Patent Publication Number: US-2009239638-A1

Title: Gaming Machine Executing Feature Game Corresponding to Arrangement of Trigger Symbol Thereof

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application claims benefit of U.S. Provisional Application No. 61/038,492, filed Mar. 21, 2008, the entire contents of which are incorporated herein by reference. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a gaming machine including a plurality of feature games and executing a feature game in accordance with the arrangement of trigger symbols thereof. 
     2. Related Art 
     Conventionally, gaming machines executing feature games such as bonus games, that are different from basic games, in a case where predetermined symbols are statically displayed in a predetermined way, are known. A gaming machine disclosed in U.S. Pat. No. 7,278,919 includes a plurality of kinds of feature games, and, in a case where a predetermined condition is satisfied in a basic game, starts a bonus game that is randomly selected from the plurality of feature games after the condition is met. In this case, even when the predetermined condition is satisfied, a bonus game is randomly selected. For example, if a game that is difficult for the player is selected, the player will be discouraged right after being excited in the basic game, as they may think there is only a small chance to win a bonus. This may deter the player. 
     Therefore, an objective of the present invention is to provide a gaming machine including a plurality of feature games, where a feature game associated with the arrangement of trigger symbols is executed and an expectation for winning a bonus is maintained, thereby not discouraging the player from participating in the feature game, and a control method thereof. 
     SUMMARY OF THE INVENTION 
     In a first aspect of the present invention, a gaming machine is provided including: a display for displaying a predetermined symbol from each of a plurality of symbol groups; memory for storing a plurality of display patterns for a trigger symbol, in which the trigger symbol is included in the plurality of symbol groups and triggers a transition to a second game by being displayed in any one of the display patterns; and a controller for executing steps of: (a) generating random numbers and starting a first game; (b) dynamically displaying each of the plurality of symbol groups; (c) determining a symbol to be statically displayed on the display, in accordance with the random numbers; (d) displaying each of the symbols determined in step (c) on the display; (e) determining whether the trigger symbol is displayed in any one of the display patterns; and (f) in a case where the trigger symbol is displayed in any one of the display patterns, executing the second game associated with the display pattern. 
     In a second aspect of the present invention, a gaming machine is provided including: a display for displaying a predetermined symbol from each of a plurality of symbol groups; memory for storing a plurality of specific positions in the display in which a trigger symbol that triggers a transition to a second game is displayed, and a plurality of second games associated therewith; and a controller for executing steps of: (a) generating random numbers and starting a first game; (b) dynamically displaying each of the plurality of symbol groups; (c) determining a symbol, in each of the plurality of symbol groups, to be statically displayed on the display in accordance with the random numbers; (d) displaying each of the symbols determined in step (c) on the display; (e) determining whether the trigger symbol is displayed in the specific position; and (f) in a case where the trigger symbol is displayed in the specific position, executing the second game corresponding to the specific position. 
     In a third aspect of the present invention, a gaming machine includes: a display for displaying a predetermined symbol from each of a plurality of symbol groups; memory for storing a plurality of combinations of specific positions on the display in which a trigger symbol is displayed and a number of trigger symbols displayed in the display, and a plurality of second games associated therewith; and a controller for executing steps of: (a) generating random numbers and starting a first game; (b) dynamically displaying each of the plurality of symbol groups; (c) determining a symbol, in each of the plurality of symbol groups, to be statically displayed on the display in accordance with the random numbers; (d) displaying each of the symbols determined in step (c) on the display; (e) determining whether a predetermined number of the trigger symbols are displayed in a predetermined combination included in the plurality of combinations; (f) in a case where the trigger symbol is displayed in the predetermined combination, executing the second game corresponding to the combination. 
     In a fourth aspect of the present invention, a gaming machine is provided including: a display for displaying a plurality of reels having a plurality of symbols; memory for storing a plurality of patterns on the display in which a predetermined number of trigger symbols triggering a transition to a second game are displayed, and a plurality of second games associated therewith; and a controller for executing steps of: (a) starting a first game; (b) determining symbols to be rearranged in the display for each of the plurality of reels; (c) rotating the plurality of reels and dynamically displaying the plurality of symbols; (d) statically displaying the symbols determined in step (b) on each of the plurality of reels; (e) determining whether a predetermined number of the trigger symbols are included among the symbols displayed statically; (f) in a case where it is determined in step (e) that the predetermined number of the trigger symbols are included, identifying a pattern in which the trigger symbols are displayed; and (g) in a case where the pattern in which the trigger symbols are displayed correspond to any one of the plurality of patterns stored in the memory, executing the second game, associated with the pattern, from the plurality of second games. 
     In a fifth aspect of the present invention, a gaming machine is provided including: a display for displaying a plurality of reels including a plurality of symbols; memory for storing a position of each of the plurality of reels when the predetermined symbol in the plurality of symbols is displayed on the display, and a plurality of second games associated therewith; and a controller for executing steps of: (a) starting a first game; (b) determining a stopping position of each of the plurality of reels; (c) rotating the plurality of reels and dynamically displaying the plurality of symbols; (d) stopping each of the plurality of reels at the stopping position determined in step (b); and (e) in a case in which the stopping positions determined in step (b) correspond to any one of the positions stored in the memory, executing the second game associated with the position. 
     According to a sixth aspect of the present invention, in the gaming machine described in the fifth aspect, the plurality of symbols are arranged on an outer circumferential surface of each of the plurality of reels; in step (c), the plurality of symbols are dynamically displayed by the plurality of reels rotating in a direction orthogonal to a predetermined rotation axis thereof; and the controller further executes steps of: (d2) identifying the stopping position of the plurality of reels after step (d); (d3) after step (d2), determining whether the reels are stopped so as to display the specific symbol; and executing step (e) on the basis of the result of step (d2). 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a flow chart showing the flow of a game executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2  is a perspective view showing the appearance of the gaming machine according to the embodiment; 
         FIG. 3  is an enlarged front view showing a display area of the gaming machine according to the embodiment; 
         FIG. 4  is a block diagram of a controller of the gaming machine according to the embodiment; 
         FIG. 5  is a block diagram of a display/input controller of the gaming machine according to the embodiment; 
         FIG. 6  is a flow chart showing basic game processing executed in the gaming machine according to the embodiment; 
         FIG. 7  is the flow chart of game determination processing executed in the gaming machine according to the embodiment; 
         FIG. 8  is a diagram showings a feature/award flag determination table according to the embodiment of the present invention; 
         FIG. 9  is a diagram showing a trigger symbol rearrangement pattern/feature game association table according to the embodiment; 
         FIG. 10  is a display example of symbols including trigger symbols being rearranged, in the gaming machine according to the embodiment; 
         FIG. 11  is a display example of symbols including trigger symbols being rearranged, in the gaming machine according to the embodiment; 
         FIG. 12  is a perspective view showing the appearance of the gaming machine according to a second embodiment of the present invention; 
         FIG. 13  is a block diagram of a controller of the gaming machine according to the second embodiment; and 
         FIG. 14  is a flowchart for basic game processing executed by the gaming machine according to the second embodiment. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     First Embodiment 
     A first embodiment of the present invention is hereinafter described with reference to the accompanying drawings. 
     As shown in  FIG. 1 , a CPU  106  starts a basic game as a first game (Step S 100 ), and determines symbols to be rearranged (Step S 101 ). Details are described later. Subsequently, the CPU  106  determines whether at least a predetermined number of trigger symbols are included among the symbols determined to be rearranged (Step S 102 ), and, in a case where at least a predetermined number of trigger symbols are included therein, the CPU  106  selects a feature game as a second game, which is executed in accordance with the number and arrangement of the trigger symbols to be rearranged (Step S 103 ). In the case where the predetermined number of trigger symbols are not included therein in Step S 102 , the CPU advances to Step S 104 . In Step S 104 , the CPU  106  dynamically displays the symbols in the symbol groups and rearranges the symbols (Step S 105 ). Furthermore, the CPU  106  executes the feature game selected in Step  103 . 
       FIG. 2  is a perspective view showing the gaming machine  13  according to an embodiment of the present invention. The gaming machine  13  includes a cabinet  20 . The cabinet  20  has a surface opening toward a player. The cabinet  20  contains various components including a game controller  100  (refer to  FIG. 4 ) for electrically controlling the gaming machine  13 , and a hopper  44  (refer to  FIG. 4 ) for controlling the insertion, storage, and payout of coins as a game medium, and the like. The game medium is not limited to coins, and it can be, for example, medals, tokens, electronic money, or electronic valuable information (credits) equivalent thereto. 
     A liquid crystal display  30  is disposed at substantially the center of the front face of the cabinet  20 , and a liquid crystal display  40  is disposed above the display  30 . 
     The liquid crystal display  30  is provided as a display device for displaying various kinds of images relating to the game such as rendered images. The player advances the game while observing the variety of images displayed on the liquid crystal display  30 . In such a game, the liquid crystal display  30  displays a slot game as shown in  FIGS. 10 and 11 . 
     The liquid crystal display  30  of the gaming machine  13  mainly displays  15  symbols. Each of symbol display regions  81  to  95  displays a symbol from a plurality of symbols assigned to the symbol display regions  81  to  95 . In the present embodiment, a unit game starts from an initial state where symbols are statically displayed in the symbol display regions  81  to  95 , continually changes the displayed symbols, and then rearranges a symbol in each of the symbol display regions  81  to  95 . In other words, the symbol display regions  81  to  95  are so-called video reels. Furthermore, the symbol display regions  81  to  95  are constituted of  15  video reels. 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, instead of a mechanical reel. 
     The other liquid crystal display  40  disposed above the liquid crystal display  30  is a sub display for displaying the rules of the game, demonstration movies, and the like. 
     Sound transmission openings  29   a  and  29   b  are provided on both the left and right sides above the liquid crystal display  40 , which allow the sound effects generated by a speaker  41  (see  FIG. 4 ) stored within the cabinet  20  to propagate outside the cabinet  20 . The sound effects are generated from the sound transmission openings  29   a  and  29   b  according to the advance of the game. In addition, decorative lamps  42   a  and  42   b  are provided on both the left and right sides, substantially in the middle of the gaming machine  13 . The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     A substantially horizontal operation unit  21  is disposed below the liquid crystal display  30 . Furthermore, a coin slot  22 , which allows the player to insert coins, is provided on the right side of the operation unit  21 . On the other hand, the components provided to the left side of the operation unit  21  include: a BET switch  23  allowing the player to select the number of coins as a gaming medium to be bet; and a spin repeat bet switch  24  allowing the player to play the game again without changing the number of coins bet in the previous game. Such an arrangement allows the player to set the number of coins bet, by pushing either the BET switch  23  or the spin repeat bet switch  24 . 
     In the operation unit  21 , a start switch  25  for accepting a starting operation of each game by a player is disposed on the left side of the bet switch  23 . By a pushing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, the liquid crystal display  30  displays an image of the aforementioned  15  video reels, which then start to rotate. 
     On the other hand, a cash out switch  26  is provided near the coin slot  22  on the aforementioned operation unit  21 . When the player presses the cash out switch  26 , the inserted coins are discharged from a coin discharge slot  27  opening into a lower part of the front face of the cabinet  20 . The discharged coins can be gathered on a coin tray  28 . 
       FIG. 3  is an enlarged view showing the display region of the gaming machine  13 . The gaming machine  13  includes the symbol display regions  81  to  95  arranged in a 3×5 matrix, as shown in  FIG. 3 . The symbol display regions are also referred to as symbol display blocks or symbol display positions. The abovementioned  15  video reels correspond to the symbol display regions  81  to  95 . 
     The game available in the present embodiment is a game in which an award is provided in accordance with the number of symbols of the same kind displayed in the symbol display regions  81  to  95 . The number of symbols of the same kind, which qualify for an award, can be arbitrarily defined, for example, as at least 3. 
     Furthermore, the liquid crystal display  30  displays, on the upper portion of the symbol display regions  81  to  95 , starting from the left, a payout display portion  48 , a bet amount display portion  50 , and a credit amount display portion  49 . The payout display portion  48  displays the number of coins to be paid out, in a case where at least a predetermined number of symbols of the same kind are rearranged in the symbol display regions  81  to  95 , thus qualifying for an award. The credit amount display portion  49  displays the credit amount of coins stored in the gaming machine  13 . The bet amount display portion  50  displays the bet amount, i.e. the number of coins bet. 
       FIG. 4  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  13 . As shown in  FIG. 4 , the game 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 . 
     The interface circuit group  102  is connected to the input/output bus  104 . The input/output bus  104  performs input/output of data signals or address signals to and from the CPU  106 . 
     The start switch  25  is connected to the interface circuit group  102 . A start signal output from the start switch  25  is converted to a predetermined signal by the interface circuit group  102  and is then supplied to the input/output bus  104 . 
     The BET switch  23 , the spin repeat bet switch  24 , and the cash out switch  26  are also connected to the interface circuit group  102 . Switching signals output from the switches are also supplied to the interface circuit group  102  and converted to predetermined signals, and then supplied to the input-output bus  104  by the interface circuit group  102 . 
     A coin sensor  43  is also connected to the interface circuit group  102 . The coin sensor  43  is a sensor for detecting coins inserted into the coin slot  22 . The coin sensor  43  is provided in combination with the coin slot  22 . A sensing signal outputted from the coin sensor  43  is also supplied to the interface circuit group  102  and converted into a predetermined signal by the interface circuit group  102 , and then supplied to the input/output bus  104 . 
     The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game from the start switch  25 , the CPU  106  reads and executes a game program. The game program has been programmed so as to instruct the CPU  106  to perform the following operation. That is to say, according to the game program, the CPU  106  displays, via the display/input controller  140 , an image of changing symbols on each of the symbol display regions of the liquid crystal display  30 . Then, the CPU  106  statically displays an image of the symbol display regions  81  to  95  such that the combination of the symbols on the symbol display regions  81  to  95  (15 video reels) are rearranged. In a case where at least a predetermined number of symbols of the same kind are included among the symbols statically displayed, the CPU  106  pays out a predetermined amount of coins corresponding to the kind of symbol. 
     The ROM  108  stores a control program for governing and controlling the gaming machine  13 , a program for executing routines as shown in  FIGS. 6 and 7  (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in determination processing. The routine execution program includes the abovementioned basic game program. Examples of the data tables include tables such as those shown in  FIGS. 8 and 9 . The RAM  110  temporarily stores the values of flags and variables, and the like used in the control program. 
     The game program contains a symbol rearrangement determination program. The symbol rearrangement determination program determines 15 symbols to be rearranged on the symbol display regions  81  to  95 . The symbol rearrangement determination program includes symbol weighted data corresponding to a plurality of payout ratios (for example, 80%, 84%, and 88%). The symbol weighted data represents correspondence relation between each symbol and one or a plurality of random number values included in a predetermined range (0 to 65535), for each of the 15 video reels. The payout ratio is determined on the basis of payout ratio setting data stored in the ROM  108 . The symbol to be rearranged is determined on the basis of the symbol weighted data corresponding to the payout ratio. 
     A communication interface circuit  111  is also connected to the input/output bus  104 . The communication interface circuit  111  is a circuit for communication with a center controller and the like over a network including a various LANs. 
     A random number generator  112  for generating random numbers is also connected to the input/output bus  104 . The random number generator  112  generates random numbers included in a certain range of numerical values, for example, 0 to 65535 (2 16 −1). Alternatively, the random numbers may be generated by arithmetic processing of the CPU  106 . 
     A speaker driving circuit  122  for driving the speaker  41  is also connected to the input/output bus  104 . The CPU  106  reads sound data stored in the ROM  108 , and transmits the sound data to the speaker driving circuit  122  via the input/output bus  104 . This enables the speaker  41  to emit predetermined sound effects. 
     A hopper driving circuit  124  for driving the hopper  44  is also connected to the input/output bus  104 . Upon receipt 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 . This enables the hopper  44  to pay out a number of coins corresponding to the remainder of credits at that point, which is stored in a predetermined memory area of the RAM  110 . 
     Alternatively, the payout of the coins may be performed in a mode of storing credit data in a data card or the like, instead of using physical coins. That is to say, with such an arrangement, the player may have his/her own card, which serves as a storage medium. Upon the player inserting this card into the gaming machine  13 , the data relating to the credit is stored in the card. Alternatively, bar coded tickets can be printed out. The payout method or exchange method applied in the game hall can be used. 
     A lamp driving circuit  126  is also connected to the input/output bus  104  for driving the decorative lamps  42   a  and  42   b . The CPU  106  sends signals for driving the lamps under a predetermined condition based on the program stored in the ROM  108 , to the lamp driving circuit  126 . This makes the decorative lamps  42   a  and  42   b  to blink. 
     The display/input controller  140  is also connected to the input/output bus  104 . The CPU  106  generates an image display instruction according to the state of the game and the result of the game, and outputs the generated image display instruction to the display/input controller  140  via the input/output bus  104 . Upon receipt of the image display instruction input from the CPU  106 , the display/input controller  140  generates a driving signal for driving the liquid crystal display  30  and the liquid crystal display  40  according to the image display instruction, and outputs the driving signal thus generated to the liquid crystal display  30  and liquid crystal display  40 . As a result, a predetermined image is displayed on the liquid crystal display  30  and the liquid crystal display  40 . The display/input controller  140  also sends, as an input signal, the signal accepted by a touch panel  32  on the liquid crystal display  30 , via the input-output bus  104  to the CPU  106 . The image display instruction also contains the instructions in accordance with the payout number display portion  48 , the credit number display portion  49 , and the bet number display portion  50 . 
       FIG. 5  is a block diagram showing the 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 . 
     The interface circuit  142  is connected to the input-output bus  144 . An image display command output from the CPU  106  of the aforementioned game 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/from the CPU  146 . 
     ROM  148  and 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  and the liquid crystal display  40 , according to an image display command received from the CPU  106  of the aforementioned game controller  100 . On the other hand, the RAM  150  stores flags and values of variables used in the display control program. 
     The VDP  152  is also connected to the input/output bus  144 . The VDP  152  is a processing device including a so-called sprite circuit, a screen circuit, a palette circuit and the like, and is capable of performing various processing for displaying an image on the liquid crystal display  30  and the liquid crystal display  40 . The video RAM  154  and the image data ROM  156  are connected to the VDP  152 . The video RAM  154  stores image data based on the image display instructions from the CPU  106  on the game controller  100 . The image data ROM  156  stores various kinds of image data containing the abovementioned effect image data. Furthermore, the driving circuit  158  for outputting a driving signal for driving the liquid crystal display  30  and the liquid crystal display  40  is connected to the VDP  152 . 
     By reading and executing the display control program stored in the ROM  148 , the CPU  146  instructs the video RAM  154  to store image data to be displayed on the liquid crystal display  30  and the liquid crystal display  40  in response to the image display instructions from the CPU  106  on the game controller  100 . The image display instruction includes various types of image display instructions, such as the abovementioned display instruction of rendered image. 
     The image data ROM  156  stores various kinds of image data including the rendered image data. 
     The touch panel control circuit  160  sends, as an input signal, the signal inputted through the touch panel  32  on the liquid crystal display  30 , via the input-output bus  144  to the CPU  106 . 
       FIG. 6  is a flow chart showing the flow of processing in the basic game of the gaming machine  13  to be executed by the game controller  100  of the gaming machine  13 . The one routine shown in  FIG. 6  corresponds to one unit of the game. 
     In addition, it is supposed that the gaming machine  13  is activated in advance and the variables used in the CPU  106  on the game controller  100  are initialized to predetermined values, respectively, thereby providing a stationary action of the gaming machine  13 . 
     Firstly, the CPU  106  on the game controller  100  determines whether certain credits as the number of remaining coins inserted by the player remain (Step S 1 ). More specifically, the CPU  106  reads a credit number C stored in the RAM  110 , and performs processing based on the read credit number C. When the credit number C is “0” (when the result is NO in Step S 1 ), the CPU  106  cannot start any game and, therefore, terminates the present routine without performing any processing. On the other hand, when the credit number C is at least “1” (when the result is YES in Step S 1 ), the CPU  106  determines that the credits remain, and moves on to Step S 2 . 
     In Step S 2 , the CPU  106  determines whether the spin repeat bet switch  24  has been pressed. In a case where the spin repeat bet switch  24  has been pressed, and accordingly, in a case of reception of an operation signal via the spin repeat bet switch  24  (in the case of a YES determination in Step S 2 ), the CPU  106  advances to Step S 3 . On the other hand, in a case where no operation signal is input via the spin repeat switch  24  for a predetermined period of time (in a case of a NO determination in Step S 2 ), the CPU  106  determines that the spin repeat bet switch  24  has not been pushed, and accordingly, advances to Step S 4 . 
     On the other hand, in Step S 3 , the CPU  106  determines whether or not the credit amount C is at least the bet amount in the previous game. In other words, the CPU  106  determines whether or not the player can start the game by pressing the spin repeat bet switch  24 . More specifically, when the spin repeat bet switch  24  is pressed and an operation signal is then inputted from the spin repeat bet switch  24 , the CPU  106  reads the credit number C written in a predetermined memory area of the RAM  110  and the bet amount in the previous game, and then performs processing based on the relationship between the read credit number C and the read bet amount, namely whether the value of the credit number C is not less than the bet amount in the previous game. In a case where the aforementioned credit amount C is determined to be less than the bet amount in the previous game (in a case of a NO determination in Step S 3 ), the CPU  106  cannot start the game, and accordingly terminates this routine without performing any processing. On the other hand, in a case where determination has been made that the aforementioned credit amount C is at least the bet amount in the previous game (in a case of a YES determination in Step S 3 ), the CPU  106  subtracts the bet amount in the previous game from the aforementioned credit amount C, and stores the subtracted value in a predetermined area of the RAM  110 . The CPU  106  then advances to Step S 6 . 
     On the other hand, in Step S 4 , the CPU  106  sets the game conditions. More specifically, the CPU  106  determines the number of coins to be bet in the unit game, depending on the operation of the BET switch  23 . At this time, the CPU  106  receives operation signals sent in accordance with the operation of the BET switch  23  and, based on the number of the received operation signals, causes the bet amount to be stored in a predetermined memory area of the RAM  110 . The CPU  106  reads out the credit amount C written in a predetermined memory region in the RAM  110 . Then, the CPU  106  subtracts the bet amount from the credit amount C thus read out, and stores the value thus subtracted in a predetermined memory region in the RAM  110 . The CPU  106  then advances to Step S 5 . 
     In Step S 5 , the CPU  106  determines whether the start switch  25  has been activated or not, and thus stands by until the player operates the start switch  25 . In a case where the start switch  25  is operated and an operation signal is received via the start switch  25  (in the case of a YES determination in Step S 5 ), the CPU  106  determines that the start switch  25  has been operated, and advances to Step S 6 . 
     In Step S 6 , the CPU  106  performs rearranged symbol determination processing. The CPU  106  first acquires  5  random numbers in the range of 0 to 65535, generated by a random number generator  112 , which correspond to the 15 video reels. The CPU  106  then reads the payout ratio setting data from the ROM  108  and stores the data in the RAM  110 , references the symbol weighing data corresponding thereto, and determines the symbols to be rearranged in the symbol display regions  81  to  95 , in other words for each of the 15 video reels, based upon 15 random numbers. The CPU  106  then advances to Step S 7 . 
     In Step S 7 , the CPU  106  performs game result determination processing. In the game result determination processing, the CPU  106  determines whether a winning condition is satisfied or not, on the basis of the symbols to be rearranged, determined in Step S 6 . This processing is described later with reference to  FIG. 7 . After this processing, the CPU  106  advances to Step S 8 . 
     In Step S 8 , the CPU  106  displays an image where the symbols shown in the symbol display regions  81  to  95  are changing. For example, an image where the 15 video reels are rotating or where the symbols are changing in other ways is displayed. 
     After displaying an image where the symbols shown in the symbol display regions  81  to  95  are changing, the CPU  106  stands by for a predetermined amount of time (Step S 9 ). After the predetermined amount of time has elapsed (in the case of a YES determination in Step S 9 ), the CPU  106  stops displaying the images where the symbols shown in the symbol display regions  81  to  95  are changing, thus rearranging the symbols in the symbol display regions  81  to  95  (Step S 10 ). Subsequently, the CPU  106  advances to Step S 11 . 
     In Step S 11 , the CPU  106  determines whether a flag indicating an award is activated or not, which is stored in the predetermined memory area of the RAM  110 . In a case where the flag indicating an award is not activated (in the case of a NO determination in Step S 11 ), the CPU  106  terminates this routine. On the other hand, in a case where the flag is activated (in the case of a YES determination in Step S 11 ), the CPU  106  advances to Step S 12 . 
     In Step S 12 , the CPU  106  determines whether a flag indicating a transition to a feature game stored in the predetermined memory region of the RAM  110  (hereinafter referred to as “feature flag”) is activated or not as a result of the rearranged symbol determination processing of Step S 6 . More specifically, in a case where the flag indicating a transition to the bonus game is activated (in the case of a YES determination in Step S 12 ), the CPU  106  advances to Step S 14 . On the other hand, in a case where the flag is not activated (in the case of a NO determination in Step S 12 ), the CPU  106  advances to Step S 13 . 
     In Step S 13 , the CPU  106  pays out a number of coins corresponding to the number of symbols of the same kind being rearranged, which are at least a predetermined number. More specifically, the CPU  106  refers to a payout table (not shown), and calculates a payout number of coins corresponding to the number of symbols of the same kind being rearranged, which are at least a predetermined number. The CPU  106  reads the credit amount stored in the predetermined memory region of the RAM  110 . Then, the CPU  106  calculates the sum total of the payout amount thus calculated (re-calculated) and the credit amount thus read out, and stores the value 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 portion  49 . The CPU  106  then terminates the present routine. 
     In Step S 14 , the CPU  106  performs feature game processing. More specifically, the CPU  106  executes a feature game. The CPU  106  then terminates the present routine. 
     Game result determination processing is hereinafter described with reference to  FIG. 7 . 
     In Step S 21  of  FIG. 7 , the CPU  106  determines whether at least a predetermined number of symbols of the same kind are rearranged or not. More specifically, the CPU  106  determines whether at least a predetermined number of symbols of the same kind are included among the symbols rearranged in the symbol display regions  81  to  95 . The predetermined number is a smallest number of symbols of the same kind qualifying for an award. In the present embodiment, the predetermined number is 3; however, the number can be defined depending on the type of the game. In the case of a YES determination, the CPU  106  advances to Step S 22 . In the case of a NO determination, the CPU  106  advances to Step S 8  of  FIG. 6 . 
     In Step S 22 , the CPU  106  determines whether the symbols of the same kind are the trigger symbols or not. The trigger symbol triggers an execution of a feature game as a second game, in a case where at least a predetermined number thereof are rearranged in the symbol display regions  81  to  95 . In the case of a YES determination, the CPU  106  advances to Step S 24 . In the case of a NO determination, the CPU  106  advances to Step S 23 . 
     In Step S 23 , the CPU  106  activates a flag for an award for providing the award in a case where at least a predetermined number of symbols of the same kind are rearranged. More specifically, the CPU  106  references a feature/award flag determination table (described later with reference to  FIG. 8 ) and activates a flag for providing an award in accordance with the number of symbols of the same kind. The CPU  106  then stores the activated flag in a predetermined region in the RAM  110 . Afterwards, the CPU  106  advances to Step S 8  of  FIG. 6 . 
     In Step S 24 , the CPU  106  determines a feature game to be executed, in accordance with the number and the position of the trigger symbols. More specifically, the CPU  106  first references a feature/award flag determination table, and determines the number of a trigger symbol rearrangement pattern/feature game association table to be referenced, in accordance with the number of symbols displayed. Subsequently, the CPU  106  references the trigger symbol rearrangement pattern/feature game association table ( FIG. 9 ) having the determined number. In this table, the CPU  106  refers to the arrangement pattern of the trigger symbols rearranged in the symbol display regions  81  to  95 , and selects a feature game associated with the arrangement pattern as a feature game to be executed in Step S 14  of  FIG. 6 . A feature game is thus selected from a plurality of feature games, in accordance with the number and the position of the trigger symbols displayed. 
     In Step S 25 , the CPU  106  activates the feature game flag corresponding to the feature game to be executed. More specifically, the CPU  106  activates the feature game flag corresponding to the feature game selected in Step S 24 , and stores the flag in a predetermined storage region in the RAM  110 . The CPU  106  then advances to Step S 8  of  FIG. 6 . 
     The feature/award flag determination table is hereinafter described with reference to  FIG. 8 . The feature/award flag determination table is referenced in Step S 23  or Step S 25  of  FIG. 7 . In the feature/award flag determination table, the number of symbols of the same kind, a trigger symbol rearrangement pattern/feature game association table, and an award flags are associated with each other. A column “NUMBER OF SYMBOLS OF THE SAME KIND” stores data regarding the number of symbols of the same kind included among the symbols displayed after the rearrangement. A column “TRIGGER SYMBOL REARRANGEMENT PATTERN/FEATURE GAME ASSOCIATION TABLE” stores data regarding the number of the trigger symbol rearrangement pattern/feature game association table to be referenced. The trigger symbol rearrangement pattern/feature game association table is described later with reference to  FIG. 9 . A column “AWARD FLAG” stores data regarding the types of flags indicating an award. In the present embodiment, flag names are stored therein. 
     The feature/award flag determination table is referenced in Step S 23  of  FIG. 7  in a case where at least a predetermined number of symbols, which are not trigger symbols, are displayed. In this case, a different kind of flag for an award is activated. In other words, the CPU  106  first acquires number data regarding the number of symbols of the same kind being displayed, by referencing the column “NUMBER OF SYMBOLS OF THE SAME KIND”. Subsequently, the CPU  106  acquires data regarding the kind of flag stored in a field corresponding to the number data (in the present embodiment, stored in the same row), by referencing the column “AWARD FLAG”. 
     The feature/award flag determination table is referenced in Step S 25  of  FIG. 7  in a case where at least a predetermined number of trigger symbols are displayed. In this case, a feature game executed in Step S 14  ( FIG. 6 ) is determined on the basis of the number and the rearrangement pattern of trigger symbols. For this reason, the CPU  106  selects a trigger symbol rearrangement pattern/feature game association table to be referred to based on the number of trigger symbols displayed, and determines a feature game to be executed based on the rearrangement pattern, by referencing the trigger symbol rearrangement pattern/feature game association table ( FIG. 9 ). 
     The CPU  106  first acquires number data regarding the number of trigger symbols displayed, by referencing the column “NUMBER OF SYMBOLS OF THE SAME KIND” in the feature/award flag determination table. Subsequently, the CPU  106  acquires table number data stored in a field corresponding to the number data (in the present embodiment, stored in the same row), by referencing the column “TRIGGER SYMBOL REARRANGEMENT PATTERN/FEATURE GAME ASSOCIATION TABLE”. 
     The trigger symbol rearrangement pattern/feature game association table is hereinafter described with reference to  FIG. 9 . The trigger symbol rearrangement pattern/feature game association table is referenced in Step S 25  of  FIG. 7 . In other words, the table is referenced only in a case where at least the predetermined number of trigger symbols are displayed. 
     A plurality of the trigger symbol rearrangement pattern/feature game association tables are provided for each number of trigger symbols. For example, a trigger symbol rearrangement pattern/feature game association table  3 A is a table referenced in a case in which  3  trigger symbols are displayed in the symbol display regions  81  to  95 . All the tables are similarly configured, and rearrangement patterns and feature game names are associated with each other therein. As a representative example, the table  3 A is hereinafter described. 
     In a column “REARRANGEMENT PATTERNS”, data regarding positions in the  15  symbol display regions  81  to  95 , in which the three trigger symbols are displayed, is stored. A plurality of the rearrangement patterns are stored therein, each of which has different patterns of positions in which the trigger symbols are rearranged. 
     In a column “FEATURE GAME NAMES”, data regarding the names of feature games to be executed is stored. A plurality of the feature games are provided, each of which has different game contents. An arbitral number of the feature games can be provided. In addition, the rearrangement patterns and the feature game names are associated with each other. By acquiring one of the rearrangement patterns, the feature game name stored in the same row in the table is selected. Different feature games can thus be executed based on the rearrangement of the trigger symbols, even in cases where the same number of the trigger symbols are displayed. 
     Display examples of the symbol display regions  81  to  95  displayed on the liquid crystal display  30  are described with reference to  FIGS. 10 and 11 . 
       FIG. 10  shows the symbol display regions  81 ,  84  and  87  displaying the trigger symbols. It should be noted that, in the present embodiment, the trigger symbol is a “7” symbol. Thus, the CPU  106  first determines whether at least a predetermined number of symbols of the same kind are displayed or not (Step S 21  of  FIG. 7 ), and then, in a case where the symbols of the same kind are the trigger symbols (Step S 22  of  FIG. 7 ), determines a trigger symbol rearrangement pattern/feature game association table to be referenced, based upon the number of the symbols of the same kind and a feature/award flag determination table ( FIG. 8 ). Subsequently, the CPU  106  references the table  3 A, selected from a plurality of the trigger symbol rearrangement pattern/feature game association tables ( FIG. 9 ), and acquires a corresponding rearrangement pattern. Then, a feature game corresponding to the rearrangement pattern is selected. For example, in a case where the display example of  FIG. 10  corresponds to a rearrangement pattern “a” in the trigger symbol rearrangement pattern/feature game association table  3 A, the feature game to be executed is “abc”. 
       FIG. 11  shows the symbol display regions  88 ,  91  and  93  displaying the trigger symbols. As described above, a feature game is selected in accordance with the number and the position of the trigger symbols displayed in the symbol display regions  81  to  95 . For example, in the display example of  FIG. 11 , the number of trigger symbols “ 7 ” is 3. Thus, according to the feature/award flag determination table, a trigger symbol rearrangement pattern/feature game association table  3 A is referenced. In a case where the positions of the trigger symbols in the display example of  FIG. 11  corresponds to a rearrangement pattern “f” in the trigger symbol rearrangement pattern/feature game association table  3 A, the feature game to be executed is “opq”. 
     Second Embodiment 
     A second embodiment of the present invention is described hereinafter with reference to  FIGS. 12 to 14 . The second embodiment is different from the first embodiment in that the game includes mechanical reels instead of the 15 video reels constituting the symbol display regions  81  to  95 . It should be noted that the differences from the first embodiment are mainly described. Accordingly, descriptions for the same components as those in the first embodiment are omitted. The same components as those in the first embodiment are referenced by the same reference numbers. 
       FIG. 12  is a perspective view showing the appearance of the gaming machine including mechanical reels. Each of the mechanical reels  3   a  to  3   e  has a plurality of symbols along an outer periphery thereof, constituting a symbol group. In addition, the mechanical reels  3   a  to  3   e  are visible through a display window  4  provided on a front face of the gaming machine  15 , thus showing only a part of the symbols disposed on the outer periphery thereof. In the present embodiment, three symbols are vertically displayed on each of the mechanical reels  3   a  to  3   e . A portion of the display frame  53  disposed on the front face of the gaming machine  15 , in which the mechanical reels  3   a  to  3   e  are not provided, consists of a liquid crystal display  30  for displaying rendered images, game information and the like. Furthermore, a surface of the liquid crystal display  30  is a touch panel  32 , which can accept input operations required for the game. 
       FIG. 13  is a block diagram showing the configuration of the gaming machine  15 . Stepping motors  49   a  to  49   e  are connected to a motor driving circuit  39  for controlling driving thereof, where the stepping motors, as a main actuator, are controlled by a control signal from the CPU  106  and drive rotation of the mechanical reels  3   a  to  3   e.    
     In addition, a reel position detection circuit  50  is connected to the mechanical reels  3   a  to  3   e . The reel position detection circuit supplies signals to the CPU  106  for detecting the positions of the mechanical reels  3   a  to  3   e , according to pulse signals received from a reel rotation sensor. 
     After the mechanical reels  3   a  to  3   e  start rotating, the number of the driving pulses, supplied to each of the stepping motors  49   a  to  49   e , is counted. The counted numbers are written to a predetermined area in the RAM  110 . A reset pulse is supplied from the mechanical reels  3   a  to  3   e  for each complete turn. The driving pulse and the reset pulse are input to the CPU  106  via the reel position detection circuit  50 . 
     Upon reception of the reset pulse, a value of the driving pulse counted in the RAM  123  is initialized to zero. This stores a counted number in the RAM  110  corresponding to the rotational position within one revolution for each of the mechanical reels  3   a  to  3   e.    
     The ROM  122  stores a symbol table (not shown) for associating the rotational position of each of the reels  3   a  to  3   e  with corresponding symbols on the outer peripheries thereof. More specifically, the symbol table provides the relation between the code number and the symbol code, which indicates the symbol provided corresponding to the code number. Here, the code number is provided in increments of a predetermined rotational pitch of each of the mechanical reels  3   a  to  3   e , using the rotational position at which the aforementioned reset pulse is generated as a reference point. 
     A flow chart of a basic game according to the second embodiment is described with reference to  FIG. 14 . 
     In addition, it is supposed that the gaming machine  15  is activated in advance and the variables used in the CPU  106  on the game controller  100  are initialized to predetermined values, respectively, thereby providing a stationary action of the gaming machine  15 . 
     The Steps S 31  to S 35  are similar to Steps S 3  to S 5  of the first embodiment, and therefore a description thereof is not repeated. 
     In Step S 36 , the CPU  106  determines a stationary symbol. The CPU  106  acquires random numbers in the range of 0 to 65535, generated by a random number generator  112 , which correspond to the 5 mechanical reels. The CPU  106  then references symbol weighing data corresponding to the payout ratio setting data, and determines a symbol to be displayed in the center of three symbols displayed on each of the mechanical reels  3   a  to  3   e . The CPU  106  then advances to Step S 37 . 
     In Step S 37 , the CPU  106  starts variably displaying the mechanical reels  3   a  to  3   e . More specifically, the CPU  106  starts rotating the mechanical reels  3   a  to  3   e  to variably display the symbols. The CPU  106  waits until a predetermined period of time has elapsed (Step S 38 ). After the predetermined period of time has elapsed (in the case of a YES determination in Step S 38 ), the CPU  106  sequentially stops the mechanical reels  3   a  to  3   e  (Step S 39 ). Subsequently, the CPU  106  advances to Step S 40 . 
     In Step S 40 , the CPU  106  performs display position detection processing. In the display position detection processing, the CPU  106  determines whether a winning condition is satisfied or not, on the basis of the stationary symbols determined in Step S 36 . More specifically, the CPU  106  references the position, indicated by the reel position detection circuit  50 , of each of the mechanical reels  3   a  to  3   e , and then determines whether the symbol determined in Step S 36  is displayed in the center of three symbols displayed in the display window  4  or not. In a case where the symbol determined in Step S 36  is not displayed in the center, the following processing is executed on the basis of the symbols that are actually statically displayed. 
     In Step S 41 , the CPU  106  performs game result determination processing. This processing, including subroutines, is similar to Step S 7  of  FIG. 6  and to the processing shown in  FIG. 7  of the first embodiment. After this processing, the CPU  106  advances to Step S 42 . 
     In Step S 42 , the CPU  106  determines whether a flag indicating an award has been activated or not. This and the following processing (Steps S 43  to S 45 ) is similar to Steps S 11  to S 14  in  FIG. 6  of the first embodiment, and therefore a description thereof is not repeated. The CPU  106  then terminates the present routine. 
     While embodiments of the gaming machine according to the present invention have been described, it is to be understood that the above description is intended to be illustrative, and not restrictive, and any changes in design may be made to specific configurations such as various means. It is also to be understood that the effects described in the foregoing embodiments are intended to be illustrative as most preferred effects that the present invention can produce, and the effects according to the present invention are not limited to those described in the foregoing embodiment. 
     For example, in the present embodiment, the symbols are rearranged while a basic game is in operation, based upon rearrangement pattern data; however, the present invention is not limited thereto, and the symbols can be rearranged while a bonus game is in operation, based upon rearrangement pattern data. 
     In addition, although video reels are described in the present embodiment, mechanical reels can also be used.