Abstract:
A gaming machine includes client terminals and a controller. Each client terminal includes a memory, a display device, and an input device. The controller is configured with logic to: (a) receive a signal indicating a request for a game played by a team from an input device of a particular client terminal, and consequently send a signal indicating an invitation to the game to other client terminals; (b) accumulate bets placed by the particular client terminal and client terminals that have transmitted a signal indicating participation; (c) determine an award in accordance with the accumulated bets and a result of a round of game performed by a second game program; (d) calculate a distribution of credit to be paid out to a player at a predetermined rate; and (e) control data related to the calculated distribution to be conveyed to the client terminals participated in the game.

Description:
[0001]    This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-002556, 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 apparatus having a plurality of gaming machines performing a multi-player-type game. 
         [0004]    2. Related Art 
         [0005]    Regarding a slot machine which is one of the conventional gaming machines, U.S. Pat. No. 6,984,174 discloses a gaming machine and methods where qualification for play of a bonus game is linked to play of a normal playing mode. Specifically, multiple players may qualify for the bonus game by achieving preselected criteria associated with play of the normal playing mode. Each qualified player may also eliminate other qualified players by occupying the same space in the bonus game. 
       SUMMARY OF THE INVENTION 
       [0006]    However, in the gaming machine disclosed in U.S. Pat. No. 6,984,174, since each qualified player may also eliminate other qualified players by occupying the same space in the bonus game, the other qualified players thus eliminated cannot participate in the bonus game. In addition, since the gaming machine disclosed in U.S. Pat. No. 6,984,174 is configured so that the multiple players may qualify for the bonus game by achieving preselected criteria associated with play of the normal playing mode, the players cannot perform the bonus game without satisfying the criteria in the normal playing mode. 
         [0007]    The object of the present invention is to provide a gaming machine which performs a multi-player-type playing game by players selecting the multi-player-type playing game, and thus has further novel entertainment properties. 
         [0008]    In an aspect of the present invention, a gaming machine is provided, which includes a plurality of client terminals and a controller. Each of the plurality of client terminals includes a memory storing a game program, a display device, and an input device. The display device displays a result of a game that has been executed in accordance with a first game program, which is applied to a game played by a single player and stored in the memory. The input device allows a player to bet on the game. The controller is configured with logic to: (a) receive a signal indicating a request for a game played by a team from an input device of a particular client terminal, and consequently send a signal indicating an invitation to the game to other client terminals; (b) accumulate bets that have been placed through the input device of the particular client terminal and input devices of client terminals that have transmitted a signal indicating participation in the game when the controller receives the signal after transmission of the signal indicating the invitation; (c) determine an award in accordance with the accumulated bets and a result of a round of game performed by a second game program that is applied to a game played by a plurality of players and different from the first game program; (d) calculate a distribution of credit to be paid out to a player for the award at a predetermined rate; and (e) control data related to the calculated distribution to be conveyed to the particular client terminal and the client terminals participated in the game. 
         [0009]    According to the gaming machine described above, one of the plurality of client terminals of the gaming machine can start a game with other participating players when the player at the particular client terminal performs a betting operation. Other client terminals can participate in the game when the players place a bet through input devices. Since the gaming machine performs distribution of the credit that is determined in accordance with the accumulated bets among the players, it provides a game that one player can enjoy with other players. 
         [0010]    In another aspect of the present invention, a gaming machine is provided, in which the distribution of credit excludes credit paid out for JACKPOT in the game performed by the first game program. 
         [0011]    Since the distribution of credit excludes the credit paid out for JACKPOT, the gaming machine can provide not only an exciting chance to obtain credit in the game participated by other players, but also another chance to obtain credit for JACKPOT in the game played by a single player. 
         [0012]    In still another aspect of the present invention, a gaming machine is provided, which includes a plurality of client terminals and a central controller. Each of the plurality of client terminals includes a memory, a display device, an input device, a first controller and a second controller. The memory stores a game program. The display device displays a result of a first game that has been executed in accordance with a first game program, which is applied to a game played by a single player and stored in the memory. The input device allows a player to bet on the game. The first controller controls the first game in accordance with the first game program. The second controller controls a second game played by a plurality of players in accordance with a second game program different from the first game program. The central controller is configured with logic to: (a) receive a signal indicating a request for a game played by a team from an input device of a particular client terminal, and consequently send a signal indicating an invitation to the game to other client terminals; (b) accumulate bets that have been placed through the input device of the particular client terminal and input devices of client terminals that have transmitted a signal indicating participation in the game when the controller receives the signal after transmission of the signal indicating the invitation; (c) send to the particular client terminal a signal indicative of executing a second game that includes the accumulated bets; (d) receive from the particular client terminal a signal indicating determination of an award in accordance with a result of a round of the second game and the accumulated bets; (e) calculate a distribution of credit to be paid out to a player for the award at a predetermined rate; and (f) control data related to the calculated distribution to be conveyed to the particular client terminal and the client terminals participated in the game. 
         [0013]    Since the controller of a client terminal is responsible for processing applied to the game played by participants, it is possible to decrease load for the central controller. In addition, the gaming machine can efficiently use the program resources by directly applying processing to the game played by the participants and the game played by the single player. 
         [0014]    In yet another aspect of the present invention, a gaming machine is provided, which includes a plurality of client terminals and a central controller. Each of the plurality of client terminals includes a first memory, a second memory, a display device, an input device and a central computer. The first memory stores a first game program that is applied to a game played by a single player. The second memory stores a second game program that is applied to a game played by a plurality of players. The display device displays a result of the game that has been executed in accordance with the first game program. The input device allows a player to bet on the game. The central controller controls a first game in accordance with the first game program. The central controller is configured with logic to: (a) receive a signal indicating a request for a game played by a team from an input device of a particular client terminal, and consequently send a signal indicating an invitation to the game to other client terminals; (b) accumulate bets that have been placed through an input device of the particular client terminal and input devices of client terminals that have transmitted a signal indicating participation in the game when the controller receives the signal after transmission of the signal indicating the invitation; (c) determine an award in accordance with the accumulated bets and a result of a round of game performed by the second game program; (d) calculate a distribution of credit to be paid out to a player for the award at a predetermined rate; and (e) control data related to the calculated distribution to be conveyed to the particular client terminal and the client terminals participated in the game. 
         [0015]    Since the central controller is responsible for processing applied to the game played by the participants, the gaming machine can decrease load for the client terminal. In addition, the central controller can serve as a controller for the game played by the participants. 
         [0016]    In a further aspect of the present invention, a gaming machine is provided, in which the central controller controls credit paid out for JACKPOT in the first game to be stored in the second memory, and the remaining credit to be distributed at the predetermined rate. 
         [0017]    Accordingly, the present invention is able to provide a gaming machine which performs a multi-player-type playing game by players selecting the multi-player-type playing game, and thus has further novel entertainment properties. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0018]      FIG. 1  is a diagram which shows a schematic configuration of the gaming system  10  according to the embodiment of the present invention; 
           [0019]      FIG. 2  is a perspective diagram which shows an external configuration of the gaming system  10  according to the present embodiment; 
           [0020]      FIG. 3  is a perspective diagram which shows a gaming machine  13  according to the embodiment of the present invention; 
           [0021]      FIG. 4  is a diagram which shows an enlarged view of the display region of the gaming machine according to the embodiment of the present invention; 
           [0022]      FIG. 5  is a block diagram which shows an electrical configuration of a controller of a gaming machine according to the embodiment of the present invention; 
           [0023]      FIG. 6  is a block diagram which shows an electrical configuration of a display/input controller of a gaming machine according to the embodiment of the present invention; 
           [0024]      FIG. 7  is a block diagram which shows an electrical configuration of a central controller according to the embodiment of the present invention; 
           [0025]      FIG. 8  is a diagram showing a symbol line represented on each video reel according to a preferred embodiment of the present invention; 
           [0026]      FIG. 9  is a diagram showing a symbol arrangement table according to the preferred embodiment of the present invention; 
           [0027]      FIG. 10  is a diagram showing a symbol arrangement table according to the preferred embodiment of the present invention; 
           [0028]      FIG. 11  is a diagram showing a single play game payout table according to the preferred embodiment of the present invention; 
           [0029]      FIG. 12  is a diagram showing a bonus game payout table according to the preferred embodiment of the present invention; 
           [0030]      FIG. 13  is a flowchart which shows a processing flow in the single play game according to the embodiment of the present invention; 
           [0031]      FIG. 14  is a flowchart which shows the processing operation in a team play game according to the embodiment of the present invention; 
           [0032]      FIG. 15  is a continued flow chart from  FIG. 14 ; 
           [0033]      FIG. 16  is a continued flow chart from  FIG. 15 ; 
           [0034]      FIGS. 17 and 18  are diagrams which show an example for a single play game according to the embodiment of the present invention; 
           [0035]      FIG. 19  is a diagram which shows an example for a team play game according to the embodiment of the present invention; 
           [0036]      FIG. 20  is a diagram which shows an example for a participation confirmation image of a team play game according to the embodiment of the present invention; 
           [0037]      FIG. 21  is a diagram which shows an example for an image for showing the end of accepting participation of a team play game according to the embodiment of the present invention; and 
           [0038]      FIG. 22  is a diagram which shows an example for an image for selecting continuation of a game of a team play game according to the embodiment of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0039]    The embodiments of the present invention are hereinafter described in detail with reference to the attached drawings. 
         [0040]    A description is provided regarding a schematic configuration of a gaming system  10  according to the present embodiment with reference to  FIG. 1 .  FIG. 1  is a block diagram showing a configuration of a gaming system  10  according to the present invention. In the gaming system  10  shown in  FIG. 1 , a network  12  is connected with a plurality of gaming machines  12  and a central controller  11 . 
         [0041]    The central controller  11  controls each gaming machine  13  via the network  12 . More specifically, the central controller  11  performs processing for team play for a multi-player-type playing game, which is illustrated later in  FIG. 14  through  FIG. 16 . As described later, the controller controls team play upon request for team play from one of the gaming machines  13 . Although the present specification describes that the central controller  11  controls a team play game, the present invention is not limited thereto. Therefore, one of the gaming machines  13  that requests for team play may control the team play game. The other gaming machines  13  which participate in the game may also control the team play game. In this case, the gaming machine  13  also performs processing of what the central controller  11  performs, as described later in  FIG. 14  through  FIG. 16 . The game based on processing for team play is performed such that the gaming machine  13 , which participates in team play, serves as a client&#39;s terminal which operates a game, thereby performing one game in all. Although the present embodiment is configured to perform a slot game, any game may be performed if a game can be started by accepting input from all the gaming machines  13  which participate in a team play game. 
         [0042]    Each gaming machine  13 , for example, serves as a slot machine that a player can play a basic game as a single play game. In addition, one gaming machine  13  serves as a client&#39;s terminal for a team play game controlled by the central controller  11  by the player pressing down a team play button  4  ( FIG. 3 ) described later. Furthermore, the other gaming machines  13  serve as a client&#39;s terminal to participate in a team play game by transmitting a bet signal in response to receiving a participation request signal from the central controller  11 . A team play game is performed by being controlled using the central controller  11  in the present embodiment. Since the gaming machine  13 , which a player uses, serves as a terminal for a team play game, the player can operates the team play game. 
         [0043]    Based on the abovementioned configuration, the player can enjoy a single play game using the gaming machine  13 . In addition, the player can also enjoy a team play game as well, which is different from the single play game, and can be performed with another player. 
         [0044]    Furthermore, by controlling a team play game using one gaming machine  13 , the central controller  11  may serve as a hub which controls communication between one gaming machine  13  and the other gaming machine  13 . 
         [0045]      FIG. 2  is a perspective view showing an external configuration of the gaming system  10  according to the present embodiment. As shown in  FIG. 2 , the gaming system  10  includes a plurality of gaming machines  13 . The gaming machine  13  performs a slot game as a single play game described later in  FIG. 13 , and also performs a team play game as well under predetermined conditions, which is described later in  FIG. 14  through  FIG. 16 . 
         [0046]    A plurality of game machines  13  is connected to the central controller  11  (not shown) via the network  12  (not shown). 
         [0047]    In addition, the gaming system  10  as shown in  FIG. 2  is provided with a large-size monitor  16  at a place where players at a plurality of gaming machines  13  can see. In  FIG. 2 , a plurality of the game machines  13  (six gaming machines in the present embodiment) are provided so as to allow the players sitting on chairs  14  at the respective gaming machines  13  to see the large-size monitor  16 . The players&#39; situations, such as operations of selecting, may be displayed in the monitor  16  for showing a status of a team play game. For example, images of the players captured by a movable viewpoint camera  17  described later may be displayed as necessary. In this case, the monitor  16  is also connected to the central controller  11 . The monitor  16  may directly connect with a central controller  11 , and it may be connected through the network  12 . 
         [0048]    Furthermore, the gaming system  10  includes a plurality of movable viewpoint cameras  17  (three in the present embodiment). The movable viewpoint cameras  17  are installed on the upper end of the monitor  16 , which allows images of the player&#39;s expressions to be captured. The images captured by the movable view point cameras  17  are displayed on the large-size monitor  16 . Alternatively, the images may be displayed on liquid crystal displays  30  or  40  (see  FIG. 3 ) of the gaming machines  13 . The gaming system  10  is installed in an amusement facility such as a casino. 
         [0049]      FIG. 3  is a perspective diagram illustrating the gaming machine  13  according to the embodiment of the present invention. The gaming machine  13  includes a cabinet  20 . 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. 5 ) for electrically controlling the gaming machine  13 ; a hopper  44  for controlling insertion, retaining, and paying out of coins (game medium) (see  FIG. 5 ), 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 (credits) having the same value. 
         [0050]    The liquid crystal display  30  is installed substantially in the middle of the front face of the cabinet  20 , and the liquid crystal display  40  is installed in upper side of the cabinet  20 . 
         [0051]    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 . In a single play game, slot games shown later in  FIGS. 17 and 18  are displayed. In a team play game, slot games shown later in  FIGS. 19 through 22  are displayed. 
         [0052]    In a configuration in which the gaming 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 single play 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 has rotated. 
         [0053]    The liquid crystal display  40  in the upper side of the liquid crystal display  30  serves as a sub display, which displays rules of the single play game and the team play game, demonstration images, and the like. In addition, the liquid crystal display  40  may also be configured to display a player&#39;s expression captured by the movable viewpoint camera  17 . 
         [0054]    Furthermore, sound transmission openings  29   a  and  29   b  are provided to both upper left and right sides of the liquid crystal display  40 . Here, the sound transmission openings  29  are provided for transmitting sound effects generated by a speaker  41  (see  FIG. 5 ) stored within the cabinet  20 . The sound transmission openings  29   a  and  29   b  generate sound effects and the like in accordance with the progress of the game. Decorative lamps  42   a  and  42   b  are provided on both right and left sides of the substantially center portion of the gaming machine  13 . The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
         [0055]    The gaming machine  13  includes a substantially horizontal operation unit  21  below the liquid crystal display  30 . A coin insertion opening  22  is provided on the right side of the operation unit  21 , which allows the player to insert coins. On the other hand, the components provided to the left side of the operation unit  21  include: a bet switch  23  which allows the player to determine which lines are to be set to active pay lines among nine lines L 1 , L 2 , L 3 , L 4 , L 5 , L 6 , L 7 , L 8 , and L 9 , for providing an award described later (which will simply be referred to as “active pay lines” hereafter), and which allows the player to select the amount of coins as game media which are to be bet on the aforementioned active pay lines; a spin repeat bet switch  24  which allows the player to play the game again without changing the amount of coins bet on the aforementioned active pay lines from that in the immediately prior game. Such an arrangement allows the player to set the amount of coins bet to the active pay line by performing a pressing operation on either the bet switch  23  or the spin repeat bet switch  24 . 
         [0056]    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 single play game in increments of games. Upon performing a pressing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, the image that the aforementioned five mechanical reels  3 A to  3 E start to rotate is displayed. 
         [0057]    In addition, a team play button  4 , which a player presses when the player plays the team play game, is disposed in the back of start switch  25 . When the player presses the team play button  4 , an input signal for team play request is transmitted to the central controller  11 . Then, the other gaming machines  13  transmit a signal for participation request. Consequently, the team play game is performed. 
         [0058]    A cash out switch  26  is provided near the coin insertion opening  22  on the operation unit  21 . Upon the player pressing 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. The coins thus paid out are retained in a coin tray  28 . 
         [0059]      FIG. 4  is an enlarged view which shows the display region of the gaming machine  13 . The gaming machine  13  has the nine lines L 1  through L 9  for providing awards as shown in  FIG. 4 . Each of the lines L 1  through L 9  for providing awards is formed such that it extends so as to pass through one of the symbols for each of the video reels  3 A to  3 E when the five video reels have stopped. 
         [0060]    Upon pressing the aforementioned bet switch  23  once, the line L 3  for providing a third award, the line L 5  for providing a fifth award, and the line L 7  for providing a seventh award, are set to be active pay lines, and one coin is input as a credit medal, for example. 
         [0061]    Furthermore, upon pressing the aforementioned bet switch  23  twice, the line L 1  for providing a first award, the line L 4  for providing a fourth award, and the line L 8  for providing an eighth award, are set to be active pay lines, in addition to the aforementioned three lines, and two coins are input as credit medals, for example. Moreover, upon pressing the aforementioned bet switch  23  three times, the line L 2  for providing a second award, the line L 6  for providing a sixth award, and the line L 9  for providing a ninth award, are set to be active pay lines, in addition to the aforementioned six lines, and three coins are input as credit medals, for example. 
         [0062]    The game available in the present embodiment is a game in which a predetermined set of symbols are made along the active pay lines. This game is common in the single play game and in the team play game. 
         [0063]    Furthermore, various kinds of display units, i.e. a payout display unit  48 , a credit amount display unit  49 , a bet amount display unit  50 , and Jackpot amount display unit  51 , are configured to be displayed on the upper side of the liquid crystal display  30  in order from the left. The payout display unit  48  is a component for displaying the amount of the coins paid out when a particular combination of the symbols has been displayed along any one the active pay lines for providing an award. The credit amount display unit  49  is a component for displaying the amount of the coins retained in the gaming 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. The Jackpot amount display unit  51  is a component for displaying the amount of the coins retained in the central controller  11  in the form of credits as Jackpot. As described later, a portion of the credits obtained from a team play game is pooled as the credits displayed in the Jackpot amount display unit  51 . Moreover, the credits are paid out when a predetermined combination is achieved on the winning line during a single play. 
         [0064]      FIG. 5  is a block diagram which shows an electrical configuration of the controller  100  of the gaming machine  13 . As shown in  FIG. 5 , the controller  100  of the gaming 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 lamp driving circuit  126 , and a display/input controller  140 . 
         [0065]    The interface circuit group  102  is electrically connected with the input/output bus  104 , which carries out input and output of data signals or address signals for CPU  106 . 
         [0066]    The start switch  25  is electrically connected with the interface circuit group  102 . In the interface circuit group  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 . 
         [0067]    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 . 
         [0068]    A coin sensor  43  is also electrically connected with the interface circuit group  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 . 
         [0069]    The team play button  4  is also electrically connected with the interface circuits  102 . The input signal for team play request output from the team play button  4  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 . 
         [0070]    The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
         [0071]    When the start switch  25  accepts an instruction for starting a single play game, the CPU  106  reads a single play game program and executes the single play game. The single play 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 specified 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 specified combination for providing the award. 
         [0072]    Furthermore, the CPU  106  controls the team play game. Specifically, the CPU  106  controls the team play game based on a signal transmitted from the central controller  11  via a communication interface circuit  111 , which is described later. 
         [0073]    The ROM  108  stores: a control program for central control of the gaming machine  13 ; a program for executing a routine shown in  FIGS. 13 through 16  (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 single play game program, the team play game program, and the like. On the other hand, examples of the data tables include tables such as those shown in  FIGS. 9 through 11 . The RAM  110  temporarily stores flags, variables, etc. used for the aforementioned control program. 
         [0074]    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 the central controller  11 , etc. via the network  12  including various kinds of networks such as a LAN. In the present embodiment, in cases in which the gaming machine  13  requests a team play game, the CPU  106  transmits a request input signal for team play to the central controller via the communication interface circuit  111 . Then, the CPU  106  transmits and receives various signals in the case of playing a team play game. In addition, in cases in which the gaming machine  13  participates in a team play game, the CPU  106  receives a participation request signal transmitted from the central controller  11  via the communication interface circuit  111 . Then, the CPU  106  transmits and receives various signals in the case of playing a team play game. For example, the CPU  106  receives data necessary for displaying an image for inquiring for player&#39;s participation in the team play game, which is received from the central controller  11  via the communication interface circuit  111 , and displays the image thus received on the liquid crystal display  30  as the image of the team play game. Subsequently, the liquid crystal display  30  serves as a terminal by which the gaming machine  13  performs operations in the team play game. 
         [0075]    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. 
         [0076]    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. 
         [0077]    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 . 
         [0078]    The lamp drive circuit  126  for driving the decorative lamps  42   a  and  42   b  is also connected with the input/output bus  104 . The CPU  106  transmits the signal for driving the lamps according to the predetermined conditions based on the program stored in the ROM  108  to the lamp driving circuit  126 . Thus, decorative lamps  42   a  and  42   b  blinks and the like. 
         [0079]    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 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. In addition, the image display command includes commands corresponding to a payout display unit  48 , a credit amount display unit  49 , a bet amount display unit  50 , and Jackpot amount display unit  51 . 
         [0080]      FIG. 6  is a block diagram illustrating an electrical configuration of the display/input controller  140  of the gaming machine  13 . The display/input controller  140  of the gaming 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 . 
         [0081]    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 . 
         [0082]    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. 
         [0083]    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 VDP  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 . 
         [0084]    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 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. 
         [0085]    The image data ROM  156  stores various kinds of image data including the aforementioned image data for visual effects, etc. 
         [0086]    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. 
         [0087]      FIG. 7  is a block diagram illustrating an electrical configuration of a controller  200  of the central controller  11 . As shown in  FIG. 7 , the central controller  11  comprises the controller  200  of the central controller  11  and several peripheral devices. Furthermore, a plurality of gaming machines (six gaming machines in the embodiment)  13  are connected to the central controller  11  via the communication interface circuit  212  of the central controller. 
         [0088]    Furthermore, the controller  200  of the central controller  11  includes an input/output bus  204 , a CPU  206 , ROM  208 , RAM  210 , a communication interface circuit  212 , a timer  214 , a game controller  218 , and a display controller  220 . 
         [0089]    The ROM  208  and the RAM  210  are connected to the input/output bus  204 . 
         [0090]    The CPU  206  performs various kinds of processing according to an input signal supplied from each of the gaming machines  13 , and data and programs stored the ROM  208  and the RAM  210 . Furthermore, the CPU  206  transmits command signals to the gaming machines  13  based upon the results of the processing thus performed. Thus, the CPU  206  centrally controls each of the gaming machines  13 , thereby advancing the game. 
         [0091]    The ROM  208  comprises semiconductor memory or the like, for example. The ROM  208  stores a program for providing basic functions of the central controller  11 , a program for providing the functions of the movable viewpoint cameras  17  and a program for centrally controlling each of the gaming machines  13 . Examples of such programs include a program shown in  FIGS. 14 through 16 . On the other hand, examples of the data tables include tables such as those shown in  FIGS. 9 ,  10 , and  12 . 
         [0092]    On the other hand, the RAM  210  temporarily stores bet information in each gaming machines with respect to an area storing an award for a team play game, the amount of Jackpot accumulated up to the current point in time, and the results of the processing executed by the CPU  206 , etc. 
         [0093]    The timer  214  for performing time measurement is connected to the input/output bus  204 . The time information supplied from the timer  214  is transmitted to the CPU  206  via the input/output bus  204 . The CPU  206  measures time duration for participation based upon the time information received from the timer  214 , as described later at Step S 203  in  FIG. 14 . 
         [0094]    Furthermore, a game controller  218  is also connected to the input/output bus  204 . The CPU  206  receives a start signal transmitted via the communication interface circuit  212 , and performs control of a slot game based on the data and programs stored in the ROM  208  and the RAM  210 . Specifically, the CPU  206  controls the display of images in which a video reel is being rotated and stopped, and also controls the output of sounds. 
         [0095]    Furthermore, the display controller  220  is connected to the input/output bus  204 . The CPU  206  performs various kinds of processing based upon the data and programs stored in the ROM  208  and the RAM  210 . The CPU  206  controls the monitor  16  and captures images based upon the results of the processing thus performed. 
         [0096]    Furthermore, the movable viewpoint cameras  17  are connected to the input/output bus  204 . The CPU  206  performs various kinds of processing based upon the data and programs stored in the ROM  208  and the RAM  210 . The CPU  206  controls the movable viewpoint cameras  17  and captures images based upon the results of the processing thus performed. 
         [0097]      FIG. 8  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 for 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. 
         [0098]    Referring to  FIG. 8 , a code number of “00” to “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. 5 ) and ROM  208  ( FIG. 7 ). 
         [0099]    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. 
         [0100]    Here in the present embodiment, each combination of “Bonus”, “Wild”, “Treasure Chest”, “Golden Mask”, “Holy Grail”, “Compass and Map”, “Ace”, “King”, “Queen”, “Jack” and “10” is set as an award 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 an award 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. 
         [0101]    In addition, a game which causes symbols to be achieved along an active pay line can be performed in the present embodiment. 
         [0102]      FIG. 9  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. 
         [0103]      FIG. 10  shows a random number table used in the slot game described later with reference to  FIG. 13 . In the random number table, a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations. It should be noted that the range of the random numbers which is used for the single play game is different from that for the team play game. This is because the single play game generates a specified combination for providing a “BONUS” award as a result of the final game, while the team play game does not generate the specified combination for providing the “BONUS” award as a result of the final game. Accordingly, in the combination determination processing (Step S 5  shown in  FIG. 15 ), 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 of “0” to “29”, for example, the internal component of the gaming machine  13  determines to generate a specified combination for providing a “BONUS” award which is the final result of the game in the single play game. In other words, the probability is “30/65536” in the single play game that the combination of the symbols when they are stationary matches a specified combination for providing the “BONUS” award. In the team play game, the probability is “0/65536” that the combination of the symbols when they are stationary matches a specified combination for providing the “BONUS” award since there is no description. In addition, in a case where a random number extracted from a range of numbers of “0” to “65535” is any one of the numbers in a range of “13000” to “3999”, for example, the internal component of the gaming machine  13  and the central controller  11  determines to generate a specified combination for providing a “K” award as the final result of the game. In other words, the probability is “1000/65536” that the combination of the symbols when they are stationary matches a specified combination for providing the “K” award. On the other hand, in a case where a random number extracted from a range of numbers of “0” to “65535” is any one of the numbers in a range of “10000” to “65535”, the internal component of the gaming machine  13  and the central controller  11  determines to generate other combinations, i.e. losing combinations, as the final results of the 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. 
         [0104]      FIG. 11  shows a single play game payout table used in the single play game described later with reference to  FIG. 13 . In the single play game payout table, the coin amount to be paid out is registered in association with each specified combination for providing an award for each credit amount bet on one game. Therefore, in cases in which a determination is made whether the combination thus generated matches any one of winning combinations for providing an award, for example, when the combination thus generated matches the combination “K”, where the credit amount bet is “1”, 4 coins are paid out. In cases where the credit amount bet is “2”, 8 coins are paid out. In cases where the credit amount bet is “3”, 12 coins are paid out. Therefore, when the combination thus generated matches the combination “Bonus”, where the credit amount bet is “1”, 100+α coins are paid out. In cases where the credit amount bet is “12”, 200+α coins are paid out. In cases where the credit amount bet is “3”, 300+α coins are paid out. In addition, in a case where “Bonus” is achieved as a combination, the a coins which have been accumulated as Jackpot are paid out. 
         [0105]      FIG. 12  shows a team play game payout table used in the team play game described later with reference to  FIGS. 14 through 16 . In the team play game payout table, the coin amount to be paid out is registered in association with each specified combination for providing an award for each credit amount bet on one game. Although in the present embodiment, three credits bet in one game are set in the team play game in the present embodiment, the present invention is not limited thereto. In addition, the amount of credits paid out in the team play game is configured to be more than that in the single play game. 
         [0106]      FIG. 13  is a flow chart showing a processing operation in the single play game of the gaming machine  13 , which is performed by the controller  100  of the gaming machine  13 . On the other hand, the team play game is performed by the controller  200  of the central controller  11 . The processing operation is called from a main program for the gaming machine  13  or the central controller  11  at a predetermined timing, and then executed. 
         [0107]    In the following, although it is described that a slot game is processed during the single play game performed in the gaming machine  13 , the slot game is processed similarly during the team play game performed by the central controller  11 . 
         [0108]    A description is provided below regarding a case in which the gaming machine  13  has been activated beforehand. Furthermore, the variables used by the CPU  106  included in the aforementioned controller  100  have been initialized to predetermined values, thereby operating the gaming machine  13  in a normal state. 
         [0109]    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 the amount of credits C stored in the RAM  110 , and executes processing according to the amount of credits C. When the amount of credits 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 amount of credits 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 . 
         [0110]    In Step S 2 , CPU  106  determines whether or not a pressing operation has been applied to the spin bet repeat switch  24 . When the switch  24  has been pressed 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 pressed and moves the processing to Step S 3 . 
         [0111]    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 amount of credits 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 amount of credits 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 . 
         [0112]    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 . 
         [0113]    On the other hand, in step S 13 , the CPU  106  determines whether the amount of credits 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 pressing operation applied to the spin repeat bet switch  24 . Specifically, in a case that the spin repeat bet switch  24  has been pressed, and accordingly, in a case that the operation signal has been input from the aforementioned switch  24 , the CPU  106  reads the amount of credits C and the bet amount bet on 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 or not the aforementioned amount of credits C is at least the total bet amount bet in the previous game based upon the relation between the amount of credits C and the bet amount thus read. When the CPU  106  determines that the amount of credits 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 amount of credits 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 amount of credits C, and stores the subtracted value in a predetermined area of the RAM  110 . Subsequently, CPU  106  moves the processing to step S 5 . 
         [0114]    In the following Step S 5 , the CPU  106  performs processing for determining the combination. Specific description will be made below regarding processing for determining the combination. 
         [0115]    In the aforementioned processing for determining the combination, 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 . Specifically, a random number is generated by computation process by the CPU  106  when the central controller executes. The CPU  106  reads a random number table (see  FIG. 10 ), and a specified combination table (not shown) for providing an award, each of which is stored in the ROM  108 . Then, the CPU  106  stores the random number table and the specified combination table thus read in a predetermined memory area of the RAM  110 . Note that the CPU  106  controls display of the symbols when they are stationary for each reel based upon the aforementioned random number table. Furthermore, the CPU  106  reads the random number table and the specified combination table for providing an award 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 as a parameter, using the random number stored in the predetermined memory region of the aforementioned RAM  110 . Upon determination of specified combinations for providing an award, the CPU  106  stores the specified combination data for providing an award 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 an award 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 an award thus read. In this stage, a symbol arrangement table (see  FIG. 9 ) 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. 
         [0116]    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 an award. 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 an award, the CPU  106  activates a flag, which indicates that the player has won the award that corresponds to the kind of specified combination for providing an award, in order to provide the award that corresponds with the specified combination of symbols with respect to the active pay lines for providing the award. The activated flag, which indicates the player has won an award, 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 an award. Subsequently, CPU  106  moves the processing to Step S 6 . 
         [0117]    In the following Step S 6 , the CPU  106  instructs the video reels  3 A through  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 . 
         [0118]    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 an award 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 . 
         [0119]    In the following Step S 9 , the CPU  106  determines whether or not 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 an award 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 an award, 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 an award (in a case of “NO” in the determination processing in Step S 9 ), the CPU  106  determines that the specified combination for providing an award 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 an award, 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 . 
         [0120]    In a case where the flow has proceeded to Step S 10 , the CPU  106  pays out the amount of coins corresponding to the aforementioned specified combination for providing an award. Specifically, the CPU  106  calculates the amount of coins to be paid out for the aforementioned specified combination for providing an award, with reference to the single play game payout table. In addition, when a team play game is performed, the amount of coins is paid out using the team play game payout table ( FIG. 12 ). 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 aforementioned value thus stored on the credit amount display unit  49 . Subsequently, the flow proceeds to Step S 11  according to the instruction from the CPU  106 . In addition, in the case of team play game, the number of credits of the team fund stored in RAM 210  is added. 
         [0121]    In the following Step S 11 , the CPU  106  determines whether the symbol combination thus formed based upon processing for determining a combination performed in Step S 5  is a “Bonus”. Specifically, in a case that the specified combination is “Bonus” which provides an award (in a case of “YES” in the determination processing in Step S 11 ), the CPU  106  advances the flow to Step S 12 . On the other hand, in a case that the specified combination is not “Bonus” which provides an award (in the case of determination of “NO” in the processing in step S 11 ), the CPU  106  ends the routine. 
         [0122]    In the following Step S 12 , the CPU  106  performs paying out Jackpot. Specifically, the CPU  106  receives the credits of Jackpot stored in the RAM  210  of the central controller  11  and pays out thereof, and then, clears the credit of the Jackpot stored in The RAM  210  of the central controller  11 . Subsequently, the CPU  106  terminates the routine. 
         [0123]    In addition, in the case that a team play game is processed in the central controller  11 , it starts with the processing in Step S 5 . 
         [0124]      FIGS. 14 through 16  are flowcharts which show the processing and operation in the team play game performed by the gaming system  10 . With reference to  FIGS. 14 through 16 , descriptions will be made regarding the team play game processing program for the gaming machine  13  executed by the CPU  106  of the gaming machine  13  which requests the team play game, the team play game processing program for the central controller  11  executed by the CPU  206  of the central controller  11 , and the team play game processing program for the gaming machine  13  executed by the CPU  106  of the gaming machine  13  which participates in the team play game, in that order. It is note that each of the programs shown in the flowcharts in  FIGS. 14 through 16  is stored in the ROM  108  and the RAM  110  included in the gaming machine  13 , or the ROM  208  and the RAM  210  included in the central controller  11 . These programs are executed by the CPU  106  included in the gaming machine  13  or the CPU  206  included in the central controller  11 . 
         [0125]    First, a description will be made regarding the team play game processing program for the gaming machine  13 , which presses a team play button  4  based on  FIGS. 14 through 16 . In Step S 101  of the  FIG. 14 , the CPU  106  determines whether the team play button  4  was pressed by a player. Specifically, the CPU  106  determines whether or not a signal generated by pressing the team play button  4  was received from the input/output bus  104  via the interface circuit group  102 . In a case where the team play button has been pressed (in a case of “YES” in the determination processing in Step S 101 ), the flow proceeds to Step S 102 . On the other hand, in a case where the team play button has not been pressed (in a case of “NO” in the determination processing in Step S 101 ), the flow remains in Step S 101 , and waits for the team play button  4  to be pressed. 
         [0126]    In Step S 102 , the CPU  106  transmits an input signal for requesting team play to the central controller  11 . Subsequently, the flow proceeds to Step S 103 . 
         [0127]    In Step S 103  of  FIG. 15 , the CPU  106  determines whether a failure signal regarding team play from the central controller  11  was received. In a case where the team play failure signal has been received (in a case of “YES” in the determination processing in Step S 103 ), the CPU  106  determines that team play has failed and then terminates the processing. On the other hand, in the case where the team play failure signal has not been received (in a case of “NO” in the determination processing in Step S 103 ), the CPU  106  returns the flow to step S 104 . 
         [0128]    In step S 104 , the CPU  106  transmits a bet signal. The bet signal transmits a predetermined credit to the central controller  11  for performing a team play game. Subsequently, the flow proceeds to Step S 105 . 
         [0129]    In Step S 105 , the CPU  106  transmits a start switch pressing signal, which is transmitted when a player presses the start switch  25 , to the central controller  11 . When the central controller  11  receives the start switch pressing signal from all the gaming machines  13  which participate in a team play game, it starts a slot game, which is a team play game (Step S 211  in  FIG. 16  described later). Subsequently, the flow proceeds to Step S 106  shown in  FIG. 16 . 
         [0130]    In step S 106  of  FIG. 16 , the CPU  106  displays an image for selecting continuation of a game. Specifically, the CPU  106  displays an image, such as that shown in  FIG. 22  described later, on the liquid crystal display  30 , and causes a player to select whether to perform continuously a team play game. Subsequently, the CPU  106  advances the flow to Step S 107 . 
         [0131]    In Step S 305 , the CPU  106  determines whether an end button was pressed. Specifically, in Step S 106 , based on the image shown in  FIG. 22 , the CPU  106  determines whether the player presses a button which ends the team play game. In the case where the end button has been pressed (in the case of “YES” in the determination processing in Step S 107 ), the flow proceeds to Step S 107 . In the case where the end button has not been pressed (in the case of “YES” in the determination processing in Step S 107 ), the flow proceeds to Step S 108 . 
         [0132]    In Step S 108 , the CPU  106  determines whether the team play end signal was received from the central controller  11 . In the case where the team play end button has been pressed (in the case of “YES” in the determination processing in Step S 108 ), the flow proceeds to Step S 109 . In the case where this signal has not been received (in the case of “NO” in the determination processing in Step S 108 ), the CPU  106  returns the flow to Step S 103 , and continues to perform the team play game. 
         [0133]    In Step S 109 , the CPU  106  performs processing for payout of a team fund. Specifically, the CPU  106  receives distributed credits for a team play game, which are transmitted from the central controller  11 , and stores them in the RAM  110 . Subsequently, the CPU  106  terminates the processing. 
         [0134]    Next, team play game processing, which the CPU  206  of the central controller  11  performs based on  FIG. 14  through  FIG. 16 , is described. 
         [0135]    In Step S 201  shown in  FIG. 14 , the CPU  206  receives an input signal for requesting a team play game transmitted from the gaming machine  13  in Step S 201 . Upon receiving the input signal for requesting a team play game, the CPU  206  displays, on the large-size monitor  16 , an image indicating that a start of the team play game is being requested. By displaying the image indicating the participation in the team play game on the large-size monitor  16 , players of the other gaming machine  13  can identify the presence of a player requesting the start of the team play game. Subsequently, the flow proceeds to Step S 202  according to the instruction from the CPU  206 . 
         [0136]    In Step  202 , the CPU  206  transmits a participation request signal to the gaming machines  13 , except for the gaming machine  13  transmitting the input signal for requesting a team play game. Subsequently, the flow proceeds to Step S 203  according to the instruction from the CPU  206 . 
         [0137]    In Step  203 , the CPU  206  activates a timer for a period for accepting participation. If the CPU  206  receives a participation signal from another gaming machine  13  within a predetermined amount of time, a team play game is established. Otherwise, the team play game is not established. Subsequently, the flow proceeds to Step S 204  according to the instruction from the CPU  206 . 
         [0138]    In Step S 204 , the CPU  206  determines whether a period for accepting a team play game has expired. Specifically, the CPU  206  determines whether the timer activated in Step S 203  has passed a predetermined amount of time. In the case where the period for accepting the team play game has expired (in the case of “YES” in the determination processing in Step S 204 ), the flow proceeds to Step S 205 . In the case where the period for accepting the team play game has not expired (in the case of “NO” in the determination processing in step S 204 ), the CPU  206  performs the processing in Step S 204 , and waits for the period for accepting the team play game to expire. 
         [0139]    In Step S 205 , the CPU  206  transmits a signal indicating an expiration of the period for accepting the team play game to the other gaming machines  13 . Subsequently, the CPU  206  moves the processing to Step S 206  of  FIG. 15 . 
         [0140]    In Step S 206  of  FIG. 15 , the CPU  206  determines whether the participation signal was received from another gaming machine  13 . In the case where the CPU  206  has received the participation signal (in the case of “YES” in the determination processing in Step S 106 ), the flow proceeds to Step S 108  according to the instruction from the CPU  206 . In the case where the CPU  206  has not received this signal (in the case of “NO” in the determination processing in Step S 206 ), the flow proceeds to Step S 207  according to the instruction from the CPU  206 . 
         [0141]    In Step  207 , the CPU  206  transmits the team play failure signal to the gaming machine  13  which requested the team play game. Subsequently, the CPU  106  terminates the processing. 
         [0142]    On the other hand, in Step S 208 , the CPU  206  receives a bet signal from the gaming machine  13  which participates in a team play game. Based on the bet signal thus received, in the RAM  210  the CPU  206  stores the amount of credits and a team fund included in the signal. Subsequently, the flow proceeds to Step S 209  according to the instruction from the CPU  206 . 
         [0143]    In Step S 209 , the CPU  206  receives a signal generated by pressing the start switch  25  from the gaming machines  13  which participate in the team play game. Subsequently, the flow proceeds to Step S 210  according to the instruction from the CPU  206 . 
         [0144]    In Step S 210 , the CPU  206  determines whether the CPU  206  has received a signal generated by pressing the start switch  25  from the gaming machines  13  which participate in the team play game. In the case where the CPU  206  has received a signal generated by pressing the start switch  25  from the gaming machines  13  which participate in the team play game (in the case of “YES” in the determination processing in Step S 101 ), the CPU  206  moves the processing to Step S 211  in  FIG. 16 . On the other hand, in the case where the CPU  206  has not received a signal generated by pressing the start switch  25  from the gaming machines  13  which participate in the team play game (in the case of “NO” in the determination processing in Step S 210 ), the CPU  206  waits for the signal generated by pressing the start switch  25  to be transmitted from all the gaming machines  13  which participate in the team play game. 
         [0145]    In Step S 211  of  FIG. 16 , the CPU  206  performs processing of a slot game, which is similar to the processing flow of a slot game for a single play game, but it starts with Step S 5 . Subsequently, the flow proceeds to Step S 212  according to the instruction from the CPU  206 . 
         [0146]    In Step S 212 , the CPU  206  determines whether a game can continue employing a team fund. In the case where the game can continue employing the team fund (in the case of “YES” in the determination processing in Step S 212 ), the flow proceeds to Step S 213  according to the instruction from the CPU  206 . On the other hand, in the case where the game cannot continue based on the team fund (in the case of “NO” in the determination processing in Step S 212 ), the flow proceeds to Step S 214  according to the instruction from the CPU  306 . 
         [0147]    In Step S 213 , the CPU  206  determines whether the CPU  206  has received the end signal from a gaming machine  13  which participates in the team play game. In the case where the CPU  206  has received the end signal (in the case of “YES” in the determination processing in Step S 311 ), the flow proceeds to Step S 214  according to the instruction from the CPU  214 . In the case where the CPU  206  has not received this signal (in the case of “NO” in the determination processing in Step S 213 ), the flow proceeds to Step S 206  according to the instruction from the CPU  206 . 
         [0148]    On the other hand, the CPU  206  transmits a team play end signal to the gaming machine  13  which participates in the team play game. Subsequently, the flow proceeds to Step S 215  according to the instruction from the CPU  206 . 
         [0149]    In Step S 215 , the CPU  206  performs computation processing. Specifically, the CPU  206  performs computation processing to distribute the credits which have been accumulated as a team fund in the RAM  210  of the central controller  11 . More specifically, the CPU  206  also stores 10 percent of the credits among all the team fund as a jackpot. Then, the remaining 90 percent of the credits is divided by the number of the gaming machines  13  which participated in the team play game so as to distribute the credits to those machines. Subsequently, the flow proceeds to Step S 216  according to the instruction from the CPU  206 . 
         [0150]    In Step S 216 , the CPU  206  transmits the credit paid out to each gaming machine  13  to the gaming machines  13  which participated in the team play game so as to distribute the team fund. Subsequently, the CPU  206  terminates the processing. 
         [0151]    Finally, a description regarding a team play game processing program is provided based on  FIG. 14  through  FIG. 16 . The team play game processing program is executed by the CPU  106  of the other gaming machines  13  which were inquired from the central controller  11  about participating in the team play game. In step S 301  of  FIG. 14 , the CPU  106  receives a participation request signal transmitted from the central controller  14 . Subsequently, the flow proceeds to Step S 302  according to the instruction from the CPU  106 . 
         [0152]    In step S 302 , the CPU  106  displays a participation confirmation image, such as that shown in  FIG. 20  described later, on the liquid crystal display  30 . Subsequently, the CPU  106  advances the flow to Step S 303 . 
         [0153]    In Step S 303 , the CPU  106  transmits the signal indicating an expiration of the period for accepting the team play game, which was transmitted from the central controller  11 . Subsequently, the flow proceeds to Step S 304  in  FIG. 15 . 
         [0154]    In Step S 304 , the CPU  106  determines whether or not the participation request signal has been transmitted. Specifically, the CPU  106  determines whether the participation request signal has been transmitted by a player who participates in the team play game by pressing a button  82  on the lower image of  FIG. 20  described later. In the case where the CPU  106  has transmitted the participation request signal (in the case of determination of “YES” in the processing in Step S 304 ), the CPU  106  advances the flow to Step S 306 . In the case where CPU  106  has not transmitted the participation request signal (in the case of “NO” in the determination processing in Step S 304 ), the CPU  106  returns the flow to Step S 305 . 
         [0155]    In Step S 305 , the CPU  106  displays an image for showing the end of the accepting participation time in a team play game such as that shown in  FIG. 21 , described later, on the liquid crystal display  30 . Then, the CPU  106  determines that the gaming machine  13  does not participate in the team play game and terminates the processing. 
         [0156]    On the other hand, the CPU  106  transmits a bet signal to the central controller  11 . Subsequently, the CPU  106  advances the processing to Step S 307 . 
         [0157]    In Step S 307 , the CPU  106  transmits a start switch pressing signal, which is transmitted when the start switch  25  is pressed, to the central controller  11 . In central controller  11 , the CPU  106  starts a slot game which is a team play game by receiving the start switch pressing signal from the gaming machines  13  which participate in the team play game (Step S 211  in  FIG. 16  described later). Subsequently, the flow proceeds to Step S 308  in  FIG. 16 . 
         [0158]    In Step S 308  of  FIG. 16 , the CPU  106  displays an image for selecting continuation of a game. Specifically, the CPU  106  displays an image such as that shown in  FIG. 22 , described later, on the liquid crystal display  30 , and causes a player to select whether to continue the team play game. Subsequently, the CPU  106  advances the processing to Step S 309 . 
         [0159]    In Step S 309 , the CPU  106  determines whether an end button has been pressed. More specifically, the CPU  106  determines whether the player has pressed a button  87  for ending the team play game based on the image shown in  FIG. 22  described later and described in Step S 308 . In the case where the end button has been pressed (in the case of “YES” in the determination processing in Step S 309 ), the flow proceeds to Step S 311 . On the other hand, in the case where the end button has not been pressed (in the case of “NO” in the determination processing in Step S 309 ), the flow proceeds to Step S 310  according to the instruction from the CPU  106 . 
         [0160]    In Step S 310 , the CPU  106  determines whether a team play game end signal has been received from the central controller  11 . In the case where the team play game end signal has been received (in the case of “YES” in the determination processing in Step S 310 ), the CPU  106  advances the processing to Step S 311 . In the case where this signal has not been received (in the case of “NO” in the determination processing in Step S 310 ), the CPU  106  returns the flow to Step S 304  in  FIG. 15 . Then, the CPU  106  determines that the participation signal has been received and continuously performs the team play game. 
         [0161]    In Step S 311 , the CPU  106  performs processing payout of a team fund. Specifically, the CPU  106  receives the distributed credits for a team play game, which was transmitted from the central controller  11 , and stores it in the RAM  110 . Subsequently, the CPU  106  terminates the processing. 
         [0162]    According to the abovementioned processing, a game which performs one game with a plurality of gaming machines  13  can be executed as team play. In addition, the credits bet in the gaming machines  13  during the start of the team play game are used for the fund for the team play game. Moreover, the fund for the team play game is distributed to each of the gaming machine  13  at the time of ending the game. 
         [0163]    Although it should be noted that, in the present embodiment, the central controller  11  has been set forth as the one which controls performing the team play game, it is not limited thereto. In addition, the central controller  11  may simply function as a controller for controlling data transmission between the gaming machines  13 , and then the controller  100  of the gaming machine  13  which transmitted the team play request signal may perform the team play game. 
         [0164]      FIGS. 17 and 18  show examples of a basic game which is a single play game in the gaming machine  13  in the embodiment of the present invention. In the example shown in  FIG. 17 , the symbols are displayed to be stationary on the liquid crystal display  30  of the gaming machine  13 , but a predetermined combination is not achieved. On the other hand, in the example shown in  FIG. 18 , symbols of “BONUS” are stopped on the active pay line L 5 . More specifically, in the  FIG. 18 , a payout display unit  48 , a credit amount display unit  49 , a bet amount display unit  50 , and a jackpot amount display unit  51  are configured to be displayed on the upper side of the liquid crystal display  30  in order from the left. Here, the information of credits regarding the single play game can be referred to. Furthermore, in the center of the image, five video reels  3 A to  3 E are displayed when they are stationary. When a combination except “Other” shown in  FIG. 10  on the line shown in the abovementioned  FIG. 4  is achieved, the predetermined credits shown in  FIG. 11  are paid out. In this example, the predetermined credits shown by “Bonus” are paid out. 
         [0165]      FIG. 19  shows an example of a team play game which is displayed on the monitor  16  of the gaming machine  13  in the embodiment of the present invention. In this example, a slot game is performed with team play, and the image in which video reels  3 A to  3 E are rotating is displayed. A team fund is displayed on the lower right part of the monitor  16 . The team play game is configured to be performed using the team fund. 
         [0166]      FIG. 20  shows an example of a participation confirmation image displayed on the liquid crystal display  30  during start of the team play game on the other gaming machines  13 . 
         [0167]    A single play game is being performed in the gaming machine  13  ( FIG. 20 ). Upon receiving the participation request signal from the central controller  11 , the image shows an aircraft moving from the upper right to the upper left (the upper image of  FIG. 20 ), and then a small window  85  is displayed on the center of the image (the lower image of  FIG. 20 ). In the small window, the phrase “Join a team play game!”, the amount of coins which is prerequisite for participation, and the remaining time for entry are displayed. For example, the remaining time for entry is counted down from 30 seconds. In this example, it is requested to reply within 13 seconds. Furthermore, a button  82  “Join” and a button  83  “Don&#39;t join” from the left side are displayed on the lower part of the small window. The player presses either button within 13 seconds, thereby recognizing participation in the team play game. In this example, regarding the button  82  “Join” and the button  83  “Don&#39;t join”, the signals thereof are transmitted to the CPU  106  via the CPU  146  by a player pressing the screen of the liquid crystal display  30 , which is a touch panel. Alternatively, for example, a bet switch  23  and a cash out switch  26  may be used instead without using the touch panel  32 . 
         [0168]      FIG. 21  shows an example of an image for showing the end of time for accepting participation in a team play game, which is displayed on the liquid crystal display  30  of the other gaming machines  13 . The abovementioned image for showing the end of accepting participation is displayed on the liquid crystal display  30  of the other gaming machines  13  that do not request participation in a team play game. In the small window  85 , it is displayed that accepting participation in the team play game has expired. 
         [0169]      FIG. 22  shows an example of an image for selecting continuation of a game, which is displayed on the liquid crystal display  30  of the gaming machine  13 . The abovementioned image for selecting continuation of a game is displayed in the case where the team play game still can be continued using the team fund after the central controller  11  has performed processing for a slot game. In the small window  85 , a button  86  “Continue” and a button  87  “Quit” are displayed, by which the player can select whether to continue the team play game. By a player operating the screen, the player of the gaming machine  13  can select whether to perform the team play game or return to the single play game. 
         [0170]    While the gaming system according to the present invention has been described above by way of embodiments, it should be clearly understood that the embodiments in no way restrict the present invention, and that the specific configurations such as the means and components may be modified and altered as suitable. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connected with the embodiments. 
         [0171]    For example, although a game performed in the gaming machine  13  is normally set forth as the single play game performed in a slot machine, the present invention is not limited thereto. Any game which can play a single play game may be available. In addition, regarding a team play game, games of the present embodiment are not limited to a single game that can be performed for common use and pay out credits.