415 and the contents of the remaining 15 options are displayed. Thereafter, after the genie appearance effect explained with reference to FIG. 11 through FIG. 15 is executed, the shifting to the expand bonus game or to the multi-type bonus game is conducted if one of these games will be executed. When none of the 20 expand bonus game and the multi-type bonus game is executed, after the addition to the bonus WIN meter 415 or after the execution of the genie appearance effect explained with reference to FIG. 11 through FIG. 14, an obtained total credit signboard 1432 shown in FIG. 33 is 25 displayed and the enchanted lamp bonus ends. 51 00971 (Multi-Type Bonus Game) The multi-type bonus game is a bonus game in which the free game is executable more than once. The following 5 will describe an effect when the multi-type bonus game is executed from the bonus-in or when the multi-type bonus game is executed from the credit payout bonus game or the pickup bonus game. As shown in FIG. 34, as the spinning of the multi-type bonus game starts, a free game counter 10 416 is displayed on the upper image display panel 142 along with the bonus WIN meter 415. In the case of shifting from the credit payout bonus game or the pickup bonus game, the credit obtained in the credit payout bonus game or the pickup bonus game is displayed on the bonus 15 WIN meter 415. [ 00981 In the multi-type bonus game whether to execute the genie appearance effect explained with reference to FIG. 11 through FIG. 15 is randomly determined each time the 20 free game is executed. When the genie appearance effect is not executed, the free game is normally executed. When the genie appearance effect is executed, the character image 1420d is in a different mood in the effect shown in FIG. 15 (see FIG. 35 through FIG. 37). FIG. 35 shows a 25 character image 1420d in a good mood. In this case, the 52 probability of the development to a highly-expected benefit is high. FIG. 36 shows a character image 1420d in a neutral mood. In this case, the probability of the development to a highly-expected benefit is middle. FIG. 5 37 shows a character image 1420d in a bad mood. In this case, the probability of the development to a highly expected benefit is low. [ 00991 Thereafter, as shown in FIG. 38, the character image 10 1420d performs a gesture of casting a spell, and awards a benefit to the player. FIG. 38 is an effect when a fixed payout is awarded. After the displayed fixed payout is added to the bonus WIN meter 415, the character image 1420d disappears. FIG. 39 is an effect when the payout 15 rate is set. When winning is achieved, an obtained credit is multiplied by a value. The character image 1420d disappears when the winning is notified. FIG. 40 shows an effect executed when the number of times of execution of the free game is added. Three option images 1433, a 20 message image 1434 requesting the selection and a control panel operation navigation image 1435 are displayed. Thereafter, as shown in FIG. 41, at the same time as one of the three option images 1433 is selected, the message image 1434 and the control panel operation navigation 25 image 1435 disappear and the content of the selected 53 option image 1433 (i.e., the number of times of execution of the free game to be added) is displayed. The displayed number of times of execution of the free game is added to a free game counter 416. 5 [ 0100] In FIG. 42, furthermore, after an effect of casting a spell is carried out for the five reels, at least one of the reels is changed to the wild symbol 503a. The reel changed to the wild symbol 503a stops first, and then all 10 of the remaining reels stop. [ 0101] When the execution of the free game for the last time ends, notification is performed if winning has been achieved. Thereafter, free game continue challenge is 15 executed. More specifically, the genie appearance effect explained with reference to FIG. 11 through FIG. 14 is executed, and the free game is continued if the character image 1420d is displayed as shown in FIG. 15. When the character image 1420d is not displayed, an obtained total 20 credit signboard 1432 shown in FIG. 33 is displayed and the enchanted lamp bonus ends. [ 01021 As shown in FIG. 43, when the character image 1420d is displayed, the number of times of execution of the free 25 game to be added to the character image 1420d is displayed 54 and this number of times of execution of the free game is added to the free game counter 416 and the free game is continued. 01031 5 (Expand Bonus Game) The expand bonus game is a bonus game in which the free game is executable more than once. The following will describe an effect when the expand bonus game is executed from the bonus-in or when the expand bonus game 10 is executed from the credit payout bonus game or the pickup bonus game. As shown in FIG. 44, as the spinning of the expand bonus game starts, the free game counter 416 is displayed on the upper image display panel 142 along with the bonus WIN meter 415. In the case of shifting 15 from the credit payout bonus game or the pickup bonus game, the credit obtained in the credit payout bonus game or the pickup bonus game is displayed on the bonus WIN meter 415. [ 01041 In the expand bonus game, a character image 1440 20 different from those in other bonus games is displayed. The character image 1440 is always displayed on the upper image display panel 142. As shown in FIG. 45, after the end of the spinning, an effect image in which the character image 1440 casts a spell to the reel is 25 displayed. The wild symbol 503a is a symbol having an 55 area equivalent to three normal symbols 501. When the wild symbol 503a is displayed on at least one region of a reel, all cells of that reel becomes the wild symbol 503a (see FIG. 46). Thereafter, in which reel all cells become the 5 wild symbol 503a is notified. [ 01051 As shown in FIG. 47, after the execution of the free game is finished, an effect showing that the character image 1440 returns to the lamp body 132 is executed. 10 Thereafter, the free game continue challenge is executed. More specifically, the genie appearance effect explained with reference to FIG. 11 through FIG. 14 is executed, and the free game is continued if the character image 1440 is displayed as shown in FIG. 15. When the character image 15 1440 is not displayed, an obtained total credit signboard 1432 shown in FIG. 33 is displayed and the enchanted lamp bonus ends. [ 01061 As shown in FIG. 43, when the character image 1440 20 is displayed, the number of times of execution of the free game to be added to the character image 1440 is displayed and the number of times of execution of the free game is added to the free game counter 416 and the free game is continued. 25 [ 01071 56 (Expand Feature) After the re-spinning feature game is executed consecutively twice, the expand feature is executed if the bonus-in is not established. As shown in FIG. 48, when 5 the expand feature starts, the character image 2441 is displayed and the wild symbols 503a stop at all cells of at least one of the reels 101 to 105. All of the wild symbol 503a stops at the center positions (i.e., the cells at the centers of the respective reels). As a result, the 10 entirety of the reel becomes WILD. The bet per line in the expand feature is identical with the value set in the re-spinning feature game of the first time. That is to say, the value set in the normal game in which the re-spin symbol 503c is rearranged is used. On which one of the 15 reels 101 to 105 the wild symbol 503a stops is randomly determined. The symbols of the reel in which the wild symbol 503a does not stop are randomly determined based on a data table. The data table used in the expand feature is arranged so that the probabilities of the stop of the 20 trigger symbol 503b and the re-spin symbol 503c are zero, and hence neither the bonus-in nor the re-spinning feature game is obtainable. 01081 (Function Flow of Gaming Machine 300: Slot Machine) 25 The gaming machine 300 arranged as above includes, 57 as shown in FIG. 2, slot machines 10 and an external controller 621 (center controller 200) connected to the slot machines 10 to be able to communicate therewith. The external controller 621 is able to communicate with the 5 slot machines 10 provided in a hall. [ 0109] Each slot machine 10 includes a BET button 601, a spin button 602, and a display 614 (such as a lower image display panel 141 shown in FIG. 1), and further includes a 10 game controller 100 configured to control these units. The BET button 601 and the spin button 602 are kinds of input devices. The slot machine 10 further includes a transceiver unit 652 that makes it possible to perform data communication with the external controller 621. 15 [ 0110] The BET button 601 above has a function of receiving a bet amount input by the player. The spin button 602 has a function of receiving an instruction to start a game such as a normal game in response to an operation by the 20 player, i.e., a start operation. The display 614 has a function of displaying still image information such as various symbols 501, numbers, and characters and moving image information such as effect movies. Furthermore, the display 614 has a touch panel 69 as an input device, and 25 has a function of receiving various instructions input by 58 a pressing operation by the player. The display 614 has a symbol display region 614a, an image display region 614b, and a common game display region 614c. The symbol display region 614a displays a reel screen including the symbols 5 501 shown in FIG. 1. The image display region 614b displays various types of effect image information (including the common indication effect and the individual indication effect) executed during a game, by means of moving images and still images.. The common game display 10 region 614c displays a common game. [ 0111] Although in the present embodiment the symbol display region 614a, the image display region 614b, and the lower image display panel 141 are provided on the same 15 screen, the disclosure is not limited to this arrangement. The common game display region 614c may be formed together with the symbol display region 614a and the image display region 614b, or may appear as a substitute only when a common game is run. 20 [ 01121 The game controller 100 includes a coin insertion/start-check unit 603, a normal game running unit 605, a bonus game start determining unit 606, a bonus game execution unit 607, a random number sampling unit 615, a 25 symbol determining unit 612, an effect-use random number 59 sampling unit 616, an effect determining unit 613, a speaker unit 617, a lamp unit 618, a winning determining unit 619, a payout unit 620, and an indication effect unit 651. 5 [ 01131 The normal game running unit 605 has a function of running a normal game when an operation of the BET button 601 is made. The bonus game start determining unit 606 determines whether to run a bonus game, based on a 10 combination of the symbols 501 rearranged in the normal game. That is to say, the bonus game start determining unit 606 has a function of determining that a bonus game is obtained when a trigger symbol 503b or the like is rearranged in a predetermined condition, and shifting the 15 process to the bonus game execution unit 607 so that a bonus game is run from the next unit game. [ 01141 It is noted that "unit game" is a series of operations from the start of the receiving of a bet to a 20 state in which an award can be established. For example, a unit game in the normal game includes a single bet time for receiving a bet, a single game time of rearranging stopped symbols 501, and a single payout time of a payout process of awarding a payout. A unit game in the normal 25 game is termed unit normal game. 60 [ 01151 The bonus game execution unit 607 has a function of running a bonus game in which a free game is repeated only by an operation of the spin button 602. 5 [ 01161 The symbol determining unit 612 has functions of: determining symbols 501 to be rearranged with reference to a random number from the random number sampling unit 615; rearranging the determined symbols 501 on the symbol 10 display region 614a of the display 614; outputting rearrangement information of the symbols 501 to the winning determining unit 619 and the indication effect unit 651; adding an increased specific symbol 503 to the symbols 501 that are used for symbol determination; 15 replacing at least one of the symbols 501 used for the symbol determination with at least a part of the increased specific symbol; and outputting an effect specifying signal to the effect-use random number sampling unit 616 based on the state of the rearrangement of the symbols 501. 20 [ 01171 The effect-use random number sampling unit 616 has a function of sampling an effect random number when receiving an effect instruction signal from the symbol determining unit 612 and a function of outputting the 25 effect random number to the effect determining unit 613. 61 The effect determining unit 613 has a function of determining the effect content by using the effect random number, an effect of outputting the image information of the determined effect content to the image display region 5 614b of the display 614, and a function of outputting audio/light information of the determined effect content to the speaker unit 617 and the lamp unit 618. [ 01181 The winning determining unit 619 has a function of 10 determining the presence of winning when obtaining rearrangement information of the symbols 501, which is a display state of rearrangement on the display 614, a function of calculating a payout amount based on the winning combination when it is determined that winning is 15 achieved, and a function of outputting a payout signal to the payout unit 620 based on the payout amount. The payout unit 620 has a function of paying out a gaming value to the player, in the form of a coin, a medal, a credit, or the like. Furthermore, the payout unit 620 has 20 a function of adding credit data corresponding to the credit to be paid out to credit data stored in an IC card inserted into the later-described PTS terminal 700. [ 0119] The indication effect unit 651 has a function of 25 executing an indication effect indicating the winning of 62 the second bonus game during the execution of the first bonus game (when the last selection game is executed). Furthermore, the indication effect unit 651 may have functions of executing various indication effects at 5 predetermined probabilities and executing an indication effect of indicating the winning of various bonus games and the types of the bonus games. Furthermore, the indication effect unit 651 may have a function of randomly determining whether to execute various indication effects 10 based on rearrangement information of the symbols 501 when the rearrangement information is obtained and a function of executing various indication effects by using the display 614 and output mechanisms of the top box 12 such as the speaker unit 617 and the lamp unit 618. 15 [ 01201 In addition to the above, the game controller 100 includes a storage unit 661 that stores various types of bet amount data. The storage unit 661 stores data in a rewritable manner, e.g., a hard disc device and a memory. 20 [ 01211 In addition to the above, the game controller 100 has a common game running unit 653. The common game running unit 653 has functions of: outputting bet amount information based on a bet amount bet on a normal game to 25 the external controller 621 in each unit base game; 63 executing a common game in response to a game start command from the external controller 621; and receiving a bet input through the BET button 601 for a bet amount corresponding to bet amount data for a common game, which 5 is stored in the storage unit 661 and is bettable on a common game. [ 01221 In addition to the above, the game controller 100 is connected to the PTS terminal 700. The PTS terminal 700 10 is a unit in which an LCD, a microphone, a human detection camera, etc. are integrated, and has, for example, a function of executing an effect for a game by mutual communications with the game controller 100. In particular, the PTS terminal 700 has a card slot to which 15 an IC card can be inserted. With this, the player is able to insert a IC card into the card slot and use the credits stored in the IC card in the slot machine 10. [ 01231 In addition to the above, when receiving credit data 20 from the PTS terminal 700, the game controller 100 updates the credit display on the display 614. Furthermore, the game controller 100 outputs settled credit data too the PTS terminal 700 when the credits on a game are settled. [ 01241 25 Furthermore, the PTS terminal 700 of each of the 64 slot machines 10 constituting the gaming machine 300 is connected to the management server 800 to be able to communicate each other, and centrally manages the download of images, IC cards and credits. 5 [ 01251 (Function Flow of Gaming Machine 300: External Controller) The slot machine 10 arranged as above is, as shown in FIG. 3, connected to the external controller 621. The 10 external controller 621 has a function of remotely operating and monitoring the operation state of each slot machine 10 and processes such as changes in game setting values. Furthermore, the external controller 621 has a function of determining a common game start condition for 15 each gaming terminal which is the slot machine 10, and executing a common game at a plurality of slot machines 10 when a determination result at any gaming terminal satisfies the common game start condition. [ 01261 20 More specifically, the external controller 621 includes a common game start unit 6213, a gaming terminal selection unit 6215, and a transceiver unit 6217. The common game start unit 6213 has functions of: determining whether the common game start condition is established 25 based on the accumulated bet amount information sent from 65 the slot machine 10 in each unit base game; outputting a game start command to a plurality of slot machines 10; and displaying on the common display device 622 states until the common game start condition is established. 5 [ 01271 The determination as to whether the common game start condition is established is based on the accumulated bet amount information or based on all accumulated values that increase as the unit base game is repeated. For 10 example, the number of times of running the base game and the game time of the base game may be used as the accumulated values. [ 01281 In addition to the above, the common game start unit 15 6213 has a function of outputting a game start command to the slot machine 10 in which an accumulated value that increases as a result of the repetition of the base game satisfies a game running condition. With this, because the right to participate in the common game is not awarded 20 to a slot machine 10 in which the accumulated value is lower than the minimum setting value, the common game start unit 6213 motivates the player to actively repeat the base game. [ 01291 25 In addition to the above, the common game start unit 66 6213 has a function of monitoring a non-input time in which no start operation is performed, and outputting the game start command to the slot machines 10 except to the slot machine 10 in which the non-input time is equal to or 5 longer than a timeout time. With this, the common game start unit 6213 is able to determine that no player is at a slot machine 10 where the base game has not been played at least for the timeout time, and able to avoid the execution of the common game at such a slot machine 10. 10 [ 01301 The gaming terminal selection unit 6215 has a function of selecting a specific slot machine 10 from the slot machines 10 and outputting a common game start command signal to that specific slot machine 10. The 15 common game start command signal provides the specific slot machine 10 with the right to start the common game. The transceiver unit 6217 has a function of exchanging data with the slot machines 10. 01311 20 (Operations of Gaming Machine 300) The operations of the gaming machine 300 having the functional blocks above will be described. While in the present embodiment the "gaming terminal" shown in the flowcharts indicates a slot machine 10 executing a slot 25 game, the disclosure is not limited to this arrangement. 67 01321 (Operations of Slot Machine 10) A slot machine 10 which is a gaming terminal executes terminal-side processes (Al) to (A7) . More 5 specifically, to begin with, a base game process (e.g., normal game) is executed (Al) . That is, a series of operations below are executed. 01331 (Coin-Insertion/Start-Check) 10 First, the slot machine 10 checks whether or not a BET button 601 has been pressed by a player, and subsequently checks whether or not a spin button 602 has been pressed by the player. 01341 15 (Symbol Determination) Next, when a spin button unit 602 has been pressed by the player, the slot machine 10 extracts a random number for symbol determination, and determines symbols 501 to be displayed for the player at the time of stopping 20 the scroll of the symbol array, for respective video reels displayed on a display unit 614. 01351 (Symbol Display) Then the slot machine 10 starts the scroll of the 25 symbol array of each video reel, and stops the scroll so 68 that the determined symbols 501 are displayed for the player. 01361 (Winning Determination) 5 Subsequently, as the rotation of the symbol array of each video reel is stopped, the slot machine 10 determines whether the combination of the symbols 501 displayed for the player is a combination related to winning. 01371 10 (Payout) When the combination of the symbols 501 displayed for the player is a combination related to winning, the slot machine 10 offers, to the player, benefit according to the combination. 15 [ 01381 For example, when a combination of symbols 501 related to a payout of coins has been displayed, the slot machine 10 pays out coins of the number corresponding to the combination of symbols 501 to the player. 20 [ 01391 Subsequently, whether to win a bonus combination is determined. When winning the bonus combination, a bonus game process is executed. On the other hand, when not winning the bonus combination, the normal game is run 25 again. During a period in which the base game including 69 such a normal game and bonus game is being run, execution state information indicating the start and end of the unit game such as the normal game and the bet amount on the unit game is transmitted to the external controller 621. 5 With this, the external controller 621 centrally manages the execution state information of each slot machine 10. 01401 (Operation of External Controller 621) When the slot machines 10 operate as above, the 10 external controller 621 executes the following center-side processes in synchronization with the slot machines 10. [ 01411 To begin with, the external controller 621 receives the execution state information from each slot machine 10 15 and obtains the execution state of the base game. Thereafter, based on the number of the repetition of the base game, the accumulated bet amount, or the like, whether the common game start condition is established at any slot machine 10 is determined. When the common game 20 start condition is not established, the acquisition of the execution state of the base game at each slot machine 10 is continued. [ 01421 In the meanwhile, when the common game start 25 condition is established, the game start command is 70 simultaneously output to the slot machines 10 that satisfy the game running condition. Thereafter, a specific slot machine 10 is selected from the slot machines 10 satisfying the game running condition, and a common game 5 start right instruction is output to the specific slot machine 10 (B4). [ 01431 Thereafter, the external controller 621 waits for the common game start command to be supplied from the 10 specific slot machine 10. Upon receiving the common game start command, the result of the common game is determined as a game result. The game result is, for example, win, lose, or draw. When the game result is not draw, at least a part of a draw game result is skipped among a series of 15 temporarily-stored game results, and the remaining game results are serially output to the slot machines 10, as game result information. [ 01441 Thereafter, based on the winning or losing game 20 result, whether to win in the common game is determined. When lost, the execution state of the base game at each slot machine 10 is newly obtained. On the other hand, when won, a payout amount is calculated based on the bet amount bet on the common game at each slot machine 10, and 25 the payout amount is sent to each slot machine 10 as 71 payout information. 01451 (Mechanical Structure of Slot Machine) Referring to FIG. 49, the overall structure of the 5 slot machine 10 will be described. [ 01461 A coin, a bill, or electrically valuable information corresponding to these is used as a gaming value in the slot machine 10. In the present embodiment, in particular, 10 credit-related data such as money data stored in an IC card is used. [ 01471 The slot machine 10 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a 15 main door 13 provided at the front surface of the cabinet 11. [ 01481 On the main door 13, a symbol display device termed lower image display panel 141 is provided. The symbol 20 display device is constituted by a mechanical reel unit Ml. A display window 150 of the reel unit Ml is constituted by 15 display blocks 28 forming a matrix of 5 columns and 3 rows. The three display blocks 28 of each column form reels 101 to 105. On each of the reels 101 to 105, three 25 display blocks 28 move downward with changes in speed, so 72 that the symbols 501 on the display blocks 28 are vertically rotated (variably displayed) and then stopped, in other words, the symbols are rearranged. [ 01491 5 While the present embodiment the slot machines 10 are so-called mechanical slot machines, some of the reels 101 to 105 in the slot machines 10 of the present invention may be replaced by so-called video reels. [ 01501 10 Below the lower image display panel 141 is provided a control panel 30. The control panel 30 is provided with buttons, a coin entry 21 for inserting coins into the cabinet 11, and a bill entry 22. Details of the control panel 30 will be given later. 15 [ 01511 On the lower front surface of the main door 13, i.e., below the control panel 30, a belly glass 19 on which a character of the slot machine 10 or the like is depicted are provided. Between the lower image display panel 141 20 and the control panel 30, the PTS terminal 700 is attached. In the PTS terminal 700, devices having a microphone function, a camera function, a speaker function, a display function and the like form a single unit. More specifically, the PTS terminal 700 includes an LCD, a 25 human detection camera, a microphone, a bass reflex 73 speaker, or the like. The human detection camera makes it possible to detect the presence of a player by the camera function. The microphone is used for the player's participation in a game by voice and the authentication of 5 a player by voice recognition. The speaker produces sound effects in games and outputs notification sound when an IC card is left inserted. Furthermore, the speaker outputs notification sound when an inserted IC card is not authenticated. 10 [ 01521 In addition to the above, the PTS terminal is provided with an LED and a card insertion slot. The LED emits light with plural colors to notify the remaining number of IC cards in a card stacker. The card insertion 15 slot has a mechanism of allowing IC cards to be inserted and ejected. The IC card has a display region. The IC card is completely inside the machine when the player is playing games, and is ejected to expose the display region at the time of the settlement. This allows the player to 20 recognize the credit-related data such as updated money data. Alternatively, the IC card may be arranged to expose the display region not to be completely inserted, even when the player is playing games. This allows the player to always recognize the update of the credits 25 during games. 74 [ 01531 When it is confirmed by the human detection camera that no player is present at the time of the settlement of the credits, the IC card is drawn into and stored in the 5 card stacker. With this arrangement, the IC card is not left inserted for a long time, even if the player left the machine without taking the IC card after recognizing that the remaining credits on the display region are small. [ 01541 10 On the upper part of the slot machine 10 is provided the top box 12. The top box 12 is provided with the above-described lamp body unit 131. [ 01551 In addition to the above, the top box 12 is provided 15 with speakers 112 and 112 (output mechanisms) that are symmetrical crosswise. 01561 (Configuration of Circuit in Gaming Machine 300) Now, referring to FIG. 50, the configuration of a 20 circuit in the gaming machine 300 will be described. A gaming board 50 is provided with: a CPU 51, a ROM 52, and a boot ROM 53, which are mutually connected by an internal bus; a card slot 55 corresponding to a memory card 54; and an IC socket 57 corresponding to a GAL 25 (Generic Array Logic) 56. 75 [ 01571 The memory card 54 includes a non-volatile memory, and stores a game program and a game system program. The game program includes a program related to game 5 progression, a random determination program, tables, and a program for producing effects by images and sounds. [ 01581 Further, the card slot 55 is configured so that the memory card 54 can be inserted thereinto and removed 10 therefrom, and is connected to a motherboard 70 by an IDE bus. [ 01591 The GAL 56 is a type of PLD (Programmable Logic Device) having a fixed OR array structure. The GAL 56 is 15 provided with a plurality of input ports and output ports, and predetermined input into the input port causes output of the corresponding data from the output port. [ 01601 Further, the IC socket 57 is configured so that the 20 GAL 56 can be inserted thereinto and removed therefrom, and is connected to the motherboard 70 by a PCI bus. The contents of the game to be played on the gaming machine 300 can be changed by replacing the memory card 54 with another memory card 54 having another program written 25 therein or by rewriting the program written into the 76 memory card 54 as another program. [ 01611 The CPU 51, the ROM 52 and the boot ROM 53 mutually connected by the internal bus are connected to the 5 motherboard 70 by a PCI bus. The PCI bus enables a signal transmission between the motherboard 70 and the gaming board 50, and power supply from the motherboard 70 to the gaming board 50. [ 01621 10 The ROM 52 stores an authentication program. The boot ROM 53 stores a pre-authentication program, a program (boot code) to be used by the CPU 51 for activating the pre-authentication program, and the like. [ 01631 15 The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The pre authentication program is a program for authenticating the aforementioned authentication program. The authentication 20 program and the pre-authentication program are written along a procedure (authentication procedure) for proving that the program to be the subject has not been falsified. [ 01641 The motherboard 70 is provided with a main CPU 71, a 25 ROM 72, a RAM 73, and a communication interface 82. 77 [ 01651 The ROM 72 includes a memory device such as a flash memory, and stores a program such as BIOS (Basic Input/Output System) to be executed by the main CPU 71, 5 and permanent data. When the BIOS is executed by the main CPU 71, processing for initializing predetermined peripheral devices is conducted; further, through the gaming board 50, processing of loading the game program and the game system program stored in the memory card 54 10 is started. [ 01661 The RAM 73 stores data used for the operation of the main CPU 71 and programs. For example, when the processing of loading the aforementioned game program, 15 game system program or authentication program is conducted, the RAM 73 can store the program. The RAM 73 is provided with working areas used for operations in execution of these programs. Examples of the areas include: an area that stores the number of games, the number of bets, the 20 number of payouts, the number of credits and the like; and an area that stores symbols randomly determined. [ 01671 The communication interface 82 is for communicating with the external controller 621 such as a server, through 25 the communication line. Further, the motherboard 70 is 78 connected with a later-described door PCB (Printed Circuit Board) 90 and a body PCB 110 by respective USBs. The motherboard 70 is also connected with a power supply unit 81. 5 [ 01681 When the power is supplied from the power supply unit 81 to the motherboard 70, the main CPU 71 of the motherboard 70 is activated, and then the power is supplied to the gaming board 50 through the PCI bus so as 10 to activate the CPU 51. [ 01691 The door PCB 90 and the body PCB 110 are connected with input devices such as a switch and a sensor, and peripheral devices the operations of which are controlled 15 by the main CPU 71. [ 01701 The door PCB 90 is connected with a control panel 30, a reverter 91, a coin counter 92C and a cold cathode tube 93. 20 [ 01711 The control panel 30 is provided with a change switch 31S, a cashout switch 32S, a help switch 33S, a 1 BET switch 34S, a 2-BET switch 35S, a 3-BET switch 36S, a 4-BET switch 37S, a 5-BET switch 37S, a gamble switch 45S, 25 and a start switch 46S to correspond to the respective 79 buttons described above. Each of the switches outputs a signal to the main CPU 71 upon detection of press of the button corresponding thereto by the player. [ 01721 5 The coin counter 92C checks if the material, the shape or the like of an inserted coin is proper, and outputs a signal to the main CPU 71 when a proper coin is detected. An improper coin is ejected through the coin payout exit 18. 10 [ 01731 The reverter 91 operates based on a control signal output from the main CPU 71, and distributes valid coins validated by the coin counter 92C into a hopper 113 or a cash box (not illustrated). That is, coins are 15 distributed into the hopper 113 when the hopper 113 is not filled with coins, while coins are distributed into the cash box when the hopper 113 is filled with coins. [ 01741 The cold cathode tube 93 functions as a backlight 20 installed on the rear face side of the upper image display panel 142, and lights up based on a control signal output from the main CPU 71. [ 01751 The body PCB 110 is connected with the lamp 111, the 25 speaker 112, the hopper 113, the coin detecting portion 80 113S, the touch panel 69, the bill entry 22, the graphic board 130, the index detection circuit 151, the position change detection circuit 152, the backlight control circuit M10, the motor driving circuit 153, the ticket 5 printer 171, the card reader 172, the key switch 173S, and the data displayer 174. The index detection circuit 151, the position change detection circuit 152, the motor driving circuit 153, and the backlight control circuit M10 are connected with the reel unit Ml. 10 [ 01761 The lamp 111 is turned on in response to a control signal output from the main CPU 71. The speakers 112 output BGM sound or the like in accordance with a control signal output from the main CPU 71. 15 [ 01771 The hopper 113 operates based on a control signal output from the main CPU 71, and pays out coins of the specified number of payouts from the coin payout exit to a coin payout exit 18. The coin detecting portion 113S 20 outputs a signal to the main CPU 71 upon detection of coins paid out by the hopper 113. [ 01781 The touch panel 69 detects a position touched by a finger or the like of the player, and outputs a position 25 signal corresponding to the detected position to the main 81 CPU 71. When receiving a genuine bill, the bill entry 22 outputs a signal indicating the amount of the bill to the main CPU 71. [ 01791 5 The graphic board 130 controls display of images conducted by the lower image display panel 141, based on a control signal output from the main CPU 71. The graphic board 130 is provided with the VDP generating image data based on a control signal outputted from the main CPU 71, 10 the video RAM temporarily storing the image data generated by the VDP, and the like. [ 01801 The motor driving circuit 153 is provided with a FPGA (Field Programmable Gate Array) 155 and a driver 154. 15 The motor driving circuit 153 is connected to a stepper motor that rotates the reels 101, 102, 103, 104, and 105. [ 01811 The FPGA155 is a programmable electronic circuit such as LSI and functions a s control circuit of the 20 stepper motor. The driver 154 functions as a circuit for amplifying pulses input to the stepper motor. [ 01821 The index detection circuit 151 detects the positions of the rotating reels 101, 102, 103, 104, and 25 105, and is able to detect the step out of the reels 101, 82 102, 103, 104, and 105. [ 01831 The position change detection circuit 152 detects changes in the stop positions of the reels 101, 102, 103, 5 104, and 105 after the reels 101, 102, 103, 104, and 105 stop the rotation. For example, the position change detection circuit 152 detects a change in the stop positions of the reels 101, 102, 103, 104, and 105 when, even if a combination of symbols 501 does not relate to 10 winning, a stop position is changed to form a winning combination of the symbols 501 by an external unfair action. The position change detection circuit 152 is arranged to be able to detect a change in the stop positions of the reels 101, 102, 103, 104, and 105 by 15 detecting fins (not illustrated) attached to the inside of each of the reels 101, 102, 103, 104, and 105 at predetermined intervals. [ 01841 Non-limiting examples of the excitation method of 20 the stepper motor include 1-2 phase excitation and 2-phase excitation. A DC motor may be used in place of the stepper motor. When the DC motor is used, the body PCB 110 is connected to an error counter, a D/A converter, and a servo amplifier in this order, and the DC motor is 25 connected to the servo amplifier. The rotational position 83 of the DC motor is detected by a rotary encoder, and the data of the current rotational position is supplied from the rotary encoder to the error counter. [ 01851 5 The backlight control circuit M10 is connected to the backlight source M70 of each backlight unit M7 to supply a driving power thereto. Based on an instruction from the main CPU 71, the backlight control circuit M10 changes the amount of illumination light emitted from the 10 backlight source M70 in plural stages. The five backlight units M7 provided on the inner circumferential surfaces of the reels 101, 102, 103, 104, and 105 are able to individually output illumination light from 15 backlight sources M70 to 15 symbols 501 stopped on the display 15 window 150, through the backlight control circuit M10. [ 01861 The ticket printer 171 prints a barcode, in which data such as the credits stored in the RAM73, date and time, and the identification number of the gaming machine 20 300 is encoded, on a ticket based on a control signal output from the main CPU 71, and outputs the ticket as a barcoded ticket 175. [ 01871 The card reader 172 reads data stored in a card 25 inserted in the card slot 176 and sends the data to the 84 main CPU 71, and performs data writing based on a control signal from the data main CPU 71. [ 01881 The key switch 173S is provided in the keypad 173, 5 and outputs a predetermined signal to the main CPU 71 when the keypad 173 has been operated by the player. [ 01891 The data displayer 174 displays data read by the card reader 172 and data inputted by the player through 10 the keypad 173, based on a control signal outputted from the main CPU 71. 0190] (Symbols, Combinations, or the like) The symbols 501, which are displayed on pseudo reels 15 101 to 105 of the slot machine 10, form a symbol array. Each symbol 501 constituting the symbol array has a code number for identifying that symbol 501. [ 0191] The three successive symbols 501 in the symbol array 20 are displayed (provided) at the upper stage, the central stage, and the lower stage of the display region of each of the reels 101 to 105, so that a symbol matrix of 5 columns and 3 rows is formed on the display window 150. The symbols 501 forming the symbol matrix start to scroll 25 (spin) at least when a game starts in response to the 85 pressing of the start button 46. After a predetermined time elapses from the start of the scroll, the scroll of the symbols 501 stops (rearrangement). [ 01921 5 In addition to the above, for the symbols 501, various winning combinations are set in advance. A winning combination indicates that an award is established. A winning combination is a combination in which symbols 501 having stopped on a payline L is advantageous for the 10 player. The advantageous state indicates states such as a state that coins corresponding to the winning combination are paid out, a state that the number of coins to be paid out is added to the credits, and a state that a bonus game starts. 15 [ 01931 The winning combination in the present embodiment is a combination in which a predetermined number or more of symbols 501 of at least one type are rearranged on an activated payline L. When a particular type of symbols 20 501 is set as a scatter symbol, a winning combination is established when a predetermined number or more of such scatter symbols are rearranged, no matter whether a payline L is activated or not. [ 01941 25 In the present embodiment, the types of the symbols 86 are wild symbols 503a "WILD", "PALACE", "CAMEL", "SWORD", "A (ACE) ", "K (KING", "Q (QUEEN) ", "J (JACK", and "10 (TEN", a trigger symbol 503b "ENCHANTED LAMP (BONUS)", and a re-spin symbol 503c "RING (RESPIN)". 5 [ 01951 (Details of Display Screen: Payline Box) The lower image display panel 141 described above forms, as shown in FIG. 51, payline boxes in the display window 150. As the payline boxes forming three rows and 10 five columns are combined, 30 paylines L are formed. 01961 (Data Tables) A game result and the content of an effect of a game executed by the gaming machine 300 are determined based on 15 random determination conducted with reference to data tables. The following will describe such data tables. 01971 (Data Table: Expand Feature Weight Table) An expand feature weight table (see FIG. 52) is a 20 table used for determining in which reels 101 to 105 (Ri to R5) the wild symbol 503a is stopped in the expand feature. It is noted that, "WILD" indicates that wild symbol 503a stops whereas "/WILD" indicates that the wild symbol 503a does not stop. Each of the stop patterns of 25 the wild symbol 503a is provided with a weight, and the 87 winning probability of each pattern is calculated by dividing the total weights by each weight. 01981 (Data Table: Credit Payout Bonus Game Table) 5 A credit payout bonus game table (see FIG. 53) is a table for determining a credit payout to be obtained in a credit payout bonus game. 0199] (Data Table: Pickup Bonus Game Payout Table) 10 A pickup bonus game payout table (see FIG. 54) is a table showing the list of credit payouts included in three options in a pickup bonus game. 02001 (Data Table: Pickup Bonus Game Development Table) 15 A pickup bonus game development table (see FIG. 55) is a table for determining the type of a bonus game included in three options, in the pickup bonus game. 02011 (Data Table: Pickup Bonus Game Redevelopment Table) 20 A pickup bonus game redevelopment table (see FIG. 56) is a table for randomly determining redevelopment to the bonus game when the development to the bonus is not achieved in three options in the pickup bonus game. 02021 25 (Data Table: Expand Wild Occurrence Random 88 Determination Table) An expand wild occurrence random determination table (see FIG. 57) is a table for determining whether to execute an expand bonus game. 5 [ 02031 (Data Table: Expand Wild Rank Determination Table) An expand wild rank determination table (see FIG. 58) is a table for executing preliminary random determination for determining in which reels 101 to 105 10 the wild symbol 503a is stopped in the expand bonus game. 02041 (Data Table: Expand Wild Random Determination Table (LOW)) An expand wild random determination table (LOW) (see 15 FIG. 59) is a table for determining the stop position of the wild symbol 503a when in the expand bonus game "LOW" is selected in the expand wild rank determination table. 02051 (Data Table: Expand Wild Random Determination Table 20 (MIDDLE)) An expand wild random determination table (MIDDLE) (see FIG. 60) is a table for determining the stop position of the wild symbol 503a when in the expand bonus game " MIDDLE" is selected in the expand wild rank determination 25 table. 89 02061 (Data Table: Expand Wild Random Determination Table (HIGH) ) An expand wild random determination table (HIGH) 5 (see FIG. 61) is a table for determining the stop position of the wild symbol 503a when in the expand bonus game " HIGH" is selected in the expand wild rank determination table. 02071 10 (Data Table: Expand Wild Revival Random Determination Table) An expand wild revival random determination table (see FIG. 62) is a table for determining whether the game is continued, when in the expand bonus game the number of 15 times of execution of the free game becomes 0. 02081 (Data Table: Expand Wild Additional Number of Execution Random Determination Table) The expand wild additional number of execution 20 random determination table (see FIG. 63) is a table for determining the number of times of execution of the free game to be added, when in the expand bonus game the free game is continued. 02091 25 (Data Table: Multi-Type Bonus Game Benefit Random 90 Determination Table) A multi-type bonus game benefit random determination table (see FIG. 64) is a table for randomly determining a benefit awarded to the player in the multi-type bonus game. 5 [ 02101 (Data Table: Multi-Type Bonus Game Fixed Payout Random Determination Table) A multi-type bonus game fixed payout random determination table (see FIG. 65) is a table for randomly 10 determining a value when a fixed payout is awarded as a benefit to the player in the multi-type bonus game. 02111 (Data Table: Multi-Type Bonus Game Random Determination Table) 15 A multi-type bonus game random determination table (see FIG. 66) is a table for randomly determining an option when the number of times of execution of the free game is added as a benefit to the player in the multi-type bonus game. 20 [ 02121 (Data Table: Multi-Type Bonus Game Additional Number of Execution Type Table) A multi-type bonus game additional number of execution type table (see FIG. 67) is a table for randomly 25 determining the type of an option when the number of times 91 of execution of the free game is added as a benefit to the player in the multi-type bonus game. 02131 (Data Table: Multi-Type Bonus Game Line Payout Rate 5 Random Determination Table) A multi-type bonus game line payout rate random determination table (see FIG. 68) is a table storing the type of an option when the number of times of execution of the free game is added as a benefit to the player in the 10 multi-type bonus game. 02141 (Data Table: Multi-Type Bonus Game Revival Random Determination Table) A multi-type bonus game revival random determination 15 table (see FIG. 69) is a table for determining whether to continue the game, when the number of times of execution of the free game becomes zero in the multi-type bonus game. 02151 (Data Table: Multi-Type Bonus Game Additional Number 20 of Execution Random Determination Table) A multi-type bonus game additional number of execution random determination table (see FIG. 70) is a table for determining the number of times of execution of the free game to be added, when the free game is continued 25 in the multi-type bonus game. 92 02161 (Data Table: Normal Game Symbol Random Determination Table) A normal game symbol random determination table (FIG. 5 71) is a table for randomly determining symbols used in the base game. 02171 (Data Table: Re-Spinning Feature First Time Symbol Random Determination Table) 10 A re-spinning feature first time symbol random determination table (FIG. 72) is a table for randomly determining symbols used in the re-spinning feature of the first time. 02181 15 (Data Table: Re-Spinning Feature Second Time Symbol Random Determination Table) A re-spinning feature second time symbol random determination table (see FIG. 73) is a table for randomly determining symbols used in the re-spinning feature of the 20 second time. 02191 (Data Table: Multi Bonus Common Symbol Random Determination Table) A multi bonus common symbol random determination 25 table (see FIG. 74) is a table for randomly determining 93 symbols used in the multi-type bonus game. 02201 (Data Table: Multi Bonus Payout Rate Symbol Random Determination Table) 5 A multi bonus payout rate symbol random determination table (see FIG. 75) is a table for randomly determining symbols used in the multi-type bonus game. 02211 (Data Table: Expand Symbol Random Determination 10 Table) An expand symbol random determination table (see FIG. 76) is a table for randomly determining symbols used in the expand feature, the expand bonus game, and the multi type bonus game. 15 [ 02221 (Other Arrangements) Arrangements other than the above will be described below. 0 2231 20 (VFD) FIG. 77 shows a display screen of a VFD 177 of the PTS terminal 700. At the center of the VFD 177 is provided a game status area 1620 for displaying the status of the game. The game status area 1620 displays a bonus 25 state 1621, a winning detail 1622, an obtained credit 1623, 94 or the like. Furthermore, credits, the total number of bets, denomination, lines, bet, and the WIN meter are displayed. 02241 5 (WIN PLATE) When a winning is achieved, the text "WIN XXX CREDITS" is displayed. The WIN information is displayed such that "LINE 123 WIN = 123456", "LINE 123 WIN x 12 = 123456", and "TOTAL WIN = 123456". When a two-line 10 winning is achieved in the normal game, all lines are simultaneously illuminated for one second. The adjustment of the number of seconds is carried out. More specifically, a line WIN frame is illuminated for 0.5 second from the smallest line to the largest line. At the 15 same time, WIN information is displayed. The symbol flickers (in sync with the flickering at the switching of the line WIN at intervals of one second) . The next line WIN frame is illuminated for 0.5 second. The symbol flickers (in sync with the switching of the line WIN) . 20 The WIN information is also switched. The operation above is repeated from the occurrence of winning to the start of the next game. When the credit becomes 0, the plate disappears when 90 seconds elapse from the time at which the credit meter becomes 0. The WIN signboard (plate) 25 disappears when one of the following cases occurs: When 95 cashout is conducted; When the bet button is pressed; When the MAXBET button is pressed; When the spin button is pressed; or When a credit is inserted. [ 02251 5 When both scatter WIN and line WIN are achieved, both of the images indicating these WINs are simultaneously illuminated for one second. The animation for the scatter WIN, such as the illumination of the frame, is conducted (for 0.5 second) and the WIN information is 10 displayed. The symbol flickers. After the scatter, the line WIN frame is illuminated for 0.5 second. The WIN information is switched. The symbol flickers. The operation above is repeated from the occurrence of the winning to the start of the next game. When the credit 15 becomes 0, the plate disappears when 90 seconds elapse from the timing at which the credit meter becomes 0. The WIN signboard (plate) disappears when one of the following cases occurs: When cashout is conducted; When the bet button is pressed; When the MAXBET button is pressed; 20 When the spin button is pressed; or When a credit is inserted. After the end of the bonus, the image display is returned to the state when the bonus game is triggered. 02261 (Big WIN Effect) 25 When "5 OF A KIND" is established, a sound and 96 visual effect is executed irrespective of the size of the combination. When 5 Kind is established at the stop of the reels, the text "5 OF A KIND" is displayed on the upper image display panel 142 for around 2 seconds, and 5 sound corresponding to the symbol where the "5 OF A KIND" is established is output. The voice, sound effect or the like of the sound is preferably changed in accordance with each combination of the symbols. At this stage, the increment of the WIN meter or the like does not occur. 10 Thereafter, the random determination of a multiplier is conducted. Then a payout is determined in accordance with the multiplier and the WIN meter conducts increment display. Then the scatter WIN is displayed and the symbol where the "5 OF A KIND" is established flickers. 15 [ 02271 When winning with 10/1 or higher and smaller than 25/1 occurs without the establishment of the "5 OF A KIND", the multiplier is randomly determined before the WIN display, after the reels are stopped. Then a text "BIG 20 WIN" is displayed on the display or the like. This image display preferably disappears after a predetermined time (e.g., 5 seconds) elapses. Immediately after being displayed, in the image display a large WIN meter exclusively for "BIG WIN" is incremented. The speed of 25 the increment is preferably identical with the speed of 97 the meter in the VFD. The increment display disappears when the next spinning starts or when the cashout button is pressed. The WIN line involved in the "BIG WIN" is simultaneously displayed. 5 [ 02281 When winning with 10/1 or higher and smaller than 25/1 occurs with the establishment of the "5 OF A KIND", the text "5 OF A KIND" is displayed on the upper image display panel 142 for about 2 seconds and sound 10 corresponding to the symbol where the "5 OF A KIND" is established is output. The voice, sound effect or the like of the sound is preferably changed in accordance with each combination of the symbols. At this stage, the increment of the WIN meter or the like does not occur. 15 Thereafter, the random determination of a multiplier is conducted. Then a text "BIG WIN" is displayed on the display or the like. This image display preferably disappears after a predetermined time (e.g., 5 seconds) elapses. Immediately after being displayed, in the image 20 display a large WIN meter exclusively for "BIG WIN" is incremented. The speed of the increment is preferably identical with the speed of the meter in the VFD. The increment display disappears when the next spinning starts or when the cashout button is pressed. The WIN line 25 involved in the "BIG WIN" is simultaneously displayed. 98 02291 (Demonstration) It is very important to attract the attention of the customers, because a lot of machines are installed in a 5 casino floor. For this reason, the reels are illuminated by LEDs as an effect to allow distant customers to notice the existence of the machine. More specifically, in the idle state in which the credit of the credit meter and the money amount display indicate "zero", the demonstration of 10 the gaming machine automatically starts when 90 seconds elapse after both of the values become zero. The demonstration is executed by using the reels, the top portion, the LEDs on the both sides of the upper display, or the like. When a credit is inserted, when the help is 15 displayed, or when the AUDIT is conducted during the demonstration, the demonstration is immediately terminated and the machine becomes in the idle state. Furthermore, when the demonstration is completed from the start to the end, the machine becomes in the idle state. When the 20 demonstration occurs as a predetermined occurrence condition is satisfied, the demonstration may not be interrupted even if game buttons such as the bet button and the spin button are pressed. In time series, the demonstration starts when 90 seconds elapse in the idle 25 state after the credit and money amount become zero. When 99 money is inserted, when the change button or the help button is pressed, or when the AUDIT is conducted during the demonstration, the demonstration is terminated and the machine becomes in the idle state. The idle state returns 5 when the demonstration finishes. In the present embodiment, the "genie appearance effect" described with reference to FIG. 11 to FIG. 15 may be conducted in the demonstration. In the "genie appearance effect" conducted in the demonstration, after the genie (character image 10 1420d) is displayed, a message different from the message in the game is preferably displayed. For example, when the character image 1420d is displayed, the player is notified of the awarding of a benefit. 02301 15 (Structure of Control Panel) As shown in FIG. 19, the control panel 30 is provided with buttons 31 to 38, 45, and 46 (a change button 31, a cashout button 32, a help button 33, a 1-BET button 34, a 2-BET button 35, a 3-BET button 36, a 4-BET 20 button 37, a 5-BET button 38, a gamble button 45, and a start button 46). Each of the button 31 to 38, 45, and 46 includes a light source therein, and the state of lighting of the light source (on/off) is viewable from the outside. When a game with a high-power mode is available, a high 25 power button may be provided. 100 [ 0 2311 When the RAM of the gaming machine 300 is empty, the buttons of the control panel 30 operate as below. When the change button 31 is pressed, the light is turned on or 5 off. Although not illustrated, the change button 31 has a text string "CHANGE" or "RESERVE". The cashout button 32 is in the off state and cannot be operated. Although not illustrated, the cashout button 32 has a text string "CASHOUT/TAKE WIN", "CASHOUT", or "COLLECT". The help 10 button 33 is in the on state and is operable. Although not illustrated, the help button 33 has a text string "HELP" or "GAME RULES". The BET buttons 34 to 38 (1-BET button 34, 2-BET button 35, 3-BET button 36, 4-BET button 37, and 5-BET button 38) are in the off state but are 15 operable. Although not illustrated, the BET buttons 34 to 38 have text strings "BET1", "BET2", "BET3", "BET4", and "BET5", respectively. Alternatively, the text strings on the BET buttons 34 to 38 may be switched in accordance with a preset pattern of betting The start button 46 is 20 in the off state and cannot be operated. Although not illustrated, the start button 46 has a text string "SPIN". When the high-power button is provided, the button is in the off state and is not operable. The high-power button preferably has a text string "HIGH POWER". 25 [ 02321 101 (Details of Operations of Control Panel 30: Idle State (No Credits)) When the gaming machine 300 is in the idle state with no credits, the buttons on the control panel 30 are 5 arranged as follows. When the change button 31 is pressed, the light is turned on or off. The cashout button 32 is in the off state and cannot be operated. The help button 33 is in the on state and is operable. The BET buttons 34 to 38 are arranged to indicate the betting in the previous 10 game and are operable. That is to say, when 1 BET is made in the previous game, the 1-BET button 34 is in the on state whereas the 2-BET button 35, the 3-BET button 36, the 4-BET button 37, and the 5-BET button 38 are in the off state. The start button 46 is in the off state and 15 cannot be operated. The high-power button is in the off state and cannot be operated. 0 2331 (Details of Operations of Control Panel 30: Idle State (With Credit)) 20 When the gaming machine 300 is in the idle state with a credit, the buttons on the control panel 30 operate as follows. When the change button 31 is pressed, the light is turned on or off. The cashout button 32 is in the on state and is operable. The help button 33 is in 25 the on state and is operable. The BET buttons 34 to 38 102 indicate the betting in the previous game and are operable. The start button 46 is in the on or off state in accordance with the remaining credits. The button is operable when turned on, and cannot be operated when 5 turned off. That is to say, the start button 46 is turned on when the credits that the player has betted is not larger than the remaining credits. When the start button 46 in this state is pressed, a game starts in the normal mode. When the credits betted by the player is larger 10 than the remaining credits, the start button is turned off. The gamble button 45 is in the on or off state in accordance with the remaining credits. The gamble button is operable when turned on, and cannot be operated when turned off. That is to say, the gamble button 45 is 15 turned on when the credits betted by the player is not larger than the remaining credits. If the high-power button is pressed in this state, a game starts in the high-power mode. When the credits betted by the player is larger than the remaining credits, the gamble button 45 is 20 turned off. [ 02341 When the gaming machine 300 is in an error state, the buttons of the control panel 30 are arranged as follows. The change button 31 is in the off state and is 25 turned on when pressed. The cashout button 32 is in the 103 off state and cannot be operated. The buttons other than the above are in the off state and cannot be operated. [ 0 2351 When the gaming machine 1 is in a state of having 5 recovered from an error, the buttons on the control panel 30 are arranged as follows. The change button 31 is in the off state and cannot be operated. However, the change button 31 is turned on or off when pressed, after 120 seconds elapse from the recover. The cashout button 32 is 10 in the on state and is operable. The help button 33 is in the on state and is operable. The BET buttons 34 to 38 indicate the betting on the previous game and are operable. The start button 46 is in the on or off state in accordance with the remaining credits. The button is 15 operable when turned on, and cannot be operated when turned off. The high-power button is in the on or off state in accordance with the remaining credits. The button is operable when turned on, and cannot be operated when turned off. 20 [ 02361 When on the control panel 30 the start button 46 or the high-power button is continuously pressed, the buttons on the control panel 30 are arranged as follows. It is noted that it is possible to start a game in the same 25 conditions as in the previous game when the start button 104 46 or the high-power button is continuously pressed. The buttons on the control panel 30 operate in a similar manner as in cases where the reels of the gaming machine 300 are spinning as described later or where WIN 5 increment at the time of winning in a normal game is being executed. However, in the case of WIN increment, the game is not over and the next game starts if a button which is in the on state is pressed. That is to say, the WIN increment ends and the next game starts at each winning. 10 When no winning is achieved, the next game starts. When a feature game is waited for, the start button 46 or the high-power button must be press again. [ 02371 When the gaming machine 300 is in a state in which 15 help information is displayed as the help button 33 is pressed (i.e., a help screen is displayed), the buttons on the control panel 30 are arranged as follows. When the change button 31 is pressed, the light is turned on or off. The cashout button 32 is in the off state and cannot be 20 operated. The help button 33 is in the on state and the help screen disappears when the button is pressed. The 1 BET button 34 is in the on state, and the help screen is switched to the previous page when the button is pressed. The 2-BET button 35 is in the on state, and the help 25 screen is switched to the next page when the button is 105 pressed. The start button 46 is in the on state and the help screen disappears when the button is pressed. The high-power button is in the on state and the help screen disappears when the button is pressed. The buttons other 5 than the above are in the off state and cannot be operated. [ 02381 When the gaming machine 300 is spinning the reels, the buttons on the control panel 30 are arranged as follows. The change button 31 is turned on or off when 10 pressed. The start button 46 is in the on state and quick stop is carried out when the button is pressed. The high power button is in the on state and quick stop is carried out when the button is pressed. The buttons other than the above are in the off state and cannot be operated. 15 [ 02391 When the gaming machine 300 is displaying an effect screen which is cancellable, the buttons on the control panel 30 are arranged as follows. The change button 31 is turned on or off when pressed. The help button 33 is in 20 the off state and cannot be operated. The start button 46 is in the on state and the effect is canceled when pressed. The high-power button is in the on state and the effect is canceled when pressed. The buttons other than the above are in the off state and cannot be operated. 25 [ 02401 106 When the gaming machine 300 is displaying WIN increment (incremental display of obtained amount) at the time of achieving a winning in a normal game, the buttons on the control panel 30 are arranged as follows. The 5 change button 31 is turned on or off when pressed. The cashout button 32 is in the on state. When the button is pressed, the WIN increment is canceled and the game becomes over. The help button 33 is in the off state and cannot be operated. The BET buttons 34 to 38 indicate the 10 betting on the previous game. When one of these buttons is pressed, the game becomes over and the BET corresponding to the button is selected. The start button 46 is in the on state. When the button is pressed, the WIN increment is canceled, the game becomes over, and the next game starts 15 if the remaining credits allow repeat BET. The high-power button is in the on state. When the button is pressed, the WIN increment is canceled, the game becomes over, and the next game starts if the remaining credits allow repeat BET. When the gamble game is available, the WIN increment is 20 canceled and the GAMBLE screen is displayed when the gamble button 45 is pressed. [ 02411 When the gaming machine 300 is conducting the WIN increment (incremental display of obtained amount) at the 25 time of achieving a winning in a free game, the buttons on 107 the control panel 30 are arranged as follows. The change button 31 is turned on or off when pressed. The cashout button 32 is in the on state. When the button is pressed, the WIN increment is canceled and the next game starts if 5 available. When the number of remaining games is zero, a screen indicating the total obtained credits in the free game is displayed. The help button 33 is in the off state and cannot be operated. The BET buttons 34 to 38 indicate the betting on the previous game. When one of the buttons 10 is pressed, the WIN increment is canceled and the next game starts if available. When the number of remaining games is zero, a screen indicating the total obtained credits in the free game is displayed. The start button 46 is turned on. When the button is pressed, the WIN 15 increment is canceled and the next game starts if available. When the number of remaining games is zero, a screen indicating the total obtained credits in the free game is displayed. The high-power button is in the on state. When the button is pressed, the WIN increment is 20 canceled and the next game starts if available. When the number of remaining games is zero, a screen indicating the total obtained credits in the free game is displayed. [ 02421 When the gaming machine 300 wins a free game and a 25 trigger payout is incremented, the buttons on the control 108 panel 30 are arranged as follows. The change button 31 is turned on or off when pressed. The help button 33 is in the off state and cannot be operated. The start button 46 is in the on state, and the shifting to the next step is 5 conducted when the button is pressed. The high-power button is in the on state, and the shifting to the next step is conducted when the button is pressed. The buttons other than the above are in the off state and cannot be operated. 10 [ 02431 When the gaming machine 300 is waiting for the selection in a selection game, the buttons on the control panel 30 are arranged as follows. The change button 31 is turned on or off when pressed. The cashout button 32 is 15 in the off state and cannot be operated. The help button 33 is in the off state and cannot be operated. Each of the BET buttons 34 to 38 is in the off state and cannot be operated if it is not associated with a selection button. Each of the BET buttons 34 to 38 is in the on state and is 20 operable if it is associated with the selection button. The start button 46 and the high-power button are in the off state and cannot be operated. [ 02441 When the gaming machine 300 is displaying a screen 25 indicating the total obtained credits after a free game in 109 the normal mode (i.e., increment display of the total obtained credits), the buttons on the control panel 30 are arranged as follows. The change button 31 is turned on or off when pressed. The cashout button 32 is in the off 5 state and cannot be operated. The start button 46 and the high-power button are in the off state and cannot be operated until four seconds elapse from the display of the screen. Furthermore, the start button 46 and the high power button are turned on after four seconds elapse from 10 the display of the screen, and the increment is canceled when one of the buttons is pressed. The buttons other than the above are in the off state and cannot be operated. [ 02451 When the gaming machine 300 is displaying a screen 15 indicating the total obtained credits after a free game in the high-power mode (i.e., increment display of the total obtained credits), the buttons on the control panel 30 are arranged as follows. The change button 31 is turned on or off when pressed. The cashout button 32 is in the off 20 state and cannot be operated. The start button 46 and the high-power button are in the off state and cannot be operated until two seconds elapse from the display of the screen. Furthermore, the start button 46 and the high power button are turned on after two seconds elapse from 25 the display of the screen, and the increment is canceled 110 when one of the buttons is pressed. The buttons other than the above are in the off state and cannot be operated. 02461 (Control Panel : Button Effects) 5 The gaming machine 300 operates as below in response to inputs to the control panel. The operations can be enabled and disabled by the AUDIT. For example, the operations are enabled or disabled in accordance with the country of shipment of the gaming machine. 10 [ 02471 In the gaming machine 300, auto re-betting (making betting identical with the betting on the previous game) is performed when a button is continuously pressed. For example, a scatter-type gaming machine may be arranged so 15 that auto re-betting is set only when the spin button (start button) is pressed, and the pressing of the button again is requested when a feature game is waited for. Furthermore, for example, a payline-type gaming machine may be arranged so that, auto re-betting is activated by 20 means of a repeat bet button of the touch panel or the control panel, and the pressing of the button or a start feature again is requested when the feature game is waited for. [ 02481 25 In the gaming machine 300, furthermore, it is 111 possible to cancel a winning effect (such as increment) and to start the next game by pressing a button. In the gaming machine 300, furthermore, it is possible to skip the rotation of the reels (quick stop) by pressing a 5 button while the reels are rotating. In the gaming machine 300, furthermore, it is possible to antecedently input the cancellation of a winning effect by pressing a button during the bound (e.g., during an effect at reel stop). In the gaming machine 300, furthermore, it is 10 possible to antecedently input the cancellation of a wining effect and the start of the next game by pressing a button during the bound (e.g., during an effect at reel stop). [ 02491 15 The above embodiment thus described solely serves as a specific example of the present invention, and the present invention is not limited to such an example. Specific structures and various means may be suitably designed or modified. Further, the effects of the present 20 invention described in the above embodiment are not more than examples of most preferable effects achievable by the present invention. The effects of the present invention are not limited to those described in the embodiments described above. 25 [ 02501 112 Further, the detailed description above is mainly focused on characteristics of the present invention to fore the sake of easier understanding. The present invention is not limited to the above embodiments, and is 5 applicable to diversity of other embodiments. Further, the terms and phraseology used in the present specification are adopted solely to provide specific illustration of the present invention, and in no case should the scope of the present invention be limited by 10 such terms and phraseology. Further, it will be obvious for those skilled in the art that the other structures, systems, methods or the like are possible, within the spirit of the invention described in the present specification. The description of claims therefore shall 15 encompass structures equivalent to the present invention, unless otherwise such structures are regarded as to depart from the spirit and scope of the present invention. Further, the abstract is provided to allow, through a simple investigation, quick analysis of the technical 20 features and essences of the present invention by an intellectual property office, a general public institution, or one skilled in the art who is not fully familiarized with patent and legal or professional terminology. It is therefore not an intention of the abstract to limit the 25 scope of the present invention which shall be construed on 113 the basis of the description of the claims. To fully understand the object and effects of the present invention, it is strongly encouraged to sufficiently refer to disclosures of documents already made available. 5 [ 02511 The detailed description of the present invention provided hereinabove includes a process executed on a computer. The above descriptions and expressions are provided to allow the one skilled in the art to most 10 efficiently understand the present invention. A process performed in or by respective steps yielding one result or blocks with a predetermined processing function described in the present specification shall be understood as a process with no self-contradiction. Further, the 15 electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. It should be noted that such a signal is expressed in the form of bit, value, symbol, text, terms, number, or the like solely for the sake of convenience. Although the present 20 specification occasionally personifies the processes carried out in the steps or blocks, these processes are essentially executed by various devices. Further, the other structures necessary for the steps or blocks are obvious from the above descriptions. 25 114
权利要求:
Claims (3)
[1] 1. A gaming machine comprising: a cabinet; 5 a display which is provided on the cabinet and displays an effect image as an effect; and a formed object unit which includes a sensor configured to detect a touch operation by a player and a formed object which is three-dimensionally formed and is 10 detachable to the cabinet.
[2] 2. A gaming machine comprising: a cabinet; a display which is provided on the cabinet and 15 displays an effect image as an effect; and a formed object unit which includes a plurality of optical sensors configured to detect a touch operation by a player and a formed object which is three-dimensionally formed and is detachable to the cabinet. 20
[3] 3. A gaming machine comprising: a cabinet; a display which is provided on the cabinet and displays an effect image as an effect; and 25 a formed object unit which includes a plurality of 115 optical sensors configured to detect a touch operation by a player and a formed object which is three-dimensionally formed and includes therein a light emitting portion which is arranged so that the light emitting state of the light 5 emitting portion is viewable from the outside, and which is detachable to the cabinet. 116
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同族专利:
公开号 | 公开日
CN103372309A|2013-10-30|
US20130288791A1|2013-10-31|
US8961323B2|2015-02-24|
JP2013230268A|2013-11-14|
引用文献:
公开号 | 申请日 | 公开日 | 申请人 | 专利标题
US7955176B2|2002-07-24|2011-06-07|Wms Gaming Inc.|Button panel assembly for a gaming machine|
US7618323B2|2003-02-26|2009-11-17|Wms Gaming Inc.|Gaming machine system having a gesture-sensing mechanism|
CN100542639C|2004-03-01|2009-09-23|阿鲁策株式会社|Game machine|
US8684839B2|2004-06-18|2014-04-01|Igt|Control of wager-based game using gesture recognition|
US8113517B2|2004-07-30|2012-02-14|Wms Gaming Inc.|Gaming machine chair|
AU2005239748A1|2004-12-10|2006-06-29|Aruze Corp.|Gaming machine and gaming system therefor|
US20090201259A1|2008-02-07|2009-08-13|Nokia Corporation|Cursor creation for touch screen|
JP2010086230A|2008-09-30|2010-04-15|Sony Corp|Information processing apparatus, information processing method and program|
WO2010053030A1|2008-11-10|2010-05-14|アルゼ株式会社|Gaming machine|
JP2011217962A|2010-04-09|2011-11-04|Universal Entertainment Corp|Gaming machine|
US8740706B2|2011-10-25|2014-06-03|Spielo International Canada Ulc|Gaming console having movable screen|
法律状态:
2015-03-26| MK1| Application lapsed section 142(2)(a) - no request for examination in relevant period|
优先权:
申请号 | 申请日 | 专利标题
JP2012-104209||2012-04-27||
JP2012104209A|JP2013230268A|2012-04-27|2012-04-27|Gaming machine|
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