Abstract:
A gaming machine includes a display device, a memory, an input device and a controller. The display device displays symbols and columns where the symbols are independently scrolled. The memory stores symbol data. The controller is configured with logic to: (a) start a game, and cause the game to be switched to a predetermined game state when a game result satisfies a predetermined condition; (b) determine in the switched game state whether a predetermined specific symbol has been arranged in a window of a first column that is first controlled to be stationary; (c) arrange a symbol in a window of another column when the specific symbol has been arranged in the window of the first column, and when a winning combination does not occur in combination with the specific symbol in the first column, cause another column to be scrolled again such that the winning combination is effective.

Description:
[0001]    This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-002713, filed on 10 Jan. 2007, the content of which is incorporated herein by reference. 
       BACKGROUND OF THE INVENTION 
       [0002]    1. Field of the Invention 
         [0003]    The present invention relates to a gaming machine which determines a symbol to be rearranged in every game thereof. 
         [0004]    2. Related Art 
         [0005]    Conventionally, regarding a slot machine, which is a type of gaming machine, a game is generally started by inserting a game medium such as coins into the gaming machine. Then, the slot machine displays an image of a symbol line which is rotated in a predetermined area of the gaming machine. After a predetermined amount of time elapses, the slot machine displays an image of the symbol line which is stopped. Finally, the slot machine awards a prize to a player based on the combination of the stopped symbols. Whether the combination which provides a prize has been formed or not is generally determined based on whether or not a predetermined number of the same type of symbols (for example, “Cherry”, “7”, etc.) is arranged along a predetermined active pay line. In addition, U.S. Pat. No. 6,093,102 discloses a slot machine which provides a prize to a player when a combination of symbols rearranged on an active pay line matches any one of combinations among predetermined winning symbols. 
       SUMMARY OF THE INVENTION 
       [0006]    However, when the combination of symbols rearranged on the active pay line does not match any one of the combinations among predetermined winning symbols, a prize is not awarded to the player, and thus the player never obtains any opportunity to receive the prize again. 
         [0007]    The present invention has an object of providing a gaming machine which can further improve entertainment properties. 
         [0008]    In an aspect of the present invention, a gaming machine is provided, which includes a display device, a memory, an input device and a controller. The display device displays a plurality of types of symbols and a plurality of columns where the plurality of types of symbols is independently scrolled. The memory stores symbol data corresponding to the plurality of types of symbols. The controller is configured with logic to: (a) start a game, receiving a signal from the input device, and cause the game to be switched to a predetermined game state when a game result satisfies a predetermined condition; (b) determine in the switched game state whether a predetermined specific symbol has been arranged in a window of a first column that is first controlled to be stationary; (c) arrange a symbol different from the specific symbol in a window of another column when the specific symbol has been arranged in the window of the first column, and when a winning combination does not occur in combination with the specific symbol in the first column, cause another column to be scrolled again such that the winning combination is effective. 
         [0009]    According to the gaming machine employing the abovementioned configuration, when a CPU  106  proceeds to a predetermined game status, the CPU  106  determines whether a specified symbol, which is predetermined among the plurality of types of symbols, is rearranged in a display window of a first scroll line which is stopped initially among a plurality of scroll lines. When the CPU  106  determines whether the specified symbol is rearranged in the display window of the first scroll line, the CPU  106  rearranges any symbol among a plurality of symbols, which is different from the specified symbol, in the display window of a second scroll line which is different from the first scroll line. When it is not a winning combination in combination with the specified symbol on the first scroll line, the CPU  106  scrolls again the second scroll line so that it becomes the winning combination in combination with the specified symbol on the first scroll line. 
         [0010]    Thus, in the predetermined game status, when the specified symbol is rearranged in the display window of the first scroll line, which is stopped initially among a plurality of scroll lines, the CPU  106  rearranges any symbol among a plurality of symbols, which is different from the specified symbol, in the display window of the second scroll line. When it is not a winning combination in combination with the specified symbol on the first scroll line, the CPU  106  scrolls the second scroll line again so that it becomes the winning combination in combination with the specified symbol on the first scroll line. Consequently, the player can get the award corresponding to the specified symbol. 
         [0011]    As a result, even if a winning combination comprising the specified symbol has not been formed, scrolling is performed again, thereby forming a winning combination having the specified symbol. Consequently, an opportunity to get a prize would be provided to the player. Thus, the player can enjoy the game with further entertainment properties. 
         [0012]    In another aspect of the present invention, a gaming machine is provided, which includes a display device, a memory and a controller. The display device displays a plurality of types of symbols and a plurality of columns where the plurality of types of symbols is independently scrolled. The memory stores symbol data corresponding to the plurality of types of symbols. The controller is configured with logic to: (a) start a game; (b) cause the game to be switched to a predetermined game state depending on a result of the game; (c) select specific symbol data from the symbol data stored in the memory when the game has been switched to the predetermined game state; (d) cause the display device to display a scrolled image of the plurality of types of symbols for each of the plurality of columns; (e) when the specific symbol data is arranged in a window of a first column that is first controlled to be stationary, determine whether the specific symbol has been arranged in a window of each column other than the first column; and (f) when the specific symbol is arranged in the window of each column other than the first column, provide an award in accordance with the specific symbol. 
         [0013]    According to the gaming machine employing the abovementioned configuration, when a CPU  106  proceeds to a predetermined game status, the CPU  106  determines a specified symbol data and scrolls plural types of symbols in increments of a plurality of scroll lines. When the specified symbol is rearranged in the display window of the first scroll line which is stopped initially among a plurality of scroll lines, the CPU  106  determines whether specified symbol is arranged in each of the second scroll line other than the first scroll line. When the specified symbol is rearranged in each of the display window of the other scroll lines, the CPU  106  provides a prize corresponding to the specified symbols. 
         [0014]    Thus, in the predetermined game status, the specified symbols are determined and the determined specified symbols are rearranged in the display window on the first scroll line which is stopped initially among a plurality of scroll lines, the player can get a prize corresponding to the specified symbol. 
         [0015]    As a result, since the specified symbol is determined in the predetermined state of a game, the player can not predict which symbol is rearranged so that the prize corresponding to the specified symbol is given to the player. Thus, the player can enjoy the game with further entertainment properties. 
         [0016]    In still another aspect of the present invention, a gaming machine is provided, which includes a display device, a memory and a controller. The display device displays a plurality of types of symbols, a plurality of columns where the plurality types of symbols is independently scrolled and predetermined pay lines. The memory stores symbol data corresponding to the plurality of types of symbols. The controller is configured with logic to: (a) start a game; (b) cause the game to be switched to a predetermined game state depending on a result of the game; (c) select specific symbol data from the symbol data stored in the memory when the game has been switched to the predetermined game state; (d) cause the display device to display a scrolled image of the plurality of types of symbols for each of the plurality of columns; (e) when the specific symbol data is arranged in a window of a first column that is first controlled to be stationary, determine whether the specific symbol has been arranged in a window of each column other than the first column; (f) when the specific symbol is arranged in the window of each column other than the first column, cause the display device to display a rescrolled image of each column other than the first column such that the specific symbol is rearranged on a pay line on which the specific symbol is arranged in the window of the first column; (g) cause the display to stop rescrolling; and (h) provide an award in accordance with the specific symbol. 
         [0017]    According to the gaming machine employing the abovementioned configuration, when a CPU  106  proceeds to a predetermined game status, the CPU  106  determines a specified symbol data and scrolls plural types of symbols in increments of a plurality of scroll lines. When the specified symbol is rearranged in the display window of the first scroll line which is stopped initially among a plurality of scroll lines, the CPU  106  determines whether specified symbol is arranged in each of the second scroll line other than the first scroll line. When the specified symbol is rearranged in each of the display window of the second scroll lines, the second scroll line is scrolled again in order to rearrange the specified symbol rearranged in each display window of the other scroll windows on an active pay line corresponding to the display position of the specified symbol which is rearranged in the display window of the first scroll line, thereby giving the prize corresponding to the specified symbol. 
         [0018]    Thus, in the predetermined game status, the specified symbols are determined and the determined specified symbols are rearranged in the display window on the first scroll line which is stopped initially among a plurality of scroll lines, the second scroll line is scrolled again in order to rearrange the specified symbol rearranged in each display window of the other scroll windows on an active line corresponding to the display position of the specified symbol which is rearranged in the display window of the first scroll line, thereby giving the prize corresponding to the specified symbol. 
         [0019]    As a result, since the specified symbol is determined in the predetermined state of a game, the player can not predict which symbol is controlled so as to be rearranged on an active line. Thus, the player can enjoy the game with further entertainment properties. 
         [0020]    In yet another aspect of the present invention, a gaming machine is provided, which includes a display device, a memory and a controller. The display device displays a plurality of types of symbols and a plurality of columns where the plurality of types of symbols is independently scrolled. The memory stores symbol data corresponding to the plurality of types of symbols. The controller is configured with logic to: (a) start a game; (b) cause the game to be switched to a predetermined game state depending on a result of the game; (c) select specific symbol data from the symbol data stored in the memory when the game has been switched to the predetermined game state; (d) cause the display device to display a scrolled image of the plurality of types of symbols for each of the plurality of columns; (e) when the specific symbol data is arranged in a window of a first column that is first controlled to be stationary, determine whether the specific symbol has been arranged in a window of each column other than the first column; and (f) when the specific symbol is arranged in the window of each column other than the first column, cause the display device to display an image of pay line that connects each position of the specific symbol in the window of each column and provide an award in accordance with the specific symbol. 
         [0021]    According to the gaming machine employing the abovementioned configuration, when a CPU  106  proceeds to a predetermined game status, the CPU  106  determines a specified symbol data and scrolls plural types of symbols in increments of a plurality of scroll lines. When the specified symbol is rearranged in the display window of the first scroll line which is stopped initially among a plurality of scroll lines, the CPU  106  determines whether specified symbol is arranged in each of the second scroll line other than the first scroll line. When the specified symbol is rearranged in each of the display window of the second scroll lines, a line linking display positions of the specified symbol rearranged in each of a plurality of scroll lines is displayed as an active pay line, thereby giving the prize corresponding to the specified symbol. 
         [0022]    Thus, in the predetermined game status, the specified symbols are determined and the determined specified symbols are rearranged in the display window on the first scroll line which is stopped initially among a plurality of scroll lines, a line linking display positions of the specified symbol rearranged in each of a plurality of scroll lines is displayed as an active pay line, thereby giving the prize corresponding to the specified symbol. 
         [0023]    In a further aspect of the present invention, a gaming machine is provided, in which the predetermined game state is a bonus game. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0024]      FIG. 1  is a flowchart showing the flow of a game which is executed in a slot machine according to the preferred embodiment of the present invention; 
           [0025]      FIG. 2  is an external perspective view showing the slot machine according to the preferred embodiment of the present invention; 
           [0026]      FIG. 3  is an enlarged front view showing an enlarged view of a display region of the slot machine according to the preferred embodiment of the present invention; 
           [0027]      FIG. 4  is a block diagram showing a controller of the slot machine according to the preferred embodiment of the present invention; 
           [0028]      FIG. 5  is a block diagram showing a display/input controller of the slot machine according to the preferred embodiment of the present invention; 
           [0029]      FIG. 6  is a diagram showing a symbol line represented on each video reel according to a preferred embodiment of the present invention; 
           [0030]      FIG. 7  is a diagram showing a symbol arrangement table according to the preferred embodiment of the present invention; 
           [0031]      FIG. 8  is a flowchart showing a flow for processing a basic game executed by the slot machine according to the preferred embodiment of the present invention; 
           [0032]      FIG. 9  is a diagram showing a random number table for a basic game according to the preferred embodiment of the present invention; 
           [0033]      FIG. 10  is a diagram showing a payout table for a basic game according to the preferred embodiment of the present invention; 
           [0034]      FIG. 11  is a flowchart showing a flow for bonus game processing  1  executed by the slot machine according to the preferred embodiment of the present invention; 
           [0035]      FIG. 12  is a diagram showing a random number table for a bonus game according to the preferred embodiment of the present invention; 
           [0036]      FIG. 13  is a diagram showing a payout table for a bonus game according to the preferred embodiment of the present invention; 
           [0037]      FIG. 14  is a diagram showing a random number table for determining a specified symbol according to the preferred embodiment of the present invention; 
           [0038]      FIG. 15  is a diagram showing a random number table for determining rearrangement of a specified symbol according to the preferred embodiment of the present invention; 
           [0039]      FIGS. 16 to 18  are examples of display images according to the preferred embodiment of the present invention; 
           [0040]      FIG. 19  is a flowchart showing a flow for bonus game processing  2  executed by the slot machine according to the preferred embodiment of the present invention; and 
           [0041]      FIGS. 20 and 21  are examples of display images according to the preferred embodiment of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0042]    The embodiments of the present invention are hereinafter described in detail with reference to the attached drawings. 
         [0043]    A slot machine  13  according to the present invention is provided with a liquid crystal display  30  for displaying a plurality of types of symbols and a plurality of scroll lines which each of the plurality of types of symbols is variably displayed separately, RAM  110  for storing a symbol data corresponding to the plurality of types of symbols, and a start switch  25  for starting a game. A CPU  106  starts the game by the start switch  25  and proceeds to a predetermined game status when a predetermined condition regarding the game contents is satisfied. The CPU  106  determines whether a specified symbol, which is predetermined among the plurality of types of symbols, is rearranged in a display window of a first scroll line that is stopped initially among a plurality of scroll lines. When the CPU  106  determines whether the specified symbol is rearranged in the display window of the first scroll line, the CPU  106  rearranges any symbol among a plurality of symbols, which is different from the specified symbol, in the display window of a second scroll line which is different from the first scroll line. When it is not a winning combination in combination with the specified symbol on the first scroll line, the CPU  106  scrolls again the second scroll line so that it becomes the winning combination in combination with the specified symbol on the first scroll line. 
         [0044]    As shown in  FIG. 1  (the details are described later), the CPU  106  starts a game by the start switch  25  and proceeds to a predetermined game status when a predetermined condition regarding the game contents is satisfied (Step S 100 ). The CPU  106  determines whether a specified symbol, which is predetermined among the plurality types of symbols, is rearranged in a display window of a first scroll line that is stopped initially among a plurality of scroll lines (Step S 200 ). When the CPU  106  determines whether the specified symbol is rearranged in the display window of the first scroll line (YES determination in the Step S 300 ), the CPU  106  rearranges any symbol among a plurality of symbols, which is different from the specified symbol, in the display window of a second scroll line which is different from the first scroll line. When it is a winning combination in combination with the specified symbol on the first scroll line, the CPU  106  scrolls the second scroll line again so that it becomes the winning combination in combination with the specified symbol on the first scroll line (Step S 400 ). 
         [0045]      FIG. 2  is a perspective diagram illustrating the slot machine  13  according to the embodiment of the present invention. The slot machine  13  includes a cabinet  20  and a main door  42 . The cabinet  20  has a structure in which the face facing the player is open. The cabinet  20  includes various kinds of components. Such components include: a controller  100  (see  FIG. 4 ) for electrically controlling the slot machine  13 ; a hopper  44  for controlling insertion, retaining, and paying out of coins (game medium) (see  FIG. 4 ), etc. The game medium is not restricted to coins. In addition, examples of such game media include medals, tokens, electronic money or electronic value information (credit) having the same value. 
         [0046]    The main door  42  is a member that serves as a cover of the cabinet  20 , which protects the internal components stored in the cabinet  20  from being exposed to the outside. The main door  42  includes the liquid crystal display  30  at substantially the center thereof. 
         [0047]    The liquid crystal display  30  is provided for displaying various kinds of images with respect to the game such as images for visual effects. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the aforementioned liquid crystal display  30 . The liquid crystal display  30  includes a transparent liquid crystal panel  34 . The transparent liquid crystal panel  34  has a function of switching a part of or the entire area of the liquid crystal panel  34  between a transparent mode and an opaque mode, and a function of displaying various kinds of images. 
         [0048]    In a configuration in which the slot machine  13  includes video reels, five virtual reels are displayed on the liquid crystal display  30 . It should be noted that the term “video reel” as used here represents a mechanism for displaying a reel on the liquid crystal display  30  in the form of an image. Multiple kinds of symbols necessary for the basic game include “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS &amp; MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”. With such an arrangement, the liquid crystal display  30  displays these symbols with an image as if the reel were rotating. 
         [0049]    The slot machine  13  includes a substantially horizontal operation unit  21  below the liquid crystal display  30 . Furthermore, a coin insertion opening  22  is provided on the right side of the operation unit  21 , which allows the player to insert coins. A bet switch  23  and a spin repeat bet switch  24  are provided on the left side of the operation unit  21 . The bet switch  23  selects the amount of the coins (game medium) bet to lines (hereinafter merely called “an active pay line” or “an effective line”) which determines that any of lines L 1 , L 2 , L 3 , L 4 , L 5 , L 6 , L 7 , L 8 , and L 9  for giving nine awards which are described later is set to be active pay lines or not, and which gives the prize which is activated. The spin repeat bet switch  24  performs a game again without changing the amount of coins bet on the winning line from the previous game. Such an arrangement allows the player to set the amount of coins bet to the active pay line by performing a pushing operation on either the bet switch  23  or the spin repeat bet switch  24 . 
         [0050]    With the aforementioned operation unit  21 , a start switch  25  is provided on the left side of the bet switch  23 , which allows the player to input a start operation instruction for the basic game in increments of games. Upon performing a pushing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, the aforementioned five mechanical reels  3 A to  3 E start to rotate. 
         [0051]    A cash out switch  26  is provided near the coin insertion opening  22  on the operation unit  21 . Upon the player pushing the cash out switch  26 , the inserted coins are paid out from a coin payout opening  27  provided at a lower portion of the front face of the main door  42 . The coins thus paid out are retained in a coin tray  28 . Furthermore, the coin payout opening  27  is provided on the upper side of the coin tray  28 , with sound transmission openings  29  provided to both the left and right of the coin payout opening  27 . Here, the sound transmission openings  29  are provided for transmitting sound effects generated by a speaker  41  (see  FIG. 4 ) stored within the cabinet  20 . 
         [0052]      FIG. 3  is an enlarged view illustrating the display region of the slot machine  13 . The liquid crystal display  30  of the slot machine  13  includes a front panel  31  and the transparent liquid crystal panel  34  provided to the rear face of the front panel  31 . The front panel  31  includes a transparent display screen  31   a  and a design formation area  31   b  where designs have been formed. Such an arrangement allows the player to visually confirm the image information displayed on the transparent liquid crystal panel  34  provided to the rear ace of the front panel  31  through the display screen  31   a  of the front panel  31 . In a case where an arrangement in which the slot machine  13  includes video reels, the transparent liquid crystal panel  34  in an opaque state may display the reels in the form of an image. In addition, an ordinary liquid crystal panel may be employed instead of the transparent liquid crystal panel  34 . 
         [0053]    Furthermore, various kinds of display units, i.e., a payout display unit  48 , a credit amount display unit  49 , and a bet amount display unit  50 , are provided on the left side of the rear face of the liquid crystal display  30 . It should be noted that the design formation area  31   b  of the front panel  31  is formed having a transparent portion that covers the top faces of these display units  48  through  50 , thereby allowing the player to visually confirm the contents displayed on the aforementioned display units  48  through  50 . 
         [0054]    The slot machine  13  has the nine lines L 1  through L 9  for providing prizes as shown in  FIG. 3 . Each of the lines L 1  through L 9  for providing prizes is formed such that it extends so as to pass through one of the symbols for each of the mechanical reels  3 A to  3 E when the five video reels have stopped. 
         [0055]    Upon pushing the aforementioned bet switch  23  once, the line L 3  for providing a third prize, the line L 5  for providing a fifth prize, and the line L 7  for providing a seventh prize, are set to be active pay lines, and one coin is input as a credit medal, for example. 
         [0056]    Furthermore, upon pushing the aforementioned bet switch  23  twice, the line L 1  for providing a first prize, the line L 4  for providing a fourth prize, and the line LB for providing an eighth prize, are set to be active pay lines, in addition to the aforementioned three lines, and two coins are input as credit medals, for example. 
         [0057]    Moreover, upon pushing the aforementioned bet switch  23  three times, the line L 2  for providing a second prize, the line L 6  for providing a sixth prize, and the line L 9  for providing a ninth prize, are set to be active pay lines, in addition to the aforementioned six lines, and three coins are input as credit medals, for example. 
         [0058]    The payout display unit  48  is a component for displaying the amount of the coins paid out when a combination of the symbols has been established along any one of the active lines for providing a prize. The credit amount display unit  49  is a component for displaying the amount of the coins retained in the slot machine  13  in the form of credits. The bet amount display unit  50  is a component for displaying the bet amount which is the amount of coins bet on the aforementioned active pay lines. Each of the display units  48  through  50  includes a seven-segment display device. Alternatively, each of the display devices  48  through  50  may be displayed on the transparent liquid crystal panel  34  in the form of an image. 
         [0059]      FIG. 4  is a block diagram illustrating an electric constitution of the controller  100  of the slot machine  13  having video reels. As shown in  FIG. 4 , the controller  100  of the slot machine  13  is a micro computer, and includes an interface circuit group  102 , an input/output bus  104 , a CPU  106 , ROM  108 , RAM  110 , a communication interface circuit  111 , a random number generator  112 , a speaker driving circuit  122 , a hopper driving circuit  124 , a display unit driving circuit  128 , and a display/input controller  140 . 
         [0060]    The interface circuits  102  are electrically connected with the input/output bus  104 , which carries out input and output of data signals or address signals for CPU  106 . 
         [0061]    The start switch  25  is electrically connected with the interface circuits  102 . In the interface circuits  102 , a start signal generated by the start switch  25  is converted into a predetermined form of signal to be supplied to the input/output bus  104 . 
         [0062]    Furthermore, the bet switch  23 , the spin repeat bet switch  24 , and the cash out switch  26  are connected to the interface circuit group  102 . Each of the switching signals output from these switches  23 ,  24 , and  26  is also supplied to the interface circuit group  102 , and is converted into a predetermined signal by the interface circuit group  102 . The switching signals thus converted are supplied to the input/output bus  104 . 
         [0063]    A coin sensor  43  is also electrically connected with the interface circuits  102 . The coin sensor  43  detects coins inserted into the coin insertion slot  22 , and is disposed at an appropriate position relative to the coin insertion slot  22 . The sensing signal output from the coin sensor  43  is also supplied to the interface circuit group  102 , and is converted into a predetermined signal by the interface circuit group  102 . The sensing signal thus converted is supplied to the input/output bus  104 . 
         [0064]    The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
         [0065]    When the start switch  25  accepts an instruction for starting a basic game, the CPU  106  reads a basic game program and executes the basic game. The basic game program has been programmed so as to instruct the CPU  106  to perform the following operations of displaying an image of the five video reels commencing to scroll the symbols on the five video reels on the liquid crystal display  30  via the display/input controller  140 ; then displaying an image of the five video reels stopping such that the combination of the symbols on these five video reels is rearranged, upon which a new combination of the symbols is made along the active pay lines. In a case where a particular combination of the symbols for providing an award has been made along any one of the active pay lines when they are stationary, the CPU  106  pays out a predetermined amount of coins corresponding to the particular combination for providing the prize. 
         [0066]    The ROM  108  stores: a control program for central control of the slot machine  13 ; a program for executing a routine shown in  FIG. 8  and  FIG. 11  (which is referred to as the “routine execution program” hereafter); initial data for executing the control program; and various data tables used for determination processing. It should be noted that the routine execution program includes the aforementioned basic game program and the like. The RAM  110  temporarily stores flags, variables, etc., used for the aforementioned control program. 
         [0067]    Furthermore, a communication interface circuit  111  is connected to the input/output bus  104 . The communication interface circuit  111  is a circuit for communicating with a server, etc., via various kinds of communication networks including a public telephone line network, LAN, etc. 
         [0068]    The random number generator  112  for generating a random number is connected to the input/output bus  104 . The random number generator  112  generates random numbers in a predetermined range of “0” to “65535” (the sixteenth power of two minus one), for example. Alternatively, an arrangement may be made in which the CPU  106  generates a random number by computation. 
         [0069]    The display unit driving circuit  128  for driving each of the aforementioned display units  48  through  50  is connected to the input/output bus  104 . The CPU  106  controls the operation of each of the aforementioned display units  48  through  50  via the display unit driving circuit  128  according to an occurrence of a predetermined event. 
         [0070]    The speaker drive circuit  122  for the speakers  41  is also electrically connected with the input/output bus  104 . The CPU  106  reads the sound data stored in the ROM  108 , and transmits the sound data thus read to the speaker driving circuit  122  via the input/output bus  104 . In this way, the speakers  41  generate predetermined sound effects. 
         [0071]    The hopper drive circuit  124  for driving the hopper  44  is also electrically connected with the input/output bus  104 . Upon reception of a cash out signal input from the cash out switch  26 , the CPU  106  transmits a driving signal to the hopper driving circuit  124  via the input/output bus  104 . Accordingly, the hopper  44  pays out coins such that the amount thereof is equivalent to the current number of coins remaining as credits, which is stored in a predetermined memory area of the RAM  110 . 
         [0072]    The display/input controller  140  is connected to the input/output controller  140 . The CPU  106  creates an image display command corresponding to the state and results of the game, and outputs the image display command thus created to the display/input controller  140  via the input/output bus  104 . Upon reception of the image display command input from the CPU  106 , the display/input controller  140  creates a driving signal for driving the liquid crystal display  30  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30 . As a result, a predetermined image is displayed on the transparent liquid crystal panel  34  of the liquid crystal display  30 . The display/input controller  140  transmits the signal input through the touch panel  32  provided on the liquid crystal display  30  to the CPU  106  via the input/output bus  104  in the form of an input signal. 
         [0073]      FIG. 5  is a block diagram illustrating the electric constitution of display/input controller  140  of the slot machine  13 . The display/input controller  140  of the slot machine  13  is a sub-microcomputer for performing image display processing and input control for the touch panel  32 . The display/input controller  140  includes an interface circuit  142 , an input/output bus  144 , a CPU  146 , ROM  148 , RAM  150 , a VDP  152 , video RAM  154 , image data ROM  156 , a driving circuit  158 , and a touch panel control circuit  160 . 
         [0074]    The interface circuit  142  is connected to the input/output bus  144 . The image display command output from the CPU  106  of the aforementioned controller  100  is supplied to the input/output bus  144  via the interface circuit  142 . The input/output bus  144  performs input/output of data signals or address signals to and from the CPU  146 . 
         [0075]    The ROM  148  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display  30 , according to an image display command received from the CPU  106  of the aforementioned controller  100 . On the other hand, the RAM  150  stores flags and variables used in the aforementioned display control program. 
         [0076]    The VDP  152  is connected to the input/output bus  144 . The VDP  152  includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various kinds of processing for displaying images on the liquid crystal display  30 . With such an arrangement, the components connected to the DVP  152  include: the video RAM  154  for storing image data according to the image display command received from the CPU  106  of the aforementioned controller  100 ; and the image data ROM  156  for storing various kinds of image data including the aforementioned image data for visual effects, etc. Furthermore, the driving circuit  158  for outputting a driving signal for driving the liquid crystal display  30  is connected to the VDP  152 . 
         [0077]    The aforementioned CPU  146  instructs the video RAM  154  to store the image data which is to be displayed on the liquid crystal display  30  according to the image display command received from the CPU  106  of the aforementioned controller  100  by reading out the display control program stored in the ROM  148  and by executing the program thus read. Examples of the image display commands include various kinds of image display commands including the aforementioned image display commands for visual effects, etc. 
         [0078]    The image data ROM  156  stores various kinds of image data including the aforementioned image data for visual effects, etc. 
         [0079]    The touch panel control circuit  160  transmits the signals input via the touch panel  32  provided on the liquid crystal display  30  to the CPU  106  via the input/output bus  144  in the form of an input signal. 
         [0080]      FIG. 6  shows symbol lines on which 21 symbols arranged on each video reel  3 A to  3 E are represented. The symbol line for the first video reel corresponds to the video reel  3 A. The symbol line for the second video reel corresponds to the video reel  3 B. The symbol line or the third video reel corresponds to the video reel  3 C. The symbol line for the fourth video reel corresponds to the video reel  3 D. The symbol line for the fifth video reel corresponds to the video reel  3 E. 
         [0081]    Referring to  FIG. 6 , a code number of “00”-“20” is referred to for each symbol of video reels  3 A to  3 E. These code numbers are converted to be data in a data table so as to be stored in the aforementioned ROM  108  ( FIG. 4 ). 
         [0082]    On each video reel  3 A to  3 E, a symbol line is represented with symbols as follows: “Bonus” symbol (symbol  61 ) (hereafter, “Bonus”), “Wild” symbol (symbol  62 ) (hereafter, “Wild”), “Treasure Chest” symbol (symbol  63 ) (hereafter, “treasure chest”), “Golden Mask” symbol (symbol  64 ) (hereafter, “Golden Mask”)”, “Holy Grail” symbol (symbol  65 ) (hereafter, “Holy Grail”), “Compass and Map” symbol (symbol  66 ) (hereafter, “Compasses and Map”), “Snake” symbol (symbol  67 ) (hereafter, “Snake”), “Ace” symbol (symbol  68 ) (hereafter, “Ace”), “King” symbol (symbol  69 ) (hereafter, “King”), “Queen” symbol (symbol  70 ) (hereafter, “Queen”), “Jack” symbol (symbol  71 ) (hereafter, “Jack”), and “10” symbol (symbol  72 ) (hereafter, “10”). The symbol line of each video reel  3 A to  3 E displays an image moving to the direction of the arrow in  FIG. 8  (moving below from the top) by displaying an image that the each video reel  3 A to  3 E is being rotated in forward direction. 
         [0083]    Here in the present embodiment, each combination of “Bonus”, “Wild”, “Snake”, “Treasure Chest”, “Golden Mask”, “Holy Grail”, “Compass and Map”, “Ace”, “King”, “Queen”, “Jack” and “10” is set as a prize combination. A combination (combination data) is control information which relates credits awarded to a player (the amount of payout of coins) to a combination of a prize combination, and which is used for stop control of each video reel  3 A through  3 E, change (shift) of a game state, awarding of coins, and the like. 
         [0084]      FIG. 7  shows a symbol arrangement table. The symbol arrangement table relates the code number indicating the position of each symbol which constitutes the aforementioned symbol lines to each symbol of the respective video reels  3 A to  3 E, and then, registers thereof. In addition, the first video reel through the fifth video reel corresponds to the video reels  3 A to  3 E, respectively. In other words, the symbol arrangement table includes symbol information corresponding to the symbol position (the code number) of video reels  3 A to  3 E. 
         [0085]      FIG. 8  is a flow chart illustrating a flow of the processing operation in the game machine  13  executed by the controller  100  of the game machine  13 . The processing operation is called from a main program for the slot machine  13  at a predetermined timing, and then executed. 
         [0086]    A description is provided below regarding a case in which the slot machine  13  has been activated beforehand. Furthermore, let us say that the variables used by the CPU  106  included in the aforementioned controller  100  have been initialized to predetermined values, thereby operating the slot machine  13  in a normal state. 
         [0087]    First, the CPU  106  included in the aforementioned controller  100  determines whether or not any coins inserted by the player are remaining (Step S 1 ). More specifically, CPU  106  reads a credit number C stored in the RAM  110 , and executes processing according to the credit number C. When the credit number C equals “0” (NO in Step S 1 ), the CPU  106  terminates the routine without executing any processing, since it cannot start a game. When the credit number C is not less than “1” (YES in Step S 1 ), the CPU  106  determines that coins remain as credits, and the CPU  106  moves the processing to Step S 2 . 
         [0088]    In Step S 2 , CPU  106  determines whether or not a pushing operation has been applied to the spin bet repeat switch  24 . When the switch  24  has been pushed and the CPU  106  receives an operation signal from the switch  24  (YES in Step S 2 ), the CPU  106  moves the processing to Step S 13 . On the other hand, when the CPU  106  does not receive the operation signal from the switch  24  after a predetermined period of time elapses (NO in Step S 2 ), the CPU  106  determines that the switch  24  has not been pushed and moves the processing to Step S 3 . 
         [0089]    In the following Step S 3 , the CPU  106  sets the game conditions. Specifically, the CPU  106  determines the amount of coins bet on the active pay lines in this game based on the operation of the bet switch  23 . Then, the CPU  106  determines the bet amount to be bet on the active pay lines based upon the number of times signals that indicate operation of the bet switch  23  have been received, and stores the bet amount thus determined in a predetermined memory area of the RAM  110 . The CPU  106  reads the credit amount C stored in a predetermined memory area of the RAM  110 , and subtracts the total bet amount, which is the sum of the aforementioned bet amounts, from the credit amount C thus read. Then, the CPU  106  stores the subtracted value in a predetermined memory area of the RAM  110 . Subsequently, the CPU  106  moves the processing to Step S 4 . 
         [0090]    In the following Step S 4 , the CPU  106  determines whether the start switch  25  is ON, and then, waits for the start switch  35  to be operated. Upon the start switch  25  being operated, and accordingly, upon the operation signal being input from the start switch  25  (in a case of “YES” in the determination processing in Step S 4 ), the CPU  106  determines that the start switch  25  has been operated, and the flow proceeds to Step S 5 . 
         [0091]    On the other hand, in step S 13 , the CPU  106  determines whether the credit number C is at least the total bet number in a previous game. In other words, the CPU  106  determines whether it can start a game in response to a pushing operation applied to the spin repeat bet switch  24 . Specifically, in a case where the spin repeat bet switch  24  has been pushed, and accordingly, in a case where the operation signal has been input from the aforementioned switch  24 , the CPU  106  reads the credit amount C and the bet amount bet to each of the active pay lines L 1  to L 9  in the previous game stored in the predetermined memory areas of the aforementioned RAM  110 . Then, the CPU  106  determines whether the aforementioned credit amount C is at least the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amount thus read. When the CPU  106  determines that the credit number C is less than the total bet number (NO in Step S 13 ), the CPU  106  terminates the routine without any processing, since it cannot start a game. On the other hand, in a case where determination has been made that the aforementioned credit amount C is at least the total bet amount bet in the previous game (in a case of “YES” in the determination processing in Step S 13 ), the CPU  106  subtracts the total bet amount bet in the previous game from the aforementioned credit amount C, and stores the subtracted value in a predetermined area of the RAM  110 . Subsequently, CPU  106  moves the processing to step S 5 . 
         [0092]    In Step S 5 , CPU  106  performs processing for determining a combination of symbols. A specific description is provided below regarding the combination determination processing. 
         [0093]    In the aforementioned combination determination processing, first, the CPU  106  determines the combinations of the symbols along the aforementioned active pay lines when they are stationary. Specifically, the CPU  106  issues a command for the random number generator  112  to generate a random number, thereby extracting a random number in a predetermined range (in a range of “0” to “65535” in the present embodiment) generated by the random number generator  112 . The CPU  106  stores the random number thus extracted in a predetermined memory area of the RAM  110 . It should be noted that a description is being provided in the present embodiment regarding an arrangement in which the random number is generated by the random number generator  112 , which is a separate component from the aforementioned CPU  106 . In addition, an arrangement may be made in which the random number is generated by computation processing by the CPU  106  without involving the random number generator  112 . The CPU  106  reads a random number table for a basic table (see  FIG. 9 ), and a payout table (see  FIG. 10 ) for a basic table, each of which is stored in the ROM  108 . Then, the CPU  106  stores the basic game random number table and the payout table thus read in a predetermined memory area of the RAM  110 . It should be noted that the CPU  106  controls display of the symbols when they are stationary for each reel based upon the aforementioned random number table for a basic game. Furthermore, the CPU  106  reads the random number table for a basic game and the payout table for a basic game stored in the predetermined area of the aforementioned RAM  110 . Then, the CPU  106  determines the combination of the symbols when they are stationary with respect to the aforementioned active pay lines with reference to the aforementioned random number table for a basic game, using the random number stored in the predetermined memory region of the aforementioned RAM  110  as a parameter. Upon determination of specified combinations for providing a prize, the CPU  106  stores the specified combination data for providing a prize thus determined in a predetermined memory area of the RAM  110 . Then, the CPU  106  reads the random number and the specified combination data for providing a prize stored in the predetermined memory area of the RAM  110 , and determines the combination of the symbols to be displayed to be stationary based upon the random number and the specified combination data for providing a prize thus read. In this stage, a symbol arrangement table (see  FIG. 7 ) stored in the ROM  108  is read by the CPU  106 . The symbol arrangement table thus read is stored in a predetermined memory area of the RAM  110 , and used as reference data. The CPU  106  stores the data for the stationary symbols thus determined in a predetermined memory area of the RAM  110 . Alternatively, an arrangement may be made in which the symbols when they are stationary are determined for each reel using the aforementioned random number table for a basic game. 
         [0094]    Upon determination of the combination of the symbols when stationary with respect to the aforementioned active pay lines, the CPU  106  determines whether the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing a prize. In a case where the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing a prize, the CPU  106  activates a flag, which indicates that the player has won the prize that corresponds to the kind of specified combination for providing a prize, in order to provide the prize that corresponds with the specified combination of symbols with respect to the active pay lines for providing the prize. The activated flag, which indicates the player has won a prize, is stored in a predetermined area of the RAM  110  according to the instruction from the CPU  106 . On the other hand, in a case where the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the other combinations, i.e. the losing combinations, the CPU  106  does not activate the flag which indicates that the player has won a prize. Subsequently, CPU  106  moves the processing to Step S 6 . 
         [0095]    Here, a random number table for basic games shown in  FIG. 9  is explained. In the random number table for a basic game, a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations. In processing for determining a symbol combination, for example, in a case where a random number is extracted from a range of numbers between “0” to “65535” is any one of the numbers in a range between “0” to “299”, the internal component of the slot machine  13  determines to generate a bonus combination as the final results of the basic game. In other words, the probability is “300/65536” that the combination of the symbols when they are stationary matches any one of the bonus combinations. On the other hand, in a case where a random number extracted from a range of numbers between “0” to “65535” is any one of the numbers in a range between “10000” to “65535”, the internal component of the slot machine  13  determines to generate other combinations, i.e. losing combinations, as the final results of the basic game. In other words, the probability is “55536/65536” that the combination of the symbols when they are stationary matches any one of the losing combinations. 
         [0096]      FIG. 10  shows a payout table for a basic game. In the payout table for a basic game, the coin amount to be paid out is registered in association with each specified combination for providing a prize for each credit amount bet on one game. Therefore, let us consider a stage in which a determination is made whether the combination thus generated matches any one of the specified combinations for providing a prize. In this stage, let us consider a case in which the combination thus generated matches the combination “Wild”. In this case, in a case where the credit amount bet is “1”, 50 coins are paid out. In a case where the credit amount bet is “2”, 100 coins are paid out. In a case where the credit amount bet is “3”, 150 coins are paid out. 
         [0097]    Referring to  FIG. 8  again, in the following Step S 6 , the CPU  106  instructs the video reels  3 A to  3 E to start to rotate. Specifically, the CPU  106  displays an image which shows rotating the video reels  3 A to  3 E, in sequence or simultaneously, based upon the symbol arrangement table stored in the aforementioned RAM  110 . 
         [0098]    Upon displaying the image which shows the video reels  3 A to  3 E starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 7 ). After the predetermined period of time has elapsed (in a case of “YES” in the determination processing in Step S 7 ), the CPU  106  instructs the video reels  3 A to  3 E to automatically stop rotating (Step S 8 ). Specifically, the CPU  106  displays an image which shows the video reels  3 A to  3 E stopping rotation in sequentially or simultaneously such that the symbols when they are stationary, which correspond to the specified combinations for providing a prize determined in the aforementioned Step S 5 , are displayed within a display region that has a visually interactive relationship with the player. Subsequently, the CPU  106  moves the processing to Step S 9 . 
         [0099]    In the following Step S 9 , the CPU  106  determines whether a predetermined symbol combination has been formed based upon the results of the combination determination processing performed in Step S 5 . Specifically, the CPU  106  makes this determination based upon the state of the flag that indicates whether the player has won a prize with respect to the active pay lines stored in the predetermined memory area of the aforementioned RAM  110 . In a case where the flag, which indicates that the player has won a prize, has not been activated, i.e. in a case where the symbol combination matches any one of the “other” combinations, which are combinations other than the specified combinations for providing a prize (in a case of “NO” in the determination processing in Step S 9 ), the CPU  106  determines that the specified combination for providing a prize has not been formed, and ends this routine. On the other hand, in a case where the flag, which indicates that the player has won a prize, has been activated, i.e. in a case where the symbol combination matches any one of the combinations other than the “other” combinations (in a case of “YES” in the determination processing in Step S 9 ), the flow proceeds to Step  10  according to the instruction from the CPU  106 . 
         [0100]    In the following Step S 10 , the CPU  106  determines whether the symbol combination thus formed based upon the combination determination processing performed in Step S 5  is a bonus combination. Specifically, the CPU  106  makes this determination based upon the state of the flag that indicates whether the player has won a prize with respect to the active pay lines stored in the predetermined memory area of the aforementioned RAM  110 . In a case where the flag, which indicates that the player has won a prize, has been activated, and the specified combination for providing a prize is a “bonus” combination, the flow proceeds to Step  11  according to the instruction from the CPU  106 . If not, the flow proceeds to Step  12 . 
         [0101]    In Step S 11 , CPU  106  executes the bonus game process (see  FIG. 11 ). Upon finishing the processing in Step S 11 , the CPU  106  terminates the routine. 
         [0102]    In a case where the flow has proceeded to Step S 12 , the CPU  106  pays out an amount of coins corresponding to the aforementioned specified combination for providing a prize. Specifically, the CPU  106  calculates the amount of coins to be paid out for the aforementioned specified combination for providing a prize, with reference to the payout table for a basic game ( FIG. 10 ). The CPU  106  reads the credit amount stored in the aforementioned predetermined memory area of the RAM  110 . Then, the CPU  106  calculates the sum total amount of coins to be paid out thus calculated and the credit amount thus read, and stores the sum thus calculated in a predetermined memory area of the RAM  110 . The CPU  106  displays the sum thus stored on the credit amount display unit  49 . Subsequently, the CPU  106  terminates the routine. 
       a. FIRST EMBODIMENT OF THE PRESENT INVENTION 
       [0103]    Referring to  FIG. 11 , bonus game processing  1  which is the first embodiment is explained. 
         [0104]    In Step S 21 , CPU  106  performs processing for determining a combination of symbols and then moves the processing to Step S 22 . A specific description regarding the processing for determining a combination of symbols is substantially the same as Step S 5  described above in  FIG. 8 . The difference is that the table which the CPU  106  reads is a random number table for a Bonus game (see  FIG. 12 ) stored in the ROM  108  and a payout table for a bonus game (see  FIG. 13 ). Therefore, the random number table for a bonus game and the payout table for a bonus game, which are the differences from  FIG. 8 , are described as follows. 
         [0105]    Here, the random number table for a bonus game shown in  FIG. 12  is explained. In the random number table for a bonus game, a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations. In a case where a random number extracted from a range of numbers between “0” to “65535” is any one of the numbers in a range between “3100” to “3899”, for example, the internal component of the slot machine  13  determines that the symbol combination is “Ace” combination, as the final result of the basic game. In other words, the probability is “800/65536” that the combination of the symbols when they are stationary matches any one of the “Ace” combinations. 
         [0106]    The payout table for a bonus game shown in  FIG. 13  is explained. In the payout table for a basic game, the coin amount to be paid out is registered in association with each specified combination for providing a prize for each credit amount bet on one game. Therefore, let us consider a stage in which a determination is made whether the combination thus generated matches any one of the specified combinations for providing a prize. In this stage, let us consider a case in which the combination thus generated matches the combination “Ace”. In this case, in a case where the credit amount bet is “1”, 10 coins are paid out. In a case where the credit amount bet is “2”, 15 coins are paid out. In a case where the credit amount bet is “13”, 20 coins are paid out. 
         [0107]    Referring to  FIG. 11  again, in Step S 22 , the CPU  106  performs processing for determining a specified symbol. Specifically, the CPU  106  determines a specified symbol with reference to a random number table for determining a specified symbol, which is described below. The CPU  106  stores the specified symbol data thus determined in a predetermined memory area of the RAM  110 . 
         [0108]    Here, the random number table for determining the specified symbol shown in  FIG. 14  is explained. The random number table for determining the specified symbol is referred to when the CPU  106  determines the specified symbol. For example, in a case where the random number generated by the random number generator  112  is “33000”, the number belongs to a range of random numbers “30000 to 44999”, and thus, the specified symbol is determined as a “Holy Grail”. 
         [0109]    Referring to  FIG. 11  again, in Step S 23 , the CPU  106  processes starting rotation of a scroll line, and moves the processing to Step S 24 . The specific processing is substantially the same as the abovementioned Step S 6  in  FIG. 8 . 
         [0110]    Referring to  FIG. 11  again, in Step S 24 , the CPU  106  determines whether a predetermined period of time has elapsed, and in a case where it has elapsed, the CPU  106  moves the processing to Step S 25 . When it has not elapsed, the CPU  106  moves the processing to Step S 24 . The specific processing is substantially the same as the abovementioned Step S 7  in  FIG. 8 . 
         [0111]    Referring to  FIG. 11  again, in Step S 25 , the CPU  106  processes stopping rotation of a scroll line, and moves the processing to Step S 26 . The specific processing is substantially the same as the abovementioned Step S 8  in  FIG. 8 . 
         [0112]    In Step S 26 , the CPU  106  determines whether a specific symbol was rearranged in the display window of the first scroll line that is initially stopped. In a case where the CPU  106  determines that the specified symbol is rearranged in the display window of the first scroll line, the CPU  106  moves the processing to Step S 27 . In a case where the CPU  106  determines that the specified symbol is not rearranged in the display window of the first scroll line, the CPU  106  moves the processing to Step S 31 . 
         [0113]    In addition, when the specified symbol is rearranged in the display window of the first scroll line, the CPU  106  activates a flag for providing a prize corresponding to specified symbols. More specifically, the CPU  106  activates the flag which is stored in a predetermined area of the RAM  110 . 
         [0114]    In Step S 27 , the CPU  106  determines whether the specified symbol is rearranged in the display window for each of the scroll lines other than the first scroll line. In a case where the CPU  106  determines that the specified symbol is rearranged in the display window for each of the other scroll lines, the CPU  106  moves the processing to the Step S 28 . In a case where the CPU  106  determines that the specified symbol is not rearranged in the display window for each of the other scroll lines, the CPU  106  moves the processing to the Step S 31 . Specifically, the CPU  106  determines whether a specified symbol is rearranged with reference to a random number table for determining rearrangement of a specified symbol, which is described below in  FIG. 15 . In addition, the processing in Step S 27  is executed when a specified symbol does not correspond to winning combinations in association with the specified symbol rearranged in the display window of the first scroll line and the symbol rearranged in the display window of the other scroll line. 
         [0115]    Here, the random number table for determining rearrangement of a specified symbol shown in  FIG. 15  is explained. The random number table for determining rearrangement of a specified symbol is referred to when the CPU  106  determines whether a specified symbol is rearranged in the display window for each of the scroll lines other than the first scroll line. For example, in a case where the random number generated by the random number generator  112  is “5000”, the number belongs to a range of a random numbers “0 to 9999”, and thus it is determined that the specified symbol is “rearranged”. 
         [0116]    Referring to  FIG. 11  again, in Step S 28 , the CPU  106  determines whether the specified symbol is rearranged in the display window for each of the scroll lines other than the first scroll line. In a case where the CPU  106  determines that a specified symbol is rearranged in the display window for each of the other scroll lines, the CPU  106  moves the processing to Step S 29 . In a case where the CPU  106  determines that a specified symbol is not rearranged in the display window for each of the other scroll lines, the CPU  106  moves the processing to Step S 31 . 
         [0117]    In Step S 29 , CPU  106  rearranges the specified symbol in the display window for each of the scroll lines other than the first scroll line, and then, moves the processing to Step S 30 . Specifically, the CPU  106  scrolls again the video reel corresponding to the other scroll lines among the video reel  3 A to  3 E, and then, rearranges the specified symbol (Holy Grail symbol) on the active pay line corresponding to the display position of the specified symbol rearranged in the display window of the first scroll line (see  FIG. 17 ). 
         [0118]    In addition, the specified symbol may be rearranged in the display windows of all the other scroll lines by scrolling again, without rearranging the specified symbol on the active pay line corresponding to the display position of the specified symbol rearranged in the display window of the first scroll line (see  FIG. 18 ). Alternatively, the predetermined number of the specified symbols (for example, three) may be rearranged. 
         [0119]    In Step S 30 , the CPU  106  awards a prize corresponding to the specified symbol. Specifically, when a flag for awarding a prize corresponding to a specified symbol is activated, the CPU  106  awards a prize corresponding to the specified symbol with reference to the payout table for a bonus game described above in  FIG. 13 . For example, if the specified symbol is Holy Grail, it pays 60 credits (in the case where the amount of credits bet is three). Upon finishing the processing in Step S 30 , the CPU  106  terminates the routine. 
         [0120]    In Step S 31 , the CPU  106  pays out the amount of coins corresponding to a symbol combination when a predetermined symbol combination has been formed. Specifically, the CPU  106  calculates the amount of coins to be paid out for the aforementioned specified combination for awarding a prize, with reference to the payout table for a basic game (see  FIG. 13 ). The CPU  106  reads the credit amount stored in the aforementioned predetermined memory area of the RAM  110 . Then, the CPU  106  calculates the sum total amount of coins to be paid out thus calculated and the credit amount thus read, and stores the sum thus calculated in a predetermined memory area of the RAM  110 . The CPU  106  displays the sum thus stored on the credit amount display unit  49 . Subsequently, the CPU  106  terminates the routine. 
         [0121]      FIG. 16  illustrates an example of the rendered image.  FIG. 16  illustrates that the specified symbol (a Holy Grail symbol  65 ) is rearranged in the display window of the first scroll line that is initially stopped (for example, a video reel  3 A shown in  FIG. 3 ) in Step S 26  shown in  FIG. 11 . The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0122]      FIG. 17  illustrates the example of the rendered image.  FIG. 17  illustrates that the specified symbol (a Holy Grail symbol) is rearranged on the active pay line L 5  by scrolling the scroll line again when it is stationary shown in  FIG. 16 . The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0123]    Although it is described in the first embodiment that the specified symbol (Holy Grail symbol  65 ) is rearranged by scrolling again on the active pay line corresponding to a display position of the specified symbol rearranged in the display window of the first scroll line, the present invention is not limited thereto and the specified symbol (holy Grail symbol  65 ) may be rearranged in the display windows of all of the scroll lines. Alternatively, the predetermined number of the specified symbols (for example, three) may be rearranged (not shown). 
       b. SECOND EMBODIMENT OF THE PRESENT INVENTION 
       [0124]    Referring to  FIG. 19 , a bonus game processing  2 , which is the second embodiment of the present invention, is explained. 
         [0125]    In Step S 41 , the CPU  106  performs processing for determining a symbol combination and then moves the processing to Step S 42 . The specific processing is substantially the same as the abovementioned Step S 21  in  FIG. 11 . 
         [0126]    Referring to  FIG. 19  again, the CPU  106  performs a processing for determining a specified symbol. The specific processing is substantially the same as the abovementioned Step S 22  in  FIG. 11 . 
         [0127]    Referring to  FIG. 19  again, in Step S 43 , the CPU  106  processes starting rotation of a scroll line, and moves the processing to Step S 44 . The specific processing is substantially the same as the abovementioned Step S 6  in  FIG. 8 . 
         [0128]    Referring to  FIG. 19  again, and, in Step S 44 , the CPU  106  determines whether a predetermined period of time has elapsed. In a case where it has elapsed, the CPU  106  moves the processing to Step S 45 . In a case where it has not elapsed, the CPU  106  moves the processing to Step S 44 . The specific processing is substantially the same as the abovementioned Step S 7  in  FIG. 8 . 
         [0129]    Referring to  FIG. 19  again, in Step S 45 , the CPU  106  processes stopping rotation of a scrolling line, and moves the processing to Step S 46 . The specific processing is substantially the same as the abovementioned Step S 8  in  FIG. 8 . 
         [0130]    Referring to  FIG. 19 , in Step S 46 , the CPU  106  determines whether the specified symbol is rearranged in the display window of the first scroll line which is initially stopped. In a case where the CPU  106  determines that the specified symbol is rearranged in the display window of the first scroll line, the CPU  106  moves the processing to Step S 47 . In a case where the CPU  106  determines that the specified symbol is not rearranged in the display window of the first scroll line, the CPU  106  moves the processing to Step S 50 . 
         [0131]    In Step S 47 , the CPU  106  determines whether the specified symbol is rearranged in the display window for each of the scroll lines other than the first scroll line. In a case where, the CPU  106  determines that the specified symbol is rearranged in the display window for each of the other scroll lines, the CPU  106  moves the processing to Step S 48 . In a case where the CPU  106  determines that the specified symbol is not rearranged in the display window for each of the other scroll lines, the CPU  106  moves the processing to Step S 50 . 
         [0132]    In addition, when the specified symbol is rearranged in the display window for each of the other scroll lines, the CPU  106  activates a flag for awarding a prize corresponding to specified symbols. More specifically, the CPU  106  activates the flag which is stored in a predetermined area of the RAM  110 . 
         [0133]    In Step S 48 , the CPU  106  determines whether a specific symbol was rearranged on the active pay line corresponding to a display position of the specified symbol rearranged in the display window of the first scroll line, and moves the processing to Step S 49 . Specifically, the CPU  106  scrolls again the video reel corresponding to the other scroll lines among the video reel  3 A to  3 E, rearranges the specified symbol on the active pay line, and then, stops scrolling the video reel again. 
         [0134]    In Step S 49 , the CPU  106  awards a prize corresponding to the specified symbol. The specific processing is substantially the same as the abovementioned Step S 30  in  FIG. 11 . Upon terminating the processing in Step S 49 , CPU  106  terminates the routine. 
         [0135]    Referring to  FIG. 19  again, in Step S 50 , when the predetermined symbol combination has been formed, the CPU  106  pays out the amount of coins corresponding to the symbol combination, which is the same as Step S 31  described in  FIG. 11 . Upon terminating the processing in Step S 50 , CPU  106  terminates the routine. 
         [0136]      FIG. 20  illustrates an example of the rendered image.  FIG. 20  illustrates that the specified symbol (Holy Grail symbol) is rearranged in the display window of the first scroll line that is initially stopped and that, when the specified symbol is rearranged in the display window of the other scroll line, a line linking the specified symbol (Holy Grail symbol) thus displayed is displayed as an active pay line. The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0137]      FIG. 21  illustrates an example of the rendered image.  FIG. 21  illustrates that the specified symbol (Holy Grail symbol) is rearranged on the active pay line L 5  by scrolling again the scroll line when it is stationary shown in  FIG. 19 . The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0138]    Although in the present embodiment, an example using a Holy Grail symbol as a specified symbol is explained, the present embodiment is not limited thereto, and the other symbols (for example, Ace, and the like) may be used for a specified symbol. 
         [0139]    In addition, although in the present embodiment, an example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a mechanical slot machine. 
         [0140]    Furthermore, although in the present embodiment, an example using a slot machine (a so-called casino machine) in which a reel is automatically stopped after being rotated without using a stop button is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a slot machine (a so-called Pachinko-slot machine) in which reels are stopped in the order by which a player stops the reels by hand using the stop button. 
         [0141]    While the embodiments according to the present invention have been described as mentioned above, it is understood that many changes and modifications may be made therein without departing from the spirit and scope of the present invention.