Abstract:
In a game machine, game result conditions may be randomly selected for a predetermined number of games among a plurality of given game result conditions and a demonstration may be made to provide a player of the game with a feeling of higher probability of winning a prize in the game when the randomly selected game result conditions include a given specific game result condition. The demonstration may be made by a variety of possible techniques, including using a flashing light or changing the volume or tone of a sound. Random numbers may be sampled in advance for random selection of game result conditions for the current game and for one or more games that will follow the current game, i.e., ranging several games down from the current game. These random numbers may be used to determine whether or not a demonstration should be made in the current game. As a result, more games will have demonstrations than in existing games, in which only the current games status can be considered, and more effective demonstrations may be made to enhance a player&#39;s interest in playing more games. The present invention is a game machine that randomly selects the game result conditions of a first game by lottery from among a plurality of conditions, and that determines the game results on the basis of the randomly selected results, wherein the player is alerted by a presentation to the fact that a “Second Game Win” condition exists among randomly selected conditions.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation in part of U.S. patent application titled “Game Machine,” Ser. No. 08/919,016, filed Aug. 27, 1997, pending, the contents of which are hereby incorporated by reference. 
    
    
     FIELD OF THE INVENTION 
     The present invention relates to the field of game machines, and more particularly to the field of game machines such as slot machines in which unusual lighting, sounds, or any other similar indicator signals that a player may most likely win a prize. 
     BACKGROUND 
     Game machines, such as slot machines and poker game machines, that pay back tokens, such as coins, for winning game results have been very popular. Here, slot machines will be used as an example of a game machine. 
     Players start a game by pulling a start lever after putting a token in the slot machine. A plurality (three, for example) of reels with numerous types of symbols arranged on the circumference rotate at high speed in the slot machine, and the prize status is determined by the combination of the symbols on the reels displayed at a given location in a window when the reels have stopped. The number of tokens that are paid out is determined by the combination of symbols when the reels have stopped, that is, the prize status. When the current game prize status has been determined, the reels are rotated to begin the game. 
     Slot machine prizes typically include “Big Jackpots,” where 1000 or more tokens, for example, are paid back, as well as “Small Jackpots,” where less than 1000 tokens are paid back. A variety of other prizes also may be offered. 
     In most slot machines, the player can operate stop buttons provided in the slot machine to stop the reels, but in the type of slot machine in which the prize status is determined by random selection using random numbers for each game, the reels are not stopped immediately when the player actuates the stop buttons, but instead are stopped when the symbols on the reels reach the position corresponding to the prize status previously determined by random selection. 
     It is possible for too much time to pass after the player presses the stop buttons until the reels stop at the prize status that had been previously determined by random selection. This could lead to unnatural reel-stopping operations. In such cases, the reels may be stopped at a point that does not match the prize status previously determined by random selection. In other words, when too much time passes until the reels stop after the player has operated the stop bottons, leading to unnatural reel-stopping operations, the reels are stopped irrespective of the prize status previously determined by random selection. As a result, even when the prize status previously determined by random selection would have been, for example, a “Big Jackpot,” the prize status may end up being a “Lose” due to the timing with which the player has actuated the stop buttons. Conversely, when the prize status previously determined by random selection would have been a “Lose,” the prize status may end up being a “Big Jackpot” due to the circumstances under which the player actuated the stop buttons. 
     Slot machine prizes also may include a so-called “Second Game Win” result, where a second game can be played as a subsidiary game. This “Second Game Win” result is described below. 
     The game that results in the aforementioned “Big Jackpot,” “Small Jackpot,” or “Second Game Win” is referred to herein as the first game. When a “Second Game Win” is won in a first game, a second game can be played without new tokens being entered. The second game is played with an arrangement or a set of beginning reels that is different from the arrangement or set of the first game. Common examples are referred to as “Bonus” games or “Free” games. Such a second game is often advantageous for the player, allowing the player to win a prize that includes a large amount of tokens depending on the results of the second game. The player plays the slot machine in anticipation of increasing the number of tokens in possession, but since the number of tokens in the player&#39;s possession does not increase all that much with “Small Jackpots,” the player plays the slot machine while hoping for a “Second Game Win” or a “Big Jackpot” that will quickly increase the number of tokens in the player&#39;s possession. 
     Frequently, the prize status in a slot machine is determined by random selection using random numbers for each game. In this type of slot machine, for example, the prize status is randomly selected when a token is put into the slot machine and the start lever is pulled, and the current game prize status is then determined. When the current game prize status has been determined, the reels are rotated to begin the game. 
     However, in the type of slot machine in which the prize status is determined by random selection using random numbers for each game, the prize status is randomly selected when a token has been put into the slot machine and the start lever has been pulled, so the prize status of the current game is already known when the reels begin to rotate. As described above, the player plays slot machines hoping for a “Second Game Win” or “Big Jackpot” to quickly increase the number of tokens in the player&#39;s possession, and when it is known that there is an extremely high possibility that the current game will result in a “Big Jackpot” or “Second Game Win” as a result of previous random selection (as described previously, there can be cases in which the prize status might end up as a “Lose” due to the timing with which the player actuates the stop buttons), it would be extremely significant to make a demonstration alerting the player to that fact. 
     SUMMARY OF THE INVENTION 
     The systems and methods described herein are designed to provide a game machine which can make demonstrations when a “Second Game Win” has been obtained by random selection for determining the game prize status, and which can make more effective demonstrations when a “Second Game Win” has been obtained. A game machine according to the systems and methods described herein randomly selects the game result conditions of a first game by lottery from among a plurality of conditions, and determines the game results on the basis of the randomly selected results, wherein the game machine is characterized by alerting a player by a demonstration to the fact that there is “Second Game Win” condition among the randomly selected conditions. The presentation includes various states or features, such as changes in the rotating operation of the reels, visual stimulation by special light displays, audio stimulation by special sounds, and tactile stimulation by vibrations in the operating components of the machine. Naturally, two or more states or features can be combined. 
     A game machine according to the systems and methods described herein includes random selection means for randomly selecting, at the beginning of the current first game, game result conditions for a predetermined prescribed number of games from among the plurality of such conditions, storage means for storing a prescribed number of game result conditions; actuating means for actuating the start of a game, determination means for determining whether or not a “Second Game Win” condition is present among the randomly selected results for a prescribed number of games, and demonstration means for displaying prescribed sensory information to the player when the “Second Game Win” condition is present. This sensory information may include visual, audio, and tactile information, either independently or in combination, similar to that described above. 
     A game machine optionally may include second random selection means for randomly selecting in advance several kinds of current game result conditions at the beginning of the current first game, selecting one of the several kinds of randomly selected results by a prescribed method, and actualizing the current game results, wherein a demonstration is made during the current game when the aforementioned “Second Game Win” condition is present among the several kinds of conditions randomly selected in advance. Optionally, a demonstration may be made when the randomly selected game results include at least two predetermined game results, or some combination of predetermined game results. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 illustrates the appearance of a slot machine in an embodiment of the present invention. 
     FIG. 2 is a detail of the window for viewing the reels of the slot machine depicted in FIG.  1 . 
     FIG. 3 is a flow chart of the process for determining active prize lines. 
     FIG. 4 is a flow chart of the basic game progress of a slot machine according to the present invention. 
     FIG. 5 is a flow chart of the process from the determination of the prize to the pay out of tokens. 
     FIG. 6 is a block diagram depicting a microcomputer controlling a slot machine according to the present invention. 
     FIG. 7 is a flow chart describing the operation of a slot machine in an embodiment of the present invention. 
     FIG. 8 is an illustration of the structure of the random number store in an embodiment of the present invention. 
     FIG. 9 is a flow chart of the operation of the slot machine in another embodiment of the present invention. 
     FIG. 10 illustrates the structure of the random number store in another embodiment of the present invention. 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     In conventional types of slot machines in which the prize status is determined by random selection using random numbers for each game, when the prize status resulting from random selection in the current game is a “Big Jackpot,” a demonstration is made by unusual operations, such as unusual lights or sounds, but there is no demonstration when the prize status resulting from the random selection in the current game is a “Second Game Win.” 
     In the conventional slot machines described above, the results are randomly selected using random numbers for each game, so only the current game prize status is known. Thus, demonstrations are made only when the randomly selected result of the current game is a “Big Jackpot,” and there are a fewer number of demonstrations when there are “Big Jackpots.” There is thus a problem in that the demonstrations are not very effective in arousing the interest of the player to play more games. 
     The present invention is described below with reference to the drawings. Here, a slot machine is described as an example of a game machine according to the present invention. However, the present invention is not limited to slot machines, and may be used for any type of game machine in which game results can be randomly selected. 
     FIG. 1 illustrates the appearance of a slot machine in an embodiment of the present invention. The slot machine in FIG. 1 includes a main unit  1 . A cabinet  2  having a front face constituting the entire main unit  1  is provided with windows  3 L,  3 C,  3 R corresponding to a plurality of reels  4 L,  4 C,  4 R, (three in the case of FIG.  1 ), for viewing the symbols on each of the reels  4 L,  4 C,  4 R located inside the cabinet  2 . A speaker  16  and one or more lights  18  is included on a display panel  15 , or may be placed elsewhere on the main unit  1 . Changes in the tone, volume or nature of the sounds may be broadcast through speaker  16 , or changes in the color or timing of the light  18 , or some combination thereof, may be used to demonstrate the prize status, i.e., the likelihood of winning a prize, to the player. Alternatively, static or moving text, numbers, or designs could be illuminated in a portion of the display panel  15  or on the main unit to indicate to the player that there is an increased likelihood of winning a “Big Jackpot”. A start lever  5  for rotating the reels  4 L,  4 C,  4 R when operated by a player is rotatably attached at a prescribed angle on a side face of the cabinet  2 . A token inlet  6  for entering tokens and a digital display  7 , comprising a credit number display  7 A for displaying the number of tokens currently credited and a prize number display  7 B for displaying the number of tokens won in the current game, are provided on the lower right side of the windows  3 L,  3 C,  3 R on the front face of the cabinet  2 . 
     Arranged below the windows  3 L,  3 C,  3 R on the front face of the cabinet  2  are a spin switch  8  for setting the reels  4 L,  4 R,  4 C in motion by the operation of a push button which is separate from the operation of the start lever  5 , a single bet switch  9  for betting just one token from among the credited tokens on the game when the push button is pressed once, a maximum bet switch  10  allowing the maximum possible number of tokens to be bet on a single game when the push button is pressed once, a “C/P” switch  11  for switching between play credit/pay out of the tokens won by the player when the push button is pressed, and a token receptacle  13  for receiving tokens paid out from a token pay outlet  12  at the bottom of the front face when the “C/P” switch  11  is switched. 
     FIG. 2 is a detailed view of the window for viewing the reels  4 L,  4 R,  4 C of the slot machine depicted in FIG.  1 . In this example of a slot machine, the number of prize lines can be selected according to the number of tokens entered (number of tokens bet on the game) prior to the start of the game. That is, in FIG. 2, three symbols “S” on each reel can be seen through the windows  3 L,  3 C,  3 R. When one token is entered, only a single line  21  is activated per prize determination; when two tokens are entered, a total of three lines comprising lines  21 ,  22 A, and  22 B are activated per prize determination; and when three tokens are entered, a total of five lines comprising lines  21 ,  22 A,  22 B,  23 A, and  23 B are activated. In FIG. 2, a set of lamps  14   a ,  14   b ,  14   c ,  14   b′ ,  14   c′ , which are marked with the characters “1”, “2”, and “3”, lights up to display the lines that have been activated according to the number of tokens entered. The selection of the number of active lines is determined, for example, by the number of tokens entered prior to the operation of the start lever  5  or the spin switch  8 . 
     The display lamps  14   a ,  14   b ,  14   c ,  14   b ′,  14   c ′ are connected so as to light up to display the lines that have been activated according to the number of tokens entered. Thus, the selection of the number of active lines is determined by the number of tokens entered prior to the operation of either the start lever  5  or the spin switch  8 , or, alternatively, by the number of tokens entered after the operation of the start lever  5  and prior to the operation of the spin switch  8 . When one token is entered, only one line, which is associated with one display lamp  14   a  and mark “1”, is activated per prize determination; when two tokens are entered, a total of three lines, which are associated with three display lamps  14   a ,  14   b ,  14   b ′ and the marks “1” and “2” are activated per prize determination; and when three tokens are entered, a total of five lines, which are associated with all five of the display lamps  14   a ,  14   b ,  14   c ,  14   b ′,  14   c ′ and with the marks “1”, “2” and “3”, are activated. This selection is done in accordance with the flowchart shown in FIG.  3 . 
     The selection of the number of active lines may be based on a microswitch, photosensor, or other such electrical signal-based device for detection of the insertion of a token and the determination as to whether or not the start lever  5  or spin switch  8  has been operated. In the “active line” process in FIG. 3, one or more of the display lamps  14   a ,  14   b ,  14   c ,  14   b ′,  14   c ′ are turned on, and at the same time, a signal is input to the microcomputer described below so as to be taken into account during the determination of the prize. 
     FIG. 3 is a flowchart  100  illustrating the selection of lines to activate by lighting up one or more of the lamps  14   a ,  14   b ,  14   c ,  14   b ′,  14   c ′. The selection may be made using a microswitch, a photosensor, or another similar electrical signal-based system for detection of the insertion of a token and determination as to whether or not the start lever  5 , or the spin switch  8 , or both, have been operated. In the flowchart  100 , the line activation process starts at a step  101  indicating conclusion of a prior game. Following the step  101  is a test step  102  that determines whether a token has been entered. The test step  102  is repeated until a token is entered. Once a token has been entered, control passes to a step  104  so that a single display lamp  14 a will be lit to activate a single line, which is marked with a “1” in FIG.  1 . Following the step  104  is a test step  106  that determines whether the start lever  5  has been pulled. If the start lever  5  has been pulled, then the game proceeds to a game start step  120  and the game starts. Otherwise, a test step  108  determines whether a second token has been entered. The test steps  106 ,  108  are repeated until either the start lever  5  is pulled or a second token is entered. If a second token is entered, control passes to a step  110  that indicates that two more lamps  14   b ,  14   b ′ will be lit to activate two more lines, which are marked with a “2” in FIG. 1, for a total of three lines activated. Following the step  110 , a test step  112  is performed to test whether the start lever  5  has been pulled. If the start lever  5  has been pulled, control passes from the step  112  to the game start step  120 . Otherwise, a test step  114  is performed to determine whether a third token has been entered. The steps  112 ,  114  are repeated until either the lever  5  is pulled or a third token is entered. If a third token is entered, two more display lamps  14   c ,  14   c ′, which are marked with a “3” in FIG. 1, will be lit to activate two more lines, for a total of five lines activated. A test step  118  is then performed to determine whether the start lever  5  has been pulled. If the start lever  5  has been pulled, then control passes to the game start step  120 . Otherwise, the test step  118  is repeated. In the “active line” process shown in FIG. 3, one or more of the display lamps  14   a ,  14   b ,  14   c ,  14   b ′,  14   c ′ are turned on depending on the number of tokens entered, and, at the same time, a signal is input to the microcomputer, as described below, so that the number of token entered is taken into account during the determination of the prize. 
     After the number of prize lines has thus been determined, the game basically progresses according to the flow chart in FIG.  4 . That is, the game starts when the start lever  5  or spin switch  8  is operated, the three reels rotate, the prize status described below is randomly selected after a prescribed period of time has passed, the reels automatically stop based on the randomly selected results, and the current game is terminated. 
     FIG. 4 is a flowchart  200  illustrating progress of the game once the number of prize lines has been determined in accordance with the process shown in FIG. 3 (or by following one of a variety of conventional processes equivalent to that shown in FIG.  3 ). The game begins at the game start step  120  (of FIG.  3 ). A reel rotation step  202  follows the start step  120 . Following the reel rotation step  202  is a delay step  204 . Following the delay step  204  is a result selection step  206  in which the results for a plurality of games are randomly selected to provide a random selection of prize status. Following the result selection step  206  is a reels stop step  221  in which the reels are stopped, optionally in response to a player&#39;s pressing of stop buttons. After the step  221 , control passes to a game end step  224 . 
     When the game is over, the process for determining the prize is carried out according to the flow chart in FIG. 5, for example, and tokens are paid out when a prize has been won. During the determination of a prize, photoelectric signal components provided for the symbols on the reels are read by photosensors, for example, or signal components may be provided at locations on the reels so that reset pulses are obtained for each reel rotation by pulse motors that drive the reels, allowing it to be determined whether a pulse signal has been supplied for any pulse to the pulse motor until the reels are stopped following the production of the reset pulse. 
     FIG. 5 is a flowchart  300  illustrating the determination of the prize when the game is over. Following the game end step  224  (of FIG.  4 ), control passes to a step  312  in which determination of the prize is made. Following the step  312  is a test step  314  which tests whether a prize was won. If so, control passes to a step  316 . Otherwise, control passes to the game over step  101  (of FIG.  3 ). In the step  316 , the prize tokens are paid out in the proper amount. Following the step  316  is a test step  318  in which it is determined whether the paying out has been completed. If so, control passes to the game over step  101 . Otherwise, control returns to the step  316  and the process is repeated until the game over step  101  is reached. 
     FIG. 6 is a block diagram depicting the microcomputer controlling the slot machine in the present embodiment. In FIG. 6, the broken line block A is a main control component having a main CPU  50 , a ROM  51 , and a RAM  52 . The ROM  51  stores a correspondence table of the symbols described above and symbol codes, a table of symbol codes corresponding to prizes and the number of prize tokens paid out, as well as prize probability tables and the like according to prize status when a prize is awarded for the game that has been run. The RAM  52  prepares random number stores for temporarily storing random numbers sampled after the start of a game, memory for temporarily storing data such as rotating reel code numbers and symbols, and the like. 
     A clock pulse generator  53  generates, for example, a four MHZ pulse, and that actuates the main CPU  50  based on this standard pulse, and a divider  54  gives an interruption pulse of 500 Hz, for example, to the main CPU  50  for the interrupt execution process of a prescribed program. A sound generator  55  is driven so as to produce sounds by means of a speaker  56  in order to enhance game interest at prescribed periods after the start of the game. The speaker  56  can be used as the demonstration means described below. An LED drive component  57  drives a 7-segment digital display light-emitting diode  58 , for example. This diode  58  can be used to display the number of tokens paid out or the like. 
     The broken line block B in FIG. 6 is a reel drive view block. In this embodiment, reels  4 L,  4 C,  4 R are driven by pulse motors  28 L,  28 C,  28 R. The motors  28 L,  28 C,  28 R are rotated by drive pulses from a motor drive component  60 . For example, the reels are rotated one reel symbol at a time, as seen through windows  3 L,  3 C,  3 R, per pulse. The reels are constructed in such a way that a reset signal is produced per rotation. The reset signals are detected by a detection block  61 . In the main CPU  50 , the reset signals are detected by the detection block  61 , and the number of drive pulses given to the motor is then counted, allowing the reel symbols visible in the windows  3 L,  3 C,  3 R to be specified. 
     In the prize determination, the symbols of the reels are used as code signals as described above, and the combination is matched with the ROM described below. A prize token pay out hopper  70  and a hopper motor drive component  71  also are shown. A token detector  72  detects the insertion of tokens prior to the start of the game. When a prize has been won, the hopper motor for paying out prize tokens is driven to pay out the prize tokens. The tokens that are paid out are counted, for example, by the token counter  72  located in the token pay out chute, and the game is over when the prescribed number of tokens has been reached. The signal for the number of tokens paid out from the hopper  70  and the signal for the number of tokens entered from the token detector  72  are sent via a “Sw” input component  75  and main CPU  50  from a count drive component  76  to a counter or lamp  77 , the number of tokens entered or paid out is detected, or one or more of the display lamps  14   a ,  14   b ,  14   c ,  14   b ′,  14   c ′ for the active prize lines are lit up according to the number of tokens entered. The display lamps  14   a ,  14   b ,  14   c ,  14   b ′,  14   c ′ can also be used as the demonstration means described below. When three tokens are entered, a lock solenoid  73  that locks the entered tokens is driven. Another switch operating component  78 , such as a stop switch or the like, is operated when a player wishes to stop a game after a token has been entered. A start signal generator  79  is constructed, for example, of the aforementioned start lever  5  or spin switch  8 . 
     The system structure described above allows the determination process for the basic progress of the game shown in the flow charts above to be carried out by the prescribed executing program using the main CPU  50 . 
     The method for randomly selecting the prize status and the method for determining whether or not a demonstration is to be put on, which are features of this embodiment, are described below. The prize status is randomly selected as a result of a match between the random number values sampled at the start of the game, as described above, and the groups of numerical values for awarding a prize which are stored in the prize table in the ROM. 
     FIG. 7 is a flow chart describing the operation of the slot machine in the present embodiment. FIG. 8 is an illustration of the structure of the random number store in the present embodiment. 
     FIG. 7 is a flowchart  400  describing one possible method of operation of the slot machine in an embodiment of the present invention and FIG. 8 is an illustration of the structure. Turning first to FIG. 7, the operation process begins at an all clear step  401 . Following the step  401  is a step  402  in which random numbers are sampled for four games and stored in a random number store (shown in FIG.  8  and described below). Following the step  402  is a game start step  404  in which the game starts. Following the step  404  is a test step  406  in which a test is made to determine whether a token has been entered. If so, control passes to a test step  408 . Otherwise, the test step  406  is repeated. In the test step  408 , it is determined whether the start lever  26  is on. If so, control passes to a test step  410 . The test steps  406 ,  408  are repeated until either the start lever  26  is on or a token is entered. In the test step  410 , a determination is made whether there is a “Second Game Win” result. If so, control passes to a step  412  in which a demonstration flag is set, and, following the step  412 , control passes to a step  414 . Otherwise, control passes from the step  410  to the step  414  and thus the demonstration flag is not set. In the step  414 , a first random number is extracted from the random number store to determine the prize status. Following the step  414  is a step  416  in which the random numbers in the random number store are shifted, as described below. Following the step  416  is a step  418  in which a random number for one game is sampled. Following the step  418  is a step  420  in which the random number sampled in the step  418  is stored in the fourth random storage number area of the random number store. Following the step  420  is a test step  422  in which it is determined whether the demonstration flag is ON. If so, control passes to a step  424  in which reel rotation starts in a staggered manner. Otherwise, control passes to a step  426  in which reel rotation starts in a normal manner. Following each of the steps  424 ,  426  is a step  428 , in which the demonstration flag is cleared when all reels stop rotating. Following the step  428 , control passes to the game over step  101 . 
     When, for example, the main power source switch of the slot machine is turned on, or when a clear switch not shown in the figures is switched ON, the entire system is initialized, the random numbers stored in a random number store  80  shown in FIG. 8 are cleared, and the demonstration flag is cleared. 
     As shown in FIG. 8, the random number store  80  has four random number areas: a first random number area  81 , a second random number area  82 , a third random number area  83 , and a fourth random number area  84 , in which the four random numbers comprising random number α, random number β, random number γ, and random number δ can be stored. The random number stored in the first random number area  81  is used in the random selection of the current game prize status, the random number stored in the second random number area  82  is used in the random selection of the prize status in the game following the current game, the random number stored in the third random number area  83  is used in the random selection of the prize status of the subsequent game, and the random number stored in the fourth random number area  84  is used in the random selection of the prize status in the game after that. That is, random numbers to be used up through the next three games from the current game are stored. 
     To return to the flowchart  400  of FIG. 7, in the all clear step  401 , the entire system is initialized and the random numbers stored in the random number store  80  are cleared. Following the all clear step  401  is the step  402  in which random numbers for four games (a total of four random numbers) are sampled and the sampled random numbers are stored in the first, second, third and fourth areas  81 - 84  in the random number store  80 . Following the step  402  is the game start step  404 , where the main unit  10  of the slot machine is placed in game start mode. In the step  406 , it is determined whether a token has been inserted. In the step  408 , which occurs after a token has been inserted, it is determined whether the start lever  5  or the spin switch  8  has been pulled. 
     When the start lever  5  has been actuated, it is determined at the test step  410  whether any of the four random numbers in the random number store  80  correspond to a “Second Game Win” condition. When there is no “Second Game Win” condition, the game proceeds to the step  414 . When there is a “Second Game Win” condition, a demonstration flag is set up in the step  412 . Alternatively, a different type of demonstration could be made depending on whether a different combination of game results, including, for example, a “Big Jackpot” and a “Second Game Win”, or a “Small Jackpot” and a “Second Game Win”, or a “Second Game Win” and a “One Shy” condition (which will be described below), or some variation thereof, was present in one or more of the areas in the random number store  80 . For example, a state in which there is no “Big Jackpot” because the symbol on one of the reels  4 L,  4 C,  4 R (three reels in the present embodiment) does not match (here, the state of two matches is called “One Shy”). (If four or more reels were used and all but two reels matched, then the state could be called “Two Shy”, and so on, depending on the number of reels used. For example, the condition of having all but a predetermined number of reels, or dice, or other similar type of game feature, match or correspond is referred to herein as a pseudo specific game result condition.) Alternatively, a different type of demonstration could be made depending on whether a “One Shy”, “Two Shy”, “Big Jackpot”, “Little Jackpot”, “Second Game Win,” multiple “Free” or “Bonus” games, or some combination or variation thereof, was present in one or more of the areas in the random number store  80 . 
     In the step  414 , a random number is taken from the first random number area  81  in the random number store  80 . The random number thus taken is used for random selection of the current game prize status, and the current game prize status is determined. In the step  416 , the random number stored in the second random number area  82  is then moved to the first random number area  81 , the random number stored in the third random number area  83  is moved to the second random number area  82 , and the random number stored in the fourth random number area  84  is moved to the third random number area  83 . In the step  418 , a new random number to be stored in the fourth random number area  84  is then sampled. In the step  420 , the new random number is stored in the fourth random number area  84 . 
     In the step  422 , the system checks to see whether or not the demonstration flag is ON, i.e., is set. When the demonstration flag is not ON, the reels begin to rotate together as usual in the step  426 . When the demonstration flag is ON, the reels start rotating in a staggered manner (for example, the first reel  4 L is rotated, and a little while later the second and third reels  4 C,  4 R are rotated) in the step  424 . A demonstration may be made shortly after the reels begin to rotate. That is, a player may know there is no probability of a “Big Jackpot” or a “Second Game Win” when the reels start to rotate simultaneously, whereas a player may know that there is a probability of a “Big Jackpot” or a “Second Game Win” when the reels start rotating in a staggered manner, thereby giving the player greater hope. When all the reels are stopped, the demonstration flag is cleared in a clearing step  428 , and the game is over. The system subsequently returns to the game start step  404  at the start of the game, and the next game is begun. 
     In the present embodiment, it is possible to determine the prize status, that is, the stopping position of all of the reels  4 L,  4 C,  4 R with one random number. However, the present invention is not limited to this embodiment, and a random number may be provided for each reel. 
     To return to the description in FIG. 7, random numbers for four games (total of four random numbers) are sampled in the step  402 , the sampled random numbers are stored in the four random numbers areas  81 - 84  in the random number store  80 , and the slot machine is put in game start mode  404 . Whether or not a token has been inserted is then detected in the step  406 , and after a token has been inserted, whether or not the start lever  5  or the spin switch  8  has been pulled on is then detected in the step  408 . 
     When the start lever  5  is on, the step  410  checks to see whether or not any of the four random numbers in the random number store  80  correspond to a “Second Game Win” state, that is, a prize allowing a second subsidiary game to be played. When there is no “Second Game Win” random number, the game proceeds to the step  414 , and when there is a “Second Game Win” random number, a demonstration flag is set up in the step  412 . 
     In the step  414 , a random number is taken from the first random number area  81  in the random number store  80 , the random number thus taken is used for the random selection of the current game prize status, and the current game prize status is determined. The random number stored in the second random number area  82  of the random number store  80  is then moved to the first random number area  81 , the random number stored in the third random number area  83  is moved to the second random number area  82 , and the random number stored in the fourth random number area  84  is moved to the third random number area  83  in the step  416 . A new random number to be stored in the fourth random number area  84  of the random number store  80  is then sampled in the step  418 , and the new random number is then stored in the fourth random number area  84  in the step  420 . 
     Here, the system checks to see whether or not the demonstration flag is ON, namely, is set in the step  422 . When the demonstration flag is not ON, the reels begin to rotate together as usual in the step  426 , and when the demonstration flag is ON, the reels start rotating while staggered (for example, reel  4 L is rotated, and a little while later reels  4 C and  4 R are rotated) in the step  424 . In the present embodiment, a demonstration is made a little after the reels begin to rotate. That is, the player knows there is no probability of a “Second Game Win” when the reels start to rotate simultaneously, whereas the knowledge that there is a probability of a “Second Game Win” when the reels start rotating while staggered gives the player greater hope. When all the reels are stopped, the demonstration flag is cleared in the step  428 , and a second game is played if there is a “Second Game Win,” and the game is over when the second game is over. The system subsequently returns to the step  404 , and the next game is begun. When there is no “Second Game Win” in the step  410 , the demonstration flag is not set and the system subsequently returns to the step  404  without playing a second game, and the next game is played. Thus, a player must enter one or more tokens to play the next game if there is no “Second Game Win” in the step  410 . However, if there is a “Second Game Win”, the game machine will recognize that fact and the player will not be required to enter more tokens to play another game after the system reaches the step  101  at the end of the first game. Thus, with reference to FIG. 3, when a “Second Game Win” result has been achieved, the game will proceed directly to step  104  without requiring a positive response in the test step  102  in which the system normally checks to see if a token has been entered before activating the first line. Optionally, a player could be required to enter additional tokens to activate additional lines in the “Free” or “Bonus” second game, or more than one line could be activated automatically, without the insertion of additional tokens, as part of the prize from the first game. 
     In the present embodiment, random numbers for the current game through the next three games are previously sampled and are used to determine whether or not a demonstration is to be made in the current game, so there is a greater number of games with demonstrations, making it possible to provide effective demonstrations arousing the interest of the player. 
     In the present embodiment, a demonstration is made on the possibility of a “Second Game Win” at the beginning of the first game, but the present invention is not limited to this. The results of the second game may be randomly selected at the first game stage, with a presentation made according to the results of the second game. 
     In the present embodiment, a plurality of random numbers to be used in the next three games can be stored in the random number store  80 , but the present invention is not limited to this, and a plurality of random numbers to be used in more or less than the next three games can also be stored in the random number store  80 . 
     Another alternative embodiment of a slot machine applying the present invention is described below. The appearance and basic operation of the slot machine in this alternative embodiment are similar to those of the embodiment described above, so FIGS. 1 through 6 are also applicable here and will not be described again. 
     The method for randomly selecting the prize status and the method for determining whether or not a demonstration is to be made, which are features of the alternative embodiment, are described first. As described above, the prize status is randomly selected as result of a match between the random number values sampled at the start of the game and the groups of numerical values for awarding a prize which are stored in the prize table in the ROM  51 . 
     FIG. 9 is a flow chart of the operations of the slot machine in the present embodiment. FIG. 10 illustrates the structure of the random number store in the present embodiment. 
     FIG. 9 is a flowchart  500  illustrating operation of the slot machine in the additional alternative embodiment. The process begins with an all clear step  501 . Following the step  501  is a step  502  in which two types of random numbers are sampled for four games and are stored in the random number store. Following the step  502  is a game start step  504  in which the game is started. Following the step  504  is a test step  506  in which it is determined whether a token has been entered. If so, control passes to a test step  508 . Otherwise, the test step  506  is repeated until a token is entered. 
     In the test step  508 , it is determined whether the start lever is ON. If so, control passes to a test step  510 . Otherwise, the test steps  506 ,  508  are repeated until either a token is entered or the start lever  26  is ON. In the test step  510 , it is determined whether a “Second Game Win” condition occurs in the random number store. If so, control passes to a step  512  in which a demonstration flag is set. Otherwise, control passes from the step  510  to a step  514 . In the step  514 , a random number from a category A (described below) is sampled. Following the step  514  is a step  516  in which a random number from the first random number area of the random number store is extracted to determine the prize status for the current game. Following the step  516  is a step  518  in which there is a shift of the numbers in the random number store (as described below). Following the step  518  is a step  520  in which two types of random numbers are sampled for one game. Following the step  520  is a step  522  in which the two types of random numbers sampled in the step  520  are stored in the fourth random number storage area in the random number store. Following the step  522  is a test step  524  in which it is determined whether the demonstration flag is ON. If so, control passes to a step  526  in which a staggered reel start is made. Otherwise, control passes from the step  524  to a step  528  in which a normal reel start is made. Following the step  526  or the step  528  is a step  530 . In the step  530 , the demonstration flag is cleared when all reels stop. Following the step  530  is a game over step  532 . Following the game over step  532 , control returns to the game start step  504 . 
     When, for example, the main power source switch of the slot machine is turned on, or when a clear switch not shown in the figures is switched ON, the entire system is initialized, the random numbers stored in the random number store  90  shown in FIG. 10 are cleared, and the demonstration flag described below is cleared in the step  501 . 
     As shown in FIG. 10, the random number store  90  has four areas: a first random number area  91 , a second random number area  92 , a third random number area  93 , and a fourth random number area  94 , in each of which are provided two types of areas for first and second random numbers. The random number store  91  can thus store eight random numbers consisting of random numbers α1 and α2, random numbers β1 and β2, random numbers γ1 and γ2, and random numbers δ1 and δ2. Here, the random numbers stored in the random number store  90  are referred to as random numbers B. 
     Either of the two types of random numbers (first and second random numbers) stored in the first random number area  91  is used in the random selection of the current game prize status, either of the two random numbers stored in the second random number area  92  is used in the random selection of the prize status in the game following the current game, either of the numbers stored in the third random number area  93  is used in the random selection of the prize status of the subsequent game, and either of the random numbers stored in the fourth random number area  94  is used in the random selection of the prize status in the game after that. That is, random numbers to be used up through the next three games from the current game are stored. 
     In this embodiment, separate random numbers that are not stored in the random number store  90  are also provided. These random numbers are referred to as random numbers A. The random numbers A are random numbers obtained by the random generation of two types of numbers such as 0 and 1. The random number used in the current game is selected from between the two random numbers (first and second random numbers) stored in random number 1 of the random store  90 , depending on whether the random number A is 0 or 1. 
     In the present embodiment, the prize status, that is, the position where the reels  4 L,  4 C,  4 R stop, can be determined with one random number. The present invention is not limited to this, however, and random numbers may be provided for each reel. 
     To return to the description in FIG. 9, in the step  502 , random numbers for four games (total of eight random numbers) are sampled, the sampled random numbers are stored in the four random number areas  91 - 94  in the random number store  90 , and the slot machine is put in game start mode in the step  504 . Whether or not a token has been inserted is then detected in the step  506 , and after a token has been inserted, whether or not the start lever  5  or spin switch  8  has been pulled on is then detected in the step  508 . 
     When the start lever  5  or spin switch  8  is on, the step  510  checks to see whether or not any of the eight random numbers in the random number store  90  correspond to a “Second Game Win” state, that is, a prize allowing a second subsidiary game to be played. When there is no “Second Game Win” random number, the game advances to the step  514 , and when there is a “Second Game Win” random number, a demonstration flag is set in the step  512 . 
     In the step  514 , the random numbers A described above are sampled, and the random number used in the current game is determined from among the two types of random numbers (random numbers (α1 and α2) stored in the first random number area  91  of the random number store  90  based on the value of the random number A. The random number thus determined is taken from the random number store  90  and is used for the random selection of the prize status of the current game to determine the prize status of the current game in the step  516 . The two types of random numbers scored in the second random number area  92  of the random number store  90  are then moved to the first random number area  91 , the two types of random numbers stored in the third random number area  93  are moved to the second random number area  92 , and the two types of random numbers stored in the fourth random number area  94  are moved to the third random number area  93 , in the step  518 . Two new random numbers to be stored in the fourth random number area  94  of the random number store  90  are then sampled in the step  520  and stored in the fourth random number area  94  in the step  522 . 
     Here, the system checks to see whether or not the demonstration flag is ON, namely, is set in the step  524 . When the demonstration flag is not ON, the reels begin to rotate together as usual in the step  528 , and when the demonstration flag is ON, the reels start rotating while staggered (for example, reel  4 L is rotated, and a little while later reels  4 C and  4 R are rotated) in the step  526 . In the present embodiment, a demonstration is made a little after the reels begin to rotate. That is, the player knows there is no probability of a “Second Game Win” when the reels start to rotate simultaneously, whereas the knowledge that there is a probability of a “Second Game Win” when the reels start rotating while staggered gives the player greater hope. However, whether or not the random number for the “Second Game Win” is actually used is randomly selected after the demonstration flag has been set, so the result sometimes ends up a “loss” despite the demonstration, contradicting the expectations of the player and arousing his or her ire. Thus, when all the reels have stopped, the demonstration flag is cleared in the step  530 , a second game is played when there is a “Second Game Win,” and the game is over upon the conclusion of the second game. The system subsequently returns to the step  504 , and the next game is begun. When there is no “Second Game Win” in the step  510 , the game is over, and the system then returns to the step  504  for the next game. 
     In the present embodiment, random numbers for the current game through the next three games are previously sampled and are used to determine whether or not a demonstration is to be made in the current game, so there is a greater number of games with demonstrations, making it possible to provide effective demonstrations arousing the interest of the player. 
     In the present embodiment, random numbers used in the current game are selected from two types of numbers (first and second random numbers), so a total of eight random numbers are used as a basis for determining whether or not a demonstration is to be made, thus increasing the number of games with demonstrations and making it possible to provide effective demonstrations arousing the interest of the player. 
     In the present embodiment, a demonstration is made on the possibility of a “Second Game Win” at the beginning of the first game, but the present invention is not limited to this. The results of the second game may be randomly selected at the first game stage, with a presentation made according to the results of the second game. 
     In the present embodiment, a plurality of random numbers to be used in the next three games can be stored in the random number store  90 , but the present invention is not limited to this, and a plurality of random numbers to be used in the next several games can also be stored in the random number store  90 . 
     In the present embodiment, random numbers A allowing two types of random numbers to be taken are provided, and two different types of random numbers used per game are stored in the random number store  90 , but the present invention is not limited to this; random numbers A allowing several random numbers to be taken may be provided, and the random numbers used per game may be stored in groups of several in the random number store  90 . 
     The demonstration means in the present embodiments involved staggering the reels, but the invention is not limited to this and may also be constructed so as to appeal to the overall senses of the player by flashing the display lamps of the prize line or the sound from a sound generator. 
     The embodiments described above were related to mechanical types of slot machines in which reels are rotated but the present invention is not limited to this mechanical type of slot machine and can also be applied to video game machines. The present invention is not limited to slot machines and can be applied to poker game machines or any other type of game machine allowing the game results to be randomly selected. When the present invention is applied to video game machines, the display image can be warped, for example, as a demonstration. 
     As described above, the game machine described herein arouses the interest of the play to play more games because demonstrations are made when a “Second Game Win” has been obtained by random selection to determine the game prize status. 
     In another embodiment, the game machine described herein randomly selects game results from the current game to the next several games, and determines whether or not a demonstration is to be made in the current game, so there are more games with presentations, allowing effective demonstrations to be made to arouse the interest of the player in playing more games. 
     In an alternative embodiment, the game machine described herein selects the game result state to be used in the current game from among various types states, so there are more games with presentations, allowing effective demonstrations to be made to arouse the interest of the player in playing more games. 
     While the invention has been disclosed in connection with the preferred embodiments shown and described in detail, various modifications and improvements thereon will become readily apparent to those skilled in the art. Accordingly, the spirit and scope of the present invention is to be limited only by the following claims.