Patent Publication Number: US-2009227349-A1

Title: Gaming Machine Providing Awards Corresponding to Ranking in the Order of the Cumulative Numbers of Specific Symbols Rearranged on a Scroll Line Selected During a Free Game

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application claims benefit of U.S. Provisional Application Nos. 61/034,414, 61/034,316, 61/034,332, 61/034,407 and 61/034,416 respectively filed Mar. 6, 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 which provides an award corresponding to ranking in the order of the cumulative numbers of specific symbols rearranged on a scroll line selected during a free game. 
     2. Related Art 
     Conventionally, in slot machines, a game is started when a player bets a certain amount of credits. Then, a plurality of reels on which a plurality of symbols are depicted start to rotate, and are stopped after a predetermined lapse of time. As a result, a certain award is provided to the player based on a symbol combination which is displayed statically. U.S. Pat. No. 6,517,433 describes that an award is provided corresponding to a predetermined number of symbols rearranged on a winning line. 
     However, in U.S. Pat. No. 6,517,433, although symbols are rearranged, the cumulative numbers of specific symbols rearranged over a predetermined number of games is not targeted for provision of an award. Therefore, a player cannot win any award, even though a specific symbol is rearranged many times during a predetermined number of games, thereby feeling dissatisfied. 
     The present invention provides a gaming machine with novel entertainment properties which determine a single scroll line and provide a greater award if the cumulative numbers of specific symbols rearranged on a single scroll line thus determined are greater than the cumulative numbers of specific symbols rearranged in the other scroll lines during a predetermined number of free games, thereby enhancing the player&#39;s interest. 
     SUMMARY OF THE INVENTION 
     In an aspect of the present invention, a gaming machine includes a display for variably displaying each of a plurality of symbol groups; and a controller executing the following operations of: (a) starting a game and causing the game to switch to a free game based on a predetermined condition; (b) determining one or more single symbol display blocks among a plurality of symbol display blocks when switching to the free game; (c) determining a symbol to be rearranged on the display corresponding to a random number generated; (d) variably displaying each of the plurality of symbol groups on the display; (e) rearranging the symbol thus determined; (f) while executing a predetermined number of free games, repeating the following operations of counting a number of specific symbols rearranged in the one or more symbol display blocks determined in the operation (b) in each free game, and then, cumulatively adding the number of specific symbols thus rearranged; and (g) when the predetermined number of free games is executed and then terminated, providing an award corresponding to the number of specific symbols thus cumulatively added in the operation (f). 
     In another aspect of the present invention, a gaming machine includes: a display for variably displaying each of a plurality of symbol groups corresponding to each of a plurality of scroll lines; and a controller executing the following operations of: (a) starting a game and causing the game to switch to a free game based on a predetermined condition; (b) determining a single scroll line among the plurality of scroll lines when switching to the free game; (c) determining a symbol to be rearranged on the display corresponding to a random number generated; (d) variably displaying each of the plurality of symbol groups on the display; (e) rearranging the symbol thus determined; (f) while executing a predetermined number of free games, repeating the following operations of counting a number of specific symbols rearranged in each symbol display block corresponding to each of the plurality of scroll lines in each free game, each of the numbers being fixed to correspond to each of the plurality of scroll lines, and then, cumulatively adding the number of specific symbols rearranged; (g) when the predetermined number of free games are executed and then terminated, determining the ranking of each of the plurality of scroll lines in an order of the number of specific symbols thus cumulatively added which is fixed to correspond to each of the plurality of scroll lines; and (h) providing an award for the single scroll line thus determined in the operation (b) corresponding to the ranking of the single scroll line thus determined in the operation (g). 
     In still another aspect of the present invention, a gaming machine includes: a first display for variably displaying each of a plurality of symbol groups corresponding to each of a plurality of scroll lines; a second display for displaying a plurality of types of character images; and a controller executing the following operations of: (a) starting a game and causing the game to switch to a free game based on a predetermined condition; (b) determining a single scroll line among the plurality of scroll lines when switching to the free game; (c) displaying a character image corresponding to the single scroll line and a plurality of types of character images corresponding to a plurality of scroll lines other than the single scroll line on the second display; (d) determining a symbol to be rearranged on the first display corresponding to a random number generated; (e) variably displaying each of the plurality of symbol groups on the first display; (f) rearranging the symbol thus determined; (g) while executing a predetermined number of free games, repeating the following operations of counting a number of specific symbols rearranged in each symbol display block corresponding to each of the plurality of scroll lines in each free game, each number being fixed to correspond to each of the plurality of scroll lines, cumulatively adding the number of specific symbols rearranged, and displaying an image corresponding to the number of specific symbols thus cumulatively added on the second display; (h) when the predetermined number of free games are executed and then terminated, determining the ranking of each of the plurality of scroll lines in the order of the number of specific symbols thus cumulatively added which is fixed to correspond to each of the plurality of scroll lines; and (i) providing an award for the single scroll line thus determined in the operation (b) corresponding to the ranking of the single scroll line thus determined in the operation (h). 
     In yet another aspect of the present invention, a gaming machine includes: a display for variably displaying each of a plurality of symbol groups corresponding to each of a plurality of scroll lines; an input device for accepting a player&#39;s selecting operation to select a single scroll line among the plurality of scroll lines and outputting a signal indicating a type of a scroll line; and a controller executing the following operations of: (a) starting a game and causing the game to switch to a free game based on a predetermined condition; (b) determining a single scroll line corresponding to the signal outputted from the input device among the plurality of scroll lines when switching to the free game; (c) determining a symbol to be rearranged on the display corresponding to a random number generated; (d) variably displaying each of the plurality of symbol groups on the display; (e) rearranging the symbol thus determined; (f) while executing a predetermined number of free games, repeating the following operations of counting a number of specific symbols rearranged in each symbol display block corresponding to each of the plurality of scroll lines, in each free game, each of the numbers being fixed to correspond to each of the plurality of scroll lines, and then, cumulatively adding the number of specific symbols rearranged; (g) when the predetermined number of free games are is executed and then terminated, determining the ranking of each of the plurality of scroll lines in an order of the number of specific symbols thus cumulatively added, which is fixed to correspond to each of the plurality of scroll lines; and (h) providing an award for the single scroll line thus determined in the operation (b) corresponding to the ranking of the single scroll line thus determined in the operation (g). 
     In yet another aspect of the present invention, a gaming machine includes: a display for variably displaying each of a plurality of symbol groups; and a controller executing the following operations of: (a) starting a game and causing the game to switch to a free game based on a predetermined condition; (b) determining a single symbol display block among a plurality of symbol display blocks when switching to the free game; (c) determining a symbol to be rearranged on the display corresponding to a random number generated; (d) variably displaying each of the plurality of symbol groups on the display; (e) rearranging the symbol thus determined; (f) while executing a predetermined number of free games, repeating the following operations of counting a number of specific symbols rearranged in each of the plurality of symbol display blocks in each free game, each of the numbers being fixed to correspond to each of the plurality of symbol display blocks, and then, cumulatively adding the number of specific symbols rearranged; (g) when the predetermined number of free games is executed and then terminated, determining the ranking of each of the plurality of symbol display blocks in an order of the number of specific symbols thus cumulatively added, which is fixed to correspond to each of the plurality of symbol display blocks; and (h) providing an award for the single symbol display block thus determined in the operation (b) corresponding to the ranking of the single symbol display block thus determined in the operation (g). 
     In yet another aspect of the present invention, a gaming machine includes: a display for variably displaying each of a plurality of symbol groups; an input device for accepting a player&#39;s selecting operation to select a single symbol display block among a plurality of symbol display blocks and outputting a signal indicating a type of symbol display block; and a controller executing the following operations of: (a) starting a game and causing the game to switch to a free game based on a predetermined condition; (b) determining a single symbol display block corresponding to the signal outputted from the input device among a plurality of symbol display blocks when switching to the free game; (c) determining a symbol to be rearranged on the display corresponding to a random number generated; (d) variably displaying each of the plurality of symbol groups on the display; (e) rearranging the symbol thus determined; (f) while executing a predetermined number of free games, repeating the following operations of counting a number of specific symbols rearranged in each of the plurality of symbol display blocks in each free game, each of the numbers being fixed to correspond to each of the plurality of symbol display blocks, and then, cumulatively adding the number of specific symbols rearranged; (g) when the predetermined number of free games is executed and then terminated, determining the ranking of each of the plurality of symbol display blocks in an order of the number of specific symbols thus cumulatively added, which is fixed to correspond to each of the plurality of symbol display blocks; and (h) providing an award for the single symbol display block thus determined in the operation (b) corresponding to the ranking of the single symbol display block thus determined in the operation (g). 
     In yet another aspect of the present invention, a gaming machine includes: a display for displaying a plurality of symbol display blocks arranged in matrix and variably displaying each of a plurality of symbol groups; an input device for accepting a player&#39;s selecting operation to select a single symbol display block group among a plurality of symbol display block groups and outputting a signal indicating a type of symbol display block group; and a controller executing the following operations of: (a) starting a game and causing the game to switch to a free game based on a predetermined condition; (b) determining a single symbol display block group corresponding to the signal outputted from the input device among the plurality of symbol display block groups when switching to the free game; (c) determining a symbol to be rearranged on the display corresponding to a random number generated; (d) variably displaying each of the plurality of symbol groups on the display; (e) rearranging the symbol thus determined; (f) while executing a predetermined number of free games, repeating the following operations of counting a number of specific symbols rearranged in symbol display blocks corresponding to each of the plurality of symbol display block groups in each free game, each of the numbers being fixed to correspond to each of the plurality of symbol display block groups, and then, cumulatively adding the number of specific symbols rearranged; (g) when the predetermined number of free games is executed and then terminated, determining the ranking of each of the plurality of symbol display block groups in an order of the number of specific symbols thus cumulatively added, which is fixed to correspond to each of the plurality of symbol display block groups; and (h) providing an award for the single symbol display block group thus determined in the operation (b) corresponding to the ranking of the single symbol display block group thus determined in the operation (g). 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a flowchart showing processing in 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 of the present invention; 
         FIG. 3  is an enlarged front view showing a display area of the gaming machine according to the embodiment of the present invention; 
         FIG. 4  is a block diagram of a controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 5  is a block diagram of a display/input controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 6  is a flowchart showing basic game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIG. 7  is a flowchart of free game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIGS. 8 and 9  are examples of display screens executed by the gaming machine according to the embodiment of the present invention; and 
         FIGS. 10 to 13  are examples of display screens displaying rendered effects executed in the gaming machine according to the embodiment of the present invention. 
         FIG. 1A  is a flowchart showing processing in a game executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2A  is a perspective view showing the appearance of the gaming machine according to the embodiment of the present invention; 
         FIG. 3A  is an enlarged front view showing a display area of the gaming machine according to the embodiment of the present invention; 
         FIG. 4A  is a block diagram of a controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 5A  is a block diagram of a display/input controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 6A  is a flowchart showing basic game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIG. 7A  is a flowchart of free game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIGS. 8A to 11A  are examples of display screens executed by the gaming machine according to the embodiment of the present invention; and 
         FIGS. 12A to 15A  are examples of display screens with rendered effects executed by the gaming machine according to the embodiment of the present invention. 
         FIG. 1B  is a flowchart showing processing in a game executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2B  is a perspective view showing the appearance of the gaming machine according to the embodiment of the present invention; 
         FIG. 3B  is an enlarged front view showing a display area of the gaming machine according to the embodiment of the present invention; 
         FIG. 4B  is a block diagram of a controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 5B  is a block diagram of a display/input controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 6B  is a flowchart showing basic game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIG. 7B  is a flowchart of free game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIGS. 8B and 9B  are examples of display screens executed. by the gaming machine according to the embodiment of the present invention; and 
         FIGS. 10B to 13B  are examples of display screens displaying rendered effects executed in the gaming machine according to the embodiment of the present invention. 
         FIG. 1C  is a flowchart showing processing in a game executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2C  is a perspective view showing the appearance of the gaming machine according to the embodiment of the present invention; 
         FIG. 3C  is an enlarged front view showing a display area of the gaming machine according to the embodiment of the present invention; 
         FIG. 4C  is a block diagram of a controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 5C  is a block diagram of a display/input controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 6C  is a flowchart showing basic game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIG. 7C  is a flowchart of free game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIGS. 8C to 10C  are examples of display screens executed by the gaming machine according to the embodiment of the present invention; and 
         FIGS. 11C to 14C  are examples of display screens displaying rendered effects executed in the gaming machine according to the embodiment of the present invention. 
         FIG. 1D  is a flowchart showing processing in a game executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2D  is a perspective view showing the appearance of the gaming machine according to the embodiment of the present invention; 
         FIG. 3D  is an enlarged front view showing a display area of the gaming machine according to the embodiment of the present invention; 
         FIG. 4D  is a block diagram of a controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 5D  is a block diagram of a display/input controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 6D  is a flowchart showing basic game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIG. 7D  is a flowchart of free game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIGS. 8D to 10D  are examples of display screens executed by the gaming machine according to the embodiment of the present invention; and 
         FIGS. 11D to 14D  are examples of display screens displaying rendered effects executed in the gaming machine according to the embodiment of the present invention. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION  
     An embodiment of the present invention is described below with reference to the accompanying drawings. 
     As shown in  FIG. 1 , CPU  106  starts a game, causes the game to switch to a free game based on a predetermined condition (Step S 100 ), determines a single scroll line among the plurality of scroll lines (Step S 200 ), and rearranges the symbols (Step S 300 ). Next, the CPU  106  counts the number of specific symbols rearranged in each of the scroll lines in each free game and cumulatively adds the number of specific symbols rearranged (Step S 400 ). The CPU  106  repeats the abovemenitioned operations of Steps S 300  and S 400  until the free game is terminated (Step S 500 ). When the free game is terminated, the CPU  106  determines the ranking of scroll lines in the order of the number of specific symbols thus cumulatively added which is fixed to correspond to each of the scroll lines (Step S 600 ) and provides an award corresponding to the ranking (Step S 700 ). 
       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 structure in which the face facing the player is open. The cabinet  20  contains various components including a game controller  100  (see  FIG. 4 ) for electrically controlling the gaming machine  13 , and a hopper  44  (see  FIG. 4 ) for controlling the insertion, storage, and payout of coins (one of game media), and the like. 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. 
     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 an upper side of the cabinet  20 . The liquid crystal display  30  realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows a player to advance the game while visually confirming various kinds of images displayed on the aforementioned liquid crystal display  30 . 
     The gaming machine  13  includes video reels (a group of symbol images), and five virtual reels can be 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. 
     The other liquid crystal display  40  above the liquid crystal display  30  is a display functioning as a sub display for displaying the rules of the game, demonstration screens, and the like. 
     Sound transmission openings  29   a  and  29   b,  through which sound effects emitted from a speaker  41  (see  FIG. 4 ) contained inside the cabinet  20  are propagated outside the cabinet  20 , are disposed on the upper right and left sides of the liquid crystal display  40 , respectively. The sound transmission openings  29   a  and  29   b  generate sound effects and the like in accordance with the progress of the game. In addition, decorative lamps  42   a  and  42   b  are disposed on the right and left sides substantially in the middle of the gaming machine  13 , respectively. The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     The gaming machine  13  includes a substantially horizontal operation portion  21  below the liquid crystal display  30 . Disposed on the right side of the operation portion  21  is a coin insertion slot  22  through which a number of coins are inserted into the gaming machine  13 . On the other hand, the components provided to the left side of the operation portion  21  include: a BET switch  23  that allows the player to select the number of coins, which serves as a gaming medium to be bet; and a spin repeat bet switch  24  that allows the player to play another game without changing the number of coins bet in the previous game. Such an arrangement allows the player to set the number of coins to be bet by performing a pushing operation on either the BET switch  23  or the spin repeat bet switch  24 . 
     In the operation portion  21 , a start switch  25  for accepting for each game the player&#39;s operation for starting a game is disposed on the left side of the bet switch  23 . Upon performing a pushing operation on either the start switch  25  or the spin repeat bet switch  24 , which serve as a trigger to start the game, an image in which the aforementioned five video reels start to rotate is displayed. A cash out switch  26  is provided proximal to the coin insertion opening  22  on the operation portion  21 . Upon the player pushing the cash out switch  26 , the inserted coins are paid out from a coin payout opening  27  provided at a lower portion of the front face. The coins thus paid out are retained in a coin tray  28 . The discharged coins can be gathered on a coin tray  28 . 
       FIG. 3  shows an enlargement of a display area of the gaming machine  13 . The gaming machine  13  has five video reels  3 A to  3 E as shown in  FIG. 3 . Each of the video reels  3 A to  3 E has three symbol display blocks. Accordingly, three symbols can be rearranged at one time in each video reel. Therefore, when each of the video reels  3 A to  3 E (scroll lines  3 A to  3 E) is displayed statically, 15 symbols in total are rearranged on the liquid crystal display  30 . 
     The game available in the present embodiment is a game in which an award is provided to a player corresponding to the number of identical symbols rearranged on the liquid crystal display  30 . The number of identical symbols targeted for provision of awards can be defined arbitrarily such as three or more symbols, and the like. 
     It is arranged so that a payout number display portion  48 , a bet number display portion  50 , and a credit number display portion  49  can be displayed in this order from the left side on the upper portion of the liquid crystal display  30 . The payout display portion  48  is something for displaying the amount of the coins paid out when no less than a predetermined number of identical symbols for providing an award are rearranged and displayed on the liquid crystal display  30 . The credit number display portion  49  displays the credit number of coins stored in the gaming machine  13 . The bet amount display portion  50  is a component for displaying the bet amount, which is 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 . Referring to  FIG. 4 , the game controller  100  of the gaming machine  13  is a microcomputer and provided with an interface circuit group  102 , an input-output bus  104 , CPU  106 , ROM  108 , RAM  110 , an interface circuit  111  for communication, 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 groups  102  are electrically connected with the input/output bus  104 , wich carries out input and output of data signals or address signals for the CPU  106 . 
     A 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 . 
     Furthermore, 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 . 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 . 
     A coin sensor  43  is also electrically connected to the interface circuit group  102 . The coin sensor  43  detects coins inserted into the coin insertion opening  22 , and is disposed at an appropriate position relative to the coin insertion opening  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 . 
     The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game through the start switch  25 , the CPU  106  reads a game program to execute the game. The game program is programmed as follows. That is, a display for starting the scrolling of the symbols on the five image reels is made on the liquid crystal display  30  via the display/input controller  140 . Thereafter, a display for stopping the five image reels is made to rearrange the five image reels. In a case where not less than a predetermined number of identical symbols among all of the symbols which are stopped in each reel are rearranged and displayed, coins corresponding to the number of identical symbols rearranged and displayed are paid out. 
     The ROM  1083  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 processes. The routine execution program includes the abovementioned game program. The RAM  110  temporarily stores flags, variables, etc., used for the aforementioned control program. 
     The game program includes a rearranged symbol determination program. The aforementioned rearranged symbol determination program is used for determining 15 symbols rearranged on the liquid crystal display  30 . The aforementioned rearranged symbol determination program includes symbol weighing data that corresponds to each of multiple types of payout rates (e.g., 80%, 84%, and 88%). The symbol weighing data is data for each of the five video reels  3 A to  3 E, and indicates the correspondence between each symbol and one or multiple random numbers in a predetermined number range (0 to 65535). The payout rate is determined based upon the payout rate setting data stored in the ROM  108 . The determination of rearranged symbols is performed based upon the symbol weighing data that corresponds to the payout rate. 
     Furthermore, a communication interface circuit  111  is connected to the input/output bus  104 . The communication,l interface circuit  111  is a circuit for communicating with the central controller  11 , etc. via the network including various types of networks such as a LAN. 
     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 processing. 
     The speaker driving 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  100 , 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. 
     The hopper driving circuit  124  for driving the hopper  44  is also electrically connected with the input/output bus  104 . Upon receiving 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 . 
     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, the player may carry a card functioning as a recording medium, and store the data related to the credit by inserting the card into the gaming machine  13 . 
     The lamp driving circuit  126  for driving the decorative lamps  42   a  and  42   b  is also connected to the input/output bus  104 . The CPU  106  transmits the signal for driving the lamps according to the predetermined conditions based oil the program stored in the ROM  108  to the lamp driving circuit  126 . Thus, decorative lamps  42   a  and  42   b  blink and the like. 
     The display/input controller  140  is connected to the input/output controller  104 . 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 receiving 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  and the liquid crystal display  40  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30  and the 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  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 number display portion  48 , a credit number display portion  49 , and a 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  is a sub-micro computer which performs image display processing aid the control of input from the touch panel  32 , and which has an interface circuit  142 , an input-output bus  144 , CPU  146 , ROM  148 , RAM  150 , VDP  152 , video RAM  154 , image data ROM  156 , a drive circuit  150 , and a touch panel control circuit  169 . 
     The interface circuit  142  is connected to the input/output bus  144 . An image display instruction outputted from the CPU  106  on the abovementioned 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 and from the CPU  146 . 
     The ROM  148  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program under which a drive signal to be supplied to the liquid crystal display  30  arid the liquid crystal display  40  is generated based on the image display instruction from the CPU  106  on the game controller  100 . On the other hand, the RAM  150  stores flags and variables used in the aforementioned display control program. 
     The VDP  152  is also 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 types of processing for displaying images on the liquid crystal display  30  and the liquid crystal display  40 . The video RAM  154  and the 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 types of image data containing the abovementioned produced 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 instruction from the CPU  106  on the game controller  100 . Examples of the image display commands include various types of image display commands including the aforementioned image display commands for visual effects, etc. 
     The image data ROM  156  stores various types of image data including the aforementioned image data for visual effects, etc. 
     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. 
       FIG. 6  is a flowchart showing the flow of the processing operation of a basic game of the gaming machine  13 , which is executed by the game controller  100  of the gaming machine  13 . The routine of  FIG. 6  is a unit game. 
     It should be rioted 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 normal operation of the gaming machine  13 . 
     Firstly, the CPU  106  on the game controller  100  determines whether any credits remain, which correspond to the remaining amount of coins inserted by the player (Step S 1 ). More specifically, the CPU  106  reads the amount of credits C stored in the RAM  110  and executes processing according to the amount of credits C thus read. When the amount of credits C is “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 off credits C is not less than “1” (YES in Step S 1 ), the CPU  106  determines that coins as credits remain, and the CPU  106  advances the processing to Step S 2 . 
     In Step S 2 , the CPU  106  determines whether or not a pressing operation has been applied to the spin bet repeat switch  24 . When the spin repeat bet switch  24  has been pressed and the CPU  106  receives an operation signal from the spin repeat bet switch  24  (YES in Step S 2 ), the CPU  106  advances the processing to Step S 13 . On the other hand, when the CPU  106  does not receive the operation signal from the spin repeat bet switch  24  after a predetermined period of time has elapsed (NO in Step S 2 ), the CPU  106  determines that the spin repeat bet switch  24  has not been pressed and advances the processing to Step S 3 . 
     In the following Step S 3 , the CPU  106  sets the game conditions. More specifically, the CPU  106  determines the number of coins bet in a unit game based on the operation of the bet switch  23 . The CPU  106  receives the operation signals generated by the player operating the bet switch  23 . Then, the CPU  106  stores the bet amount in a predetermined memory area of the RAM  110  based on the number of times the operation signals have been received. The CPU  106  reads the amount of credits C stored in a predetermined memory area of the RAM  110 , and subtracts the abovementioned bet amount 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  advances the processing to Step S 4 . 
     In the following Step S 4 , the CPU  106  determines whether the start switch  25  is ON, and then waits for the start switch  25  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 processing advances to Step S 5 . 
     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 Spain repeat bet switch  24 . More specifically, when the spin repeat bet switch  24  has been pushed, and the operation signal has been inputted to the CPU  106  from the spin repeat bet switch  24 , the CPU  106  reads the credit amount C and the bet amount bet in the previous game, which are stored in RAM  110 . Then, the CPU  106  determines whether or not the credit amount C is equal to or greater than the bet amount bet in the previous game based upon the relation between the credit amount C thus read and the bet amounts. The CPU  106  performs processing based upon the determination results. When the CPU  106  determines that the amount of credits C is less than the bet amount (NO in Step S 13 ), the CPU  1 ( 06  terminates the present 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 bet amount bet in the previous game (in a case of “YES” in Step S 13 ), the CPU  106  subtracts the 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, the CPU  106  advances the processing to Step S 5 . 
     In the following Step S 5 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding rearranged symbol determination processing. 
     Firstly, the CPU  106  selects a random number in a range of values from 0 to 65535 by extracting a random number from the random number generator  112 . Next, the CPU  106  reads payout rate setting data from the R()M  108  to store in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the middle line of each reel  3 A to  3 E based on the five random number values thus selected. The CPU  106  determines symbols to be rearranged in the middle line of each reel  3 A to  3 E, thereby determining a winning combination. In the present embodiment, in a case where five or more identical symbols are rearranged on the liquid crystal display  30 , a winning combination corresponding to the rearranged symbol is achieved. 
     Upon determining a rearranged symbol, the CPU  106  determines whether at least a predetermined number of identical symbols (for example, five symbols) for providing an award among 15 symbols to be rearranged are rearranged or not. In a case where at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are rearranged, the CPU  106  activates a flag indicating provision of an award for generating an award corresponding to the predetermined number of identical symbols for providing an award. The activated flag, which indicates that an award is provided, 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 at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are not rearranged (a losing combination), the CPU  106  does not activate the flag indicating providing the award. Subsequently, the CPU  106  advances the processing to Step S 6 . 
     In the following Step S 6 , the CPU  106  instructs the five video reels  3 A to  3 E to start to rotate. 
     Upon displaying the image which shows the five 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 processing of Step S 7 ), the CPU  106  instructs the five video reels  3 A to  3 E to stop rotating, thereby rearranging 15 symbols (Step S 8 ). Subsequently, the CPU  106  advances the processing to Step S 9 . 
     In the following Step S 9 , the CPU  106  determines whether the flag indicating that an award is provided, which is stored in a predetermined memory area in the RAM  110 , is activated or not by means of the rearranged symbol determination processing in Step S 5 . In a case where the flag indicating that an award is provided is not activated (NO in the processing of Step S 9 ), the CPU  106  terminates the present routine. On the other hand, in a case where the flag indicating that an award is provided is activated (YES in the processing of Step S 9 ), the CPU  106  advances the processing to Step S 10 . 
     In the following Step S 10 , the CPU  106  determines whether the flag (a bonus flag)indicating switching to a free game, which is stored in a predetermined memory area in the RAM  110 , is activated or not by the rearranged symbol determination processing in Step S 5 . More specifically, in a case where the flag indicating switching to a free game is activated (YES in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 11 . On the other hand, in a case where the flag indicating the switch to a free game is not activated (NO in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 12 . 
     In the following Step S 11 , the CPU  106  performs free game processing. More specifically, the CPU  106  starts a free game and performs a predetermined number of the free games. Subsequently, the CPU  106  terminates the present routine. 
     In the following Step S 12 , the CPU  106  pays out the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. More specifically, the CPU  106  refers to a payout table (not shown) and calculates the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. 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 number display portion  49 . The CPU  106  then terminates the basic game. 
     Free game processing is described below with reference to  FIG. 7 . 
     In a free game in the present embodiment, five video reels  3 A to  3 E (scroll lines  3 A to  3 E) correspond to a plurality of character images including a player&#39;s character, respectively, and each of the specific symbols is rearranged in each of five video reels  3 A to  3 E. Then, the number by which each of the specific symbols is rearranged in each video reels is cumulatively counted in each game. Then, each of the scroll lines is ranked in the order of the number that each of the specific symbols is rearranged in each video reels at the time the free game is terminated. Thereafter, an award corresponding to a rank of a player&#39;s character (a scroll line corresponding to a player&#39;s character) is provided to the player. 
     In Step S 21  in  FIG. 7 , the CPU  106  first determines a single scroll line. Then, the CPU  1 ( 06  advances the processing to Step S 22 . 
     Here, a display example of a scroll line (a video reel) thus determined is described with reference to  FIG. 8 . According to  FIG. 8 , a frame surrounding a scroll line  3 D among the scroll lines  3 A to  3 E is highlighted with a bold line. In addition, a message “THE PLAYER&#39;S REEL IS THE FOURTH REEL” is displayed. Thus, the player can recognize that the fourth reel among the scroll lines (video reels) was assigned to the player (a character image  71  of the player, which is described later). 
     In addition, in Step S 21   1 in  FIG. 7 , the CPU  106  also randomly determines the corresponding relationship between the rest of the scroll lines and the character&#39;s images  72  to  75  other than the player&#39;s character image. Here, each single character image  72  to  75  other than the player&#39;s character image is assigned to a single respective scroll line. 
     Referring to  FIG. 7  again, in Step S 22 , the CPU  106  determines at least one specific symbol according to the bet amount. More specifically, the CPU  106  reads the bet amount which caused a game to switch to a free game, the bet amount which is stored in a predetermined memory area of the RAM  110  during the game, and determines the number of specific symbols corresponding to the bet amount. The CPU  106  then advances the processing to Step S 23 . 
     In addition, in the present embodiment, the larger the bet amount is, the more specific symbols are determined. Here, a display example of a specific symbol thus determined is described with reference to  FIG. 9 . According to  FIG. 9 , a message “SYMBOLS TARGETED FOR COUNTING ARE A AND Q”. Thus, the player can recognize that the specific symbols targeted for counting in the scroll line assigned to the player are two symbols, “A” and “Q”. 
     In the example in  FIG. 9 , there are two symbols targeted for counting. However, as described above, since the number of specific symbols corresponding to the bet amount which causes a game to switch to a free game during the game is determined, the number of specific symbols targeted for counting in the scroll line assigned to the player (a character image  71  of the player, which is described later) may be 1, 2, 3, and the like. On the other hand, the number of specific symbols targeted for counting in each scroll line assigned to each of the other character images  72  to  75  is one, respectively. Therefore, in a case where there is a plurality of specific symbols targeted for counting in the scroll line assigned to the player, the player has an advantage. 
     Referring to  FIG. 7 , in Step S 23 , a character image is displayed. More specifically, the CPU  106  extracts a plurality of character image data (five character image data in the present embodiment) stored in the ROM  148  via the display/input controller  140 , and displays those on the liquid crystal display  40 . 
     Here, a display example of a character image is described with reference to  FIG. 10 . According to  FIG. 10 , five character images  71  to  75  are displayed at a start line on the liquid crystal display  40 . Here, in the present embodiment, the player s character image is displayed as the character image  71 , and the character image  71  corresponds to the scroll line  3 D (the video reel  3 D) assigned to the player. Laud of the other character images  72  to  75  corresponds to each scroll thus randomly determined. 
     In addition, according to  FIG. 10 , since the five character images  71  to  75  are displayed at the start line, the player can recognize that the number of specific symbols counted for each of the scroll lines corresponding to each of the character images  71  to  75  is zero. 
     As described later in  FIG. 11 , the character images  71  to  75  are updated and displayed corresponding to the number of specific symbols counted for each of the scroll lines corresponding to each of the character images  71  to  75 . For example, the more specific symbol there are, the closer a character image is displayed to a goal line. 
     Referring to  FIG. 7 , in Step S 24 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     First, the CPU  106  selects a :random number in a range of values from 0 to 65535 for each of the five reels  3 A to  3 E by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store thereof in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the middle line of each reel  3 A to  3 E based on the random number values thus selected. Subsequently, the CPU  106  advances the processing to Step S 25 . 
     In the following Step S 25 , the CPU  106  instructs the five video reels  3 A to  3 E to start to rotate and displays thereof. 
     Upon displaying the image which shows the five video reels  3 A to  3 E starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 26 ). After the predetermined period of time has elapsed (in a case of “YES” in processing of Step S 26 ), the CPU  106  instructs the five video reels  3 A to  3 E to stop rotating, thereby rearranging 15 symbols (Step S 27 ). Subsequently, the CPU  106  advances the processing to Step S 28 . 
     In Step S 28 , the CPU  106  counts the specific symbols thus rearranged and cumulatively adds the specific symbols. More specifically, the CPU  106  cumulatively adds in each game the number of specific symbols rearranged (for example, two symbols “A” and “Q”) which are determined in Step S 22  for the scroll line (the video reel) (for example, the scroll line  3 D (the video reel  3 D)) thus determined in Step S 21  and assigned to the player. In addition, the CPU  106  cumulatively adds in each game the number of the single specific symbol rearranged (for example, the symbol “A”) for each scroll line other than the scroll line assigned to the player, each of which the scroll line is fixed to correspond to the character images  72  to  75 . Data of the number of specific symbols thus cumulatively added is fixed to correspond to each of the character images  71  to  75 , and is stored in a predetermined memory area in the RAM  110 . Subsequently, the CPU  106  advances the processing to Step S 29 . 
     In Step S 29 , the CPU  106  performs character image update processing. More specifically, the CPU  106  reads the data of the number of specific symbols thus cumulatively added in each free game from the RAM  110 , and displays the image corresponding to the number of specific symbols indicated by the data on the liquid crystal display  40 . 
     For example, according to  FIG. 11 , each of the character images  71  to  75  is displayed to be closer to the goal line in the order corresponding to the number of the specific symbols thus cumulatively added. In addition, according to  FIG. 11 , the player&#39;s character image  71  is displayed to be the third closest to the goal line. That is, according to  FIG. 11 , the number of specific symbols thus cumulatively added for the scroll line assigned to the player&#39;s character image  71  is the third best compared to the number of specific symbols cumulatively added for each of the scroll lines assigned to the other character images  72  to  75 . 
     In Step S 30 , the CPU  106  determines whether the free game is terminated or not. More specifically, the CPU  106  determines whether a predetermined number of free games has been performed or not. In a case of YES determination, the CPU  106  advances the processing to Step S 31 . On the other hand, in a NO determination, the CPU  106  advances the processing to Step S 24 . 
     In Step S 31 , the CPU  106  performs rank determination processing. More specifically, the CPU  106  reads from the RAM  110  the data of the number of specific symbols thus cumulatively added, each of which is fixed to correspond to the character images  71  to  75 , and ranks the character images  71  to  75  in the order of the number of specific symbols (the ranking data is fixed to correspond to each of the character images  71  to  75 ). 
     Here, according to  FIG. 12 , since, at the time that a free game is terminated, the character image  74  has already reached the goal line, the character image  74  is closest to the goal line, and the character image  71  is the second closest to the goal line. Thus, the player&#39;s character image  71  is determined to be the second closest to the goal line. 
     Referring to  FIG. 7 , in Step S 32 , the CPU  106  performs processing for giving an award corresponding to ranking. More specifically, the CPU  106  refers to a data table (not shown) which stores the data of credit amounts corresponding to the ranking data, and pays out the amount of coins according to the rank corresponding to the player&#39;s character image  71 . 
     For an example, as show in  FIG. 13 , since a message “THE PLAYER&#39;S CHARACTER RANKS SECOND. WIN 40 CREDITS!!” is displayed on the liquid crystal display  40 , the player can recognize that the player can obtain 40 credits in a free game. 
     Thus, the number of specific symbols rearranged in scroll lines are fixed to correspond to a plurality of characters so as to provide rendered effects of the plurality of characters racing each other, thereby enabling a gaming machine which enhances amusement to be provide. 
     In addition, since the number of specific symbols targeted for counting is increased corresponding to the bet amount in the game which causes a game to switch to a free game, the player can determine the opportunity to increase the bet amount depending on the timing of switching to a free game. Therefore, enjoyment of the game can be enhanced, even in a basic game. 
     While the embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not limiting, and any changes in design may be made to specific configurations such as various means. 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 limited to those described in connected with the embodiments. 
     For example, although in the present embodiment, the number of specific symbols targeted for counting is changed corresponding to the bet amount in the game which causes a game to switch to a free game, the present invention is not limited thereto, and it may be changed corresponding to the number of side bets. 
     In addition, although in the present embodiment, an example applied to a video reel slot machine :is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a mechanical reel slot machine. 
     An embodiment of the present invention is described below with reference to the accompanying drawings. 
     As shown in  FIG. 1A , a CPU  106  starts a game, causes the game to switch to a free game based on a predetermined condition (Step S 100 ), determines a single scroll Line among the plurality of scroll lines corresponding to a signal which a touch panel  32  outputs based on a player&#39;s choice (Step S 200 ), and rearranges the symbols (Step S 300 ). Next, the CPU  106  counts the number of specific symbols rearranged in each of the scroll lines in each free game, and cumulatively adds the number of specific symbols rearranged (Step S 400 ). The CPU  106  repeats the abovementioned operations of Steps S 300  and S 400  until the free game is terminated (Step S 500 ). When the free game is terminated, the CPU  106  determines the ranking of scroll lines in the order of the number of specific symbols thus cumulatively added, which is fixed to correspond to each of the scroll lines (Step S 600 ), and provides an award corresponding to the ranking of the scroll line determined in Step S 200  (Step S 700 ). 
       FIG. 2A  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 structure in which the face facing the player is open. The cabinet  20  contains various components including a game controller  100  (see  FIG. 4A ) for electrically controlling the gaming machine  13 , and a hopper  44  (see  FIG. 4A ) for controlling the insertion, storage, and payout of coins (one of game media), and the like. The game medium is riot restricted to coins. In addition, examples of such game media include medals, tokens, electronic money or electronic value information (credits) having the same value. 
     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 an upper side of the cabinet  20 . 
     The liquid crystal display  30  realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows the player to advance the game while visually confirming various kinds o,f images displayed on the aforementioned liquid crystal display  30 . 
     The gaming machine  13  includes video reels (a group of symbol images), and five virtual reels can be 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. 
     The other liquid crystal display  40  above the liquid crystal display  30  is a display functioning as a sub display for displaying the rules of the game, demonstration screens, and the like. 
     Sound transmission openings  29   a  and  29   b,  through which sound effects emitted from a speaker  41  (see  FIG. 4A ) contained inside the cabinet  20  are propagated outside the cabinet  20 , are disposed on the upper right and left sides of the liquid crystal display  40 , respectively. The sound transmission openings  29   a  and  29   b  generate sound effects and the like in accordance with the progress or the game. In addition, decorative lamps  42   a  and  42   b  are disposed on the right and left sides substantially in the middle of the gaming machine  13 , respectively. The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     The gaming machine  13  includes a substantially horizontal operation unit  21  below the liquid crystal display  30 . Disposed on the right side of the operation portion  21  is a coin insertion slot  22  through which a number of coins are inserted into the gaming machine  13 . On the other hand, the components provided to the left side of the operation portion  21  include: a BET switch  23  that allows the player to select the number of coins, which serves as a gaming medium to be bet; and a spin repeat bet switch  24  that a lows the player to play another game without changing the number of coins bet in the previous game. Such an arrangement allows the player to set the number of coins to be bet by performing a pushing operation on either the BET switch  23  or the spin repeat bet switch  24 . 
     In the operation portion  21 , a start switch  25  for accepting for each game the player&#39;s operation for starting a game is disposed on the left side of the bet switch  23 . Upon performing a pushing operation on either the start switch  25  or the spin repeat bet switch  24 , which serve as a trigger to start the game, an image in which the aforementioned five video reels start to rotate is displayed. 
     A cash out switch  26  is provided near the coin insertion opening  22  on the operation unit  21 . Upon the player pushing the cash out switch  26 , the inserted coins are paid out from a coin payout opening  27  provided at a lower portion of the front face. The coins thus paid out are retained in a coin tray  28 . 
       FIG. 3A  shows an enlargement of a display area of the gaming machine  13 . The gaming machine  13  has five video reels  3 A to  3 BE as shown in  FIG. 3A . Each of the video reels  3 A to  3 E has three symbol display blocks. Accordingly, three symbols can be rearranged at one time in each video reel. Therefore, when each of the video reels  3 A to  3 E (scroll lines  3 A to  3 E) is displayed statically, 15 symbols in total are rearranged on the liquid crystal display  30 . 
     The game available in the present embodiment is a game in which an award is provided to a player corresponding to the number of identical symbols rearranged on the liquid crystal display  30 . The number of identical symbols targeted for provision of awards can be defined arbitrarily such as three or more symbols, and the like. 
     It is arranged so that a payout number display portion  48 , a bet number display portion  50 , and a credit number display portion  49  can be displayed in this order from the left side on the upper portion of the liquid crystal display  30 . The payout display portion  48  is something for displaying the amount of the coins paid out when no less than a predetermined number of identical symbols for providing an award are rearranged and displayed on the Liquid crystal display  30 . The credit number display portion  49  displays the credit number of coins stored in the gaming machine  13 . The bet amount display portion  50  is a component for displaying the bet amount, which is the number of coins bet. 
       FIG. 4A  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  13 . Deferring to  FIG. 4A , the game controller  100  of the gaming machine  13  is a microcomputer and provided with an interface circuit group  102 , an input-output bus  104 , CPU  106 , ROM  108 , RAM  110 , an interface circuit  111  for communication, 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  are electrically connected with the input/output bus  104 , which carries out input and output of data signals or address signals for CPU  106 . 
     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 . 
     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 oft 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 . 
     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 . 
     The ROM  1003  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game through the start switch  25 , the CPU  106  reads a game program to execute the game. The game program is programmed as follows. That is, a display for starting the scrolling of the symbols on the five image reels is made on the liquid crystal display  30  via the display/input controller  140 . Thereafter, a display for stopping the five image reels is made to rearrange the five image reels. In a case where not less than a predetermined number of identical symbols among all of the symbols which are stopped in each reel are rearranged and displayed, coins corresponding to the number of identical symbols rearranged and displayed are paid out. 
     The ROM  108  stores a control program for governing and controlling the gaming machine  13 , a program for executing routines as shown in  FIGS. 6A and 7A  (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in determination processes. The routine execution program includes the abovementioned game program. The RAM  110  temporarily stores flags, variables, etc., used for the aforementioned control program. 
     The game program includes a rearranged symbol determination program. The aforementioned rearranged symbol determination program is used for determining 15 symbols rearranged on the liquid crystal display  30 . The aforementioned rearranged symbol determination program includes symbol weighing data that corresponds to each of multiple types of payout rates (e.g., 80%, 84%, and 88%). The symbol weighing data is data for each of the five video reels  3 A to  3 E, and indicates the correspondence between each symbol and one or multiple random numbers in a predetermined number range (0 to 65535). The payout rate is determined based upon the payout rate setting data stored in the ROM  108 . The determination of rearranged symbols is performed based upon the symbol weighing data that corresponds to the payout rate. 
     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 including various types of networks such as a LAN. 
     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. 
     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. 
     The hopper drive circuit  124  for driving the hopper  44  is also electrically connected with the input/output bus  104 . Upon receiving 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 . 
     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, the player may carry a card functioning as a recording medium, and store the data related to the credit by inserting the card into the gaming machine  13 . 
     The lamp drive circuit  126  for driving the decorative lamps  42   a  and  42   b  is also connected to 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  blink and the like. 
     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 receiving 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  and the liquid crystal display  40  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30  and the 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  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 number display portion  48 , a credit number display portion  49 , and a bet number display portion  50 . 
       FIG. 5A  is a block diagram showing the electrical configuration of the display/input controller  140  of the gaming machine  13 . The display/input controller  140  is a sub-micro computer which performs image display processing and the control of input from the touch panel  32 , and which has an interface circuit  142 , an input-output bus  144 , CPU  146 , ROM  148 , RAM  150 , VDP  152 , video RAM  154 , image data ROM  156 , a drive circuit  158 , and a touch panel control circuit  160 . 
     The interface circuit  142  is connected to the input/output bus  144 . An image display instruction outputted from the CPU  106  on the abovementioned 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 and from the CPU  146 . 
     The ROM  1403  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program under which a drive signal to be supplied to the liquid crystal display  30  and the liquid crystal display  40  is generated based on the image display instruction from the CPU  106  on the game controller  100 . On the other hand, the RAM  150  stores flags and variables used in the aforementioned display control program. 
     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 types of processing for displaying images on the liquid crystal display  30  and the liquid crystal display  40 . The video RAM  154  and the 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 types of image data containing the abovementioned produced 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 VDF  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 instruction from the CPU  106  on the game controller  100 . Examples of the image display commands include various kinds of image display commands including the aforementioned image display commands for visual effects, etc. 
     The image data ROM  156  stores various kinds of image data including the aforementioned image data for visual effects, etc. 
     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. 
       FIG. 6A  is a flowchart showing the flow of the processing operation of a basic game of the gaming machine  13 , which is executed by the game controller  100  of the gaming machine  13 . The routine of  FIG. 6A  is a unit game. 
     It should be noted 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 normal operation of the gaming machine  13 . 
     Firstly, the CPU  106  on the game controller  100  determines whether any credits remain, which correspond to the remaining amount of coins inserted by the player (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 . 
     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 spin repeat bet switch  24  after a predetermined period of time has elapsed (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 . 
     In the following Step S 3 , the CPU  106  sets the game conditions. More specifically, the CPU  106  determines the number of coins bet in a unit game based on the operation of the bet switch  23 . The CPU  106  receives the operation signals generated by the player operating the bet switch  23 . Then, the CPU  106  stores the bet amount in a predetermined memory area of the RAM  110  based on the number of times the operation signals have been received. The CPU  106  reads the amount of credits C stored in a predetermined memory area of the RAM  110 , and subtracts the abovementioned bet amount 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 . 
     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 processing advances to Step S 5 . 
     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 . More specifically, when the spin repeat bet switch  24  has been pushed, and the operation signal has been inputted to the CPU  106  from the spin repeat bet switch  24 , the CPU  106  reads the credit amount C and the bet amount bet in the previous game, which are stored in RAM  110 . Then, the CPU  106  determines whether or not the credit amount C is equal to or greater than the bet amount bet in the previous game based upon the relation between the credit amount C thus read and the bet amounts. The CPU  106  performs processing based upon the determination results. When the CPU  106  determines that the amount of credits C is less than the bet amount (NO in Step S 13 ), the CPU  106  terminates the present 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 bet amount bet in the previous game (in a case of “YES” in Step S 13 ), the CPU  106  subtracts the 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 . 
     In the following Step S 5 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     Firstly, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the five reels  3 A to  3 E by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  100  to store in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the middle line of each reel  3 A to  3 E based on the random number values thus selected. The CPU  106  determines symbols to be rearranged in the middle line of each reel  3 A to  3 E, thereby determining a winning combination. In the present embodiment, in a case where five or more identical symbols are rearranged on the liquid crystal display  30 , a winning combination corresponding to the rearranged symbol is achieved. 
     Upon determining a rearranged symbol, the CPU  106  determines whether at least a predetermined number of identical symbols (for example, five symbols) for providing an award among 15 symbols to be rearranged are rearranged or not. In a case where at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are rearranged, the CPU  106  activates a flag indicating provision of an award for generating an award corresponding to the predetermined number of identical symbols for providing an 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 at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are not rearranged (a losing combination), the CPU  106  does not activate the flag indicating providing the award. Subsequently, CPU  106  moves the processing to Step S 6 . 
     In the following Step S 6 , the CPU  106  instructs the five video reels  3 A to  3 E to start to rotate. 
     Upon displaying the image which shows the five 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 processing of Step S 7 ), the CPU  106  instructs the five video reels  3 A to  3 E to stop rotating, thereby rearranging 15 symbols (Step S 8 ) Subsequently, the CPU  106  moves the processing to Step S 9 . 
     In the following Step  59 , the CPU  106  determines whether the flag indicating that an award is provided, which is stored in a predetermined memory area in the RAM  110 , is activated or not by means of the rearranged symbol determination processing in Step S 5 . In a case where the flag indicating that an award is provided is not activated (NO in the processing of Step S 9 ) the CPU  106  terminates the present routine. On the other hand, in a case where the flag indicating that an award is provided is activated (YES in the processing of Step S 9 ), the CPU  106  advances the processing to Step S 10 . 
     In the following Step S 10 , the CPU  106  determines whether the flag (a bonus flag) indicating switching to a free game, which is stored in a predetermined memory area in the RAM  110 , is activated or not by the rearranged symbol determination processing in Step S 5 . More specifically, in a case where the flag indicating switching to a free game is activated (YES in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 11 . On the other hand, in a case where the flag indicating the switch to a free game is not activated (NO in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 12 . 
     In the following Step S 11 , the CPU  106  performs free game processing. More specifically, the CPU  106  starts a free game and performs a predetermined number of the free games. Subsequently, the CPU  106  terminates the routine. 
     In the following Step S 12 , the CPU  106  pays out the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. More specifically, the CPU  106  refers to a payout table (not shown) and calculates the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. 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 portion  49 . The CPU  106  then terminates the basic game. 
     Free game processing is described below with reference to  FIG. 7A . 
     In a free game in the present embodiment, five video reels  3 A to  3 E (scroll lines  3 A to  3 E) correspond to a plurality of character images including a player&#39;s character, respectively, arid each of the specific symbols is rearranged in each of five video reels  3 A to  3 E. Then, the number by which each of the specific symbols is rearranged in each video reels is cumulatively counted in each game. Then, each of the scroll lines is ranked in the order of the number that each of the specific symbols is rearranged in each video reels at the time the free game is terminated. Thereafter, an award corresponding to a rank of a player&#39;s character (a scroll line corresponding to a player&#39;s character) is provided to the player. 
     In Step S 21  of  FIG. 7A , the CPU  106  first determines a single scroll line based on a player&#39;s choice More specifically, the CPU  106  determines a scroll line corresponding to a signal (a signal for identifying a scroll line), which the touch panel  32  outputs. Then, the CPU  106  advances the processing to Step S 22 . 
     In addition, by touching the touch panel  32  disposed on the liquid crystal display  30 , any one of the scroll lines  3 A to  3 E (video reels  3 A to  3 E) can be selected. 
     According to  FIG. 8A , since a message “SELECT A REEL” is displayed on the liquid crystal display  30 , the player can recognize that the player can select one scroll line (one video reel). In addition, by touching the touch panel  32  disposed on the liquid crystal display  30 , any one of the scroll lines  3 A to  3 E (video reels  3 A to  3 E) can be selected. 
     In addition, a description is made regarding a display example of a scroll line chosen by a player with reference to  FIG. 9A . According to  FIG. 9A , a frame surrounding a scroll line  3 D (a video reel  3 D) is highlighted with a bold line. Thus, the player can recognize that the scroll line  3 D is assigned to the player (a player&#39;s character image  71  which is described later). 
     In addition, in Step S 21  of  FIG. 7A , the CPU  106  also randomly determines the corresponding relationship between the rest of the scroll lines and the character&#39;s images  72  to  75  other than the player&#39;s character image. Here, each single character image  72  to  75  other than the player&#39;s character image is assigned to a single respective scroll line. 
     Referring to  FIG. 7A  again, in Step S 22 , the CPU  106  determines the number of specific symbols selectable for a player corresponding to a bet amount. More specifically, the CPU  106  reads the bet amount which caused a game to switch to a free game, the bet amount which is stored in a predetermined memory area of the RAM  110  during the game, and determines the number of specific symbols corresponding to the bet amount. The CPU  106  then advances the processing to Step S 23 . 
     In addition, in the present embodiment, the larger the bet amount is, the more specific symbols are determined. 
     In Step S 23 , the CPU  106  determines a specific symbol targeted for counting based on the player&#39;s choice. 
     According to  FIG. 10A , since a message “SELECT TWO SYMBOLS TARGETED FOR COUNTING” is shown on the liquid crystal display  30 , the player can recognize that the player can choose two specific symbols targeted for counting in the scroll line (the scroll line  3 D), which is assigned to the player. In addition, the player can choose the symbols targeted for counting by touching the touch panel  32  disposed on the liquid crystal display  30 . 
     Here, a description is made regarding a display example of a specific symbol determined by a player&#39;s choice with reference to  FIG. 11A . According to  FIG. 11A , a message “SYMBOLS TARGETED FOR COUNTING ARE “A” and “Q” is displayed. Thus, the player can recognize that the specific symbols targeted for counting in the scroll line, which (the scroll line  3 D) is assigned to the player, are “A” and “Q”. 
     In the example in  FIG. 11A , there are two symbols targeted for counting. However, as described above, since the number of specific symbols selectable for the player corresponding to the bet amount which caused a game to switch to a free game during the game is determined, the number of specific symbols targeted for counting in the scroll line assigned to the player may be 1, 2, 3, and the like. On the other hand, the number of specific symbols targeted for counting in each scroll line assigned to each of the other character images  72  to  75  is one, respectively&#39;. Therefore, in a case where there is a plurality of specific symbols targeted for counting in the scroll line assigned to the player, the player has an advantage. 
     Referring to  FIG. 7A  again, in Step S 24 , a character image is displayed. More specifically, the CPU  106  extracts a plurality of character image data (five character image data in the present embodiment) stored in the ROM  148  via the display/input controller  140 , and displays those on the liquid crystal display  40 . 
     Here, a display example of a character image is described with reference to  FIG. 12A . According to  FIG. 12A , five character images  71  to  75  are displayed on the start line. Here, in the present embodiment, the player&#39;s character image is displayed as the character image  71 , and the character image  71  corresponds to the scroll line  3 D (the video reel  3 D) assigned to the player. Each of the other character images  72  to  75  corresponds to each scroll thus randomly determined. 
     In addition, according to  FIG. 12A , since the five character images  71  to  75  are displayed at the start line, the player can recognize that the number of specific symbols counted for each of the scroll lines corresponding to each of the character images  71  to  75  is zero. 
     As described later in  FIG. 13A , the character images  71  to  75  are updated and displayed corresponding to the number of specific symbols counted for each of the scroll lines corresponding to each of the character images  71  to  75 . For example, the more specific symbol there are, the closer a character image is displayed to a goal line. 
     Referring to  FIG. 7A  again, in Step S 25 , rearranged symbol determination processing is performed. A specific description is made below regarding the rearranged symbol determination processing. 
     First, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the five reels  3 A to  3 E by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store thereof in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the middle line of each reel  3 A to  3 E based on the random number values thus selected. The CPU  106  then advances the processing to Step S 26 . 
     In the following Step S 26 , the CPU  106  instructs the five video reels  3 A to  3 E to start to rotate and displays thereof. 
     Upon displaying the image which shows the five video reels  3 A to  3 E starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 27 ). After the predetermined period of time has elapsed (in a case of “YES” in processing of Step S 27 ), the CPU  106  instructs the fice video reels  3 A to  3 E to stop rotating, thereby rearranging 15 symbols (Step S 28 ). Subsequently, the CPU  106  advances the processing to Step S 29 . 
     In Step S 29 , the CPU  106  counts the specific symbols thus rearranged and cumulatively adds the specific symbols. More specifically, the CPU  106  cumulatively adds in each game the number of specific symbols rearranged (for example, two symbols “A” and “Q”) which are determined in Step S 23  for the scroll line (the video reel) (for example, the scroll line  3 D (the video reel  3 D)) thus determined based on a player&#39;s choice in Step S 21  and assigned to the player. In addition, the CPU  106  cumulatively adds in each game the number of the single specific symbol rearranged (for example, the symbol “A”) for each scroll line other than the scroll line assigned to the player, each of which the scroll line is fixed to correspond to the character images  72  to  15 . Data of the number of specific symbols thus cumulatively added is fixed to correspond to each of the character images  71  to  75 , and is stored in a predetermined memory area in the DRAM  110 . Subsequently, the CPU  106  advances the processing to Step S 30 . 
     In Step S 30 , the CPU  106  performs character image update processing. More specifically, the CPU  106  reads the data of the number of specific symbols thus cumulatively added in each free game from the RAM  110 , and displays the image corresponding to the number of specific symbols indicated by the data on the liquid crystal display  40 . 
     For example, according to  FIG. 13A , each of the character images  71  to  75  is displayed to be closer to the goal line in the order corresponding to the number of the specific symbols thus cumulatively added. In addition, according to  FIG. 13A , the player&#39;s character image  71  is displayed to be the third closest to the goal line. That is, the number of specific symbols thus cumulatively added for the scroll line assigned to the player&#39;s character image  71  is the third best compared to the number of specific symbols cumulatively added for each of the scroll lines assigned to tie other character images  72  to  75 . 
     In Step S 31 , the CPU  106  determines whether the free game is terminated or not. More specifically, the CPU  106  determines whether a predetermined number of free games has been performed or not. In a case of YES determination, the CPU  106  advances the processing to Step S 32 . On the other hand, in a case of NO determination, the CPU  106  advances the processing to Step S 25 . 
     In Step S 32 , the CPU  106  performs rank determination processing. More specifically, the CPU  106  reads from the RAM  110  the data of the number of specific symbols thus cumulatively added, each of which is fixed to correspond to the character images  71  to  75 , and ranks the character images  71  to  75  in the order of the number of specific symbols (the ranking data is fixed to correspond to each of the character images  71  to  75 ). 
     Here, according to  FIG. 14A , since, at the time that a free game is terminated, the character image  74  has already reached the goal line, the character image  74  is the closest to the goal line, and the character image  71  is the second closest to the goal line. Thus, the player&#39;s character image  71  is determined to be the second closest to the goal Line. 
     Referring to  FIG. 7A  again, in Step S 33 , the CPU  106  performs processing for providing an award corresponding to ranking. More specifically, the CPU  106  refers to a data table (not shown) which stores the data of credit amounts corresponding to the ranking data, and pays out the amount of coins according to the rank corresponding to the player&#39;s character image  71 . 
     For example, as shown in  FIG. 15A , since a message “THE PLAYER&#39;S CHARACTER RANKS SECOND. WIN 40 CREDIT&#39;S!!” is displayed on the liquid crystal display  40 , the player can recognize that the player can obtain 40 credits in a free game. 
     Thus, the number of specific symbols rearranged in scroll lines is fixed to correspond to a plurality of characters so as to provide rendered effects of the plurality of characters racing each other, thereby enabling a gaming machine which enhances amusement to be provided. 
     Moreover, since more specific symbols can be displayed on the scroll line chosen by the player, the player can obtain more credits, thereby enabling the player to enjoy the game by choosing a scroll line. 
     In addition, since the number of specific symbols targeted for counting selectable for a player is increased corresponding to the bet amount in the game which caused a game to switch to a free game, the player judges the game timing of switching to a free game, and can decide whether or not to increase bet amount. Therefore, enjoyment of the game can be enhanced, even in a basic game. 
     While the embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not limiting, and any changes in design may be made to specific configurations such as various means. 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 limited to those described in connected with the embodiments. 
     For example, although in the present invention, the number of specific symbols targeted for counting selectable for the player is changed corresponding to the bet amount in the game which causes a game to switch to a free game, the present invention is not limited thereto, and it may be changed corresponding to the number of side bets. 
     In addition, although in the present embodiment, an example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a mechanical reel slot machine. 
     An embodiment of the present invention is described below with reference to the accompanying drawings. 
     As shown in  FIG. 1B , a CPU  106  starts a game, causes the game to switch to a free game based on a predetermined condition (Step S 100 ), determines a single symbol display block among the plurality of scroll lines (Step S 200 ), and rearranges the symbols (Step S 300 ). Next, the CPU  106  counts the number of specific symbols rearranged in each of the symbol display blocks in each free game, and cumulatively adds the number of specific symbols rearranged (Step S 400 ). The CPU  106  repeats the abovementioned operations of Steps S 300  and S 400  until the free game is terminated (Step S 500 ). When the free game is terminated, the CPU  106  determines the ranking of symbol display blocks in the order of the number of specific symbols thus cumulatively added which is fixed to correspond to each of the symbol display blocks (Step S 600 ) and provides an award corresponding to the ranking (Step S 700 ). 
       FIG. 2B  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 structure in which the face facing the player is open. The cabinet  20  contains various components including a game controller  100  (see  FIG. 4B ) for electrically controlling the gaming machine  13 , and a hopper  44  (see  FIG. 4B ) for controlling the insertion, storage, and payout of coins (one of game media), and the like. 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. 
     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 an upper side of the cabinet  20 . 
     The liquid crystal display  30  realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the aforementioned liquid crystal display  30 . 
     The gaming machine  13  includes video reels (a group of symbol images) and can display fifteen virtual reels 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. 
     The other liquid crystal display  40  above the liquid crystal display  30  is a display functioning as a sub display for displaying the rules of the game, demonstration screens, and the like. 
     Sound transmission openings  29   a  and  29   b,  through which sound effects emitted from a speaker  41  (see  FIG. 4B ) contained inside the cabinet  20  are propagated outside the cabinet  20 , are disposed on the upper right and left sides of the liquid crystal display  40 , respectively. The sound transmission openings  29   a  and  29   b  generate sound effects and the like in accordance with the progress of the game. In addition, decorative lamps  42   a  and  42   b  are disposed on the right and left sides substantially in the middle of the gaming machine  13 , respectively. The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     The gaming machine  13  includes a substantially horizontal operation portion  21  below the liquid crystal display  30 . Disposed on the right side of the operation portion  21  is a coin insertion slot  22  through which a number of coins are inserted into the gaming machine  13 . On the other hand, the components provided to the left side of the operation portion  21  include: a BET switch  23  that allows the player to select the number of coins, which serves as a gaming medium to be bet; and a spin repeat bet switch  24  that allows the player to play another game without changing the number of coins bet in the previous game. Such an arrangement allows the player to set the number of coins to be bet by performing a pushing operation on either the BET switch  23  or the spin repeat bet switch  24 . 
     In the operation portion  21 , a start switch  25  for accepting for each game the player&#39;s operation for starting a game is disposed on the left side of the bet switch  23 . Upon performing a pushing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, an image in which the aforementioned fifteen video reels start to rotate is displayed. 
     A cash out switch  26  is provided near the coin insertion opening  22  on the operation portion  21 . Upon the player pushing the cash out switch  26 , the inserted coins are paid out from a coin payout opening  27  provided at a lower portion of the front face. The coins thus paid out are retained in a coin tray  28 . 
       FIG. 3B  shows an enlargement of a display area of the gaming machine  13 . As shown in  FIG. 3B , the gaming machine  13  has symbol display regions  81  to  95  arranged in the form of a matrix with 3 rows×5 columns. The symbol display regions are also called as symbol display blocks or symbol display location. The abovementioned fifteen video reels are arranged at each of the symbol display regions  81  to  95  respectively. 
     The game available in the present embodiment is a game in which an award is provided to a player corresponding to the number of identical symbols rearranged at the symbol display regions  81  to  95 . The number of identical symbols targeted for provision of awards can be defined arbitrarily such as three or more symbols, and the like. 
     It is arranged so that a payout number display portion  48 , a bet number display portion  50 , and a credit number display portion  49  can be displayed in this order from the left side on the upper portion of the liquid crystal display  30 . The payout display portion  40  is a component for displaying the amount of the coins paid out when not less than a predetermined number of identical symbols for providing an award are rearranged and displayed on the symbol display regions  81  to  95 . The credit number display portion  49  displays the credit number of coins stored in the gaming machine  13 . The bet amount display portion  5 ) is a component for displaying the bet amount, which is the number of coins bet. 
       FIG. 4B  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  13 . Referring to  FIG. 4B , the game controller  100  of the gaming machine  13  is a microcomputer and provided with an interface circuit group  102 , an input/output bus  104 , CPU  106 , ROM  108 , RAM  110 , an interface circuit  111  for communication, 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  are electrically connected with the input/output bus  104 , which carries out input and output of data signals or address signals for the CPU  106 . 
     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 . 
     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 . Eh 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 . 
     A coin sensor  43  is also electrically connected to 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 . 
     The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game through the start switch  25 , the CPU  106  reads a game program to execute the game. The game program is programmed as follows. That is, a display for starting the scrolling of the symbols on the fifteen video reels is made on the liquid crystal display  30  via the display/input controller  140 . Thereafter, a display for stopping the fifteen video reels is made to rearrange the fifteen video reels. In a case where not less than a predetermined number of identical symbols among all of the symbols which are stopped in each reel are rearranged and displayed, coins corresponding to the number of identical symbols rearranged and displayed are paid out. 
     The ROM  108  stores a control program for governing and controlling the gaming machine  13 , a program for executing routines as shown in  FIGS. 6B and 7B  (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in determination processes. The routine execution program includes the abovementioned game program. The RAM  110  temporarily stores flags, variables, etc., used for the aforementioned control program. 
     The game program includes a rearranged symbol determination program. The aforementioned rearranged symbol determination program is used for determining 15 symbols rearranged on the symbol display regions  81  to  95 . The aforementioned rearranged symbol determination program includes symbol weighing data that corresponds to each of multiple types of payout rates (e.g., 80%, 84%, and 88%). The symbol weighing data is data for each of the fifteen video reels, and indicates the corresponding relationship between each symbol and one or multiple random numbers in a predetermined number range (0 to 65535). The payout rate is determined based upon the payout rate setting data stored in the ROM  108 . The determination of rearranged symbols is performed based upon the symbol weighing data that corresponds to the payout rate. 
     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 including various types of networks such as a LAN. 
     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. 
     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. 
     The hopper drive circuit  124  for driving the hopper  44  is also electrically connected with the input/output bus  104 . Upon receiving 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 . 
     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, the player may carry a card functioning as a recording medium, and store the data related to the credit by inserting the card into the gaming machine  13 . 
     The lamp drive circuit  126  for driving the decorative lamps  42   a  and  42   b  is also connected to 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  blink and the like. 
     The display/input controller  140  is connected to the input/output bus  104 . 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 receiving 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  and the liquid crystal display  40  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30  and the 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  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 number display portion  48 , a credit number display portion  49 , and a bet number display portion  50 . 
       FIG. 5B  is a block diagram showing the electrical configuration of the display/input controller  140  of the gaming machine  13 . The display/input controller  140  is a sub-micro computer which performs image display processing arid the control of input from the touch panel  32 , and which has an interface circuit  142 , an input-output bus  144 , CPU  146 , ROM  148 , RAM  150 , VDP  152 , video RAM  154 , image data ROM  156 , a drive circuit  158 , and a touch panel control circuit  150 . 
     The interface circuit  142  is connected to the input/output bus  144 . An image display instruction outputted from the CPU  106  on the abovementioned 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 and from the CPU  146 . 
     The ROM  148  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program under which a drive signal to be supplied to the liquid crystal display  30  and the liquid crystal display  40  is generated based on the image display instruction from the CPU  106  on the game controller  100 . On the other hand, the RAM  150  stores flags and variables used in the aforementioned display control program. 
     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 types of processing for displaying images on the liquid crystal display  30  and the liquid crystal display  40 . The video RAM  154  and the 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 types of image data containing the abovementioned produced 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 instruction from the CPU  106  on the game controller  100 . Examples of the image display commands include various kinds of image display commands including the aforementioned image display commands for visual effects, etc. 
     The image data ROM  156  stores various kinds of image data including the aforementioned image data for visual effects, etc. 
     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. 
       FIG. 6B  is a flowchart showing the flow of the processing operation of a basic game of the gaming machine  13 , which is executed by the game controller  100  of the gaming machine  13 . The routine of  FIG. 6B  is a unit game. 
     It should be rioted 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 normal operation of the gaming machine  13 . 
     Firstly, the CPU  106  on the game controller  100  determines whether any credits remain, which correspond to the remaining amount of coins inserted by the player (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 . 
     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 has elapsed (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 . 
     In the following Step S 3 , the CPU  106  sets the game conditions. More specifically, the CPU  106  determines the number of coins bet in a unit game based on the operation of the bet switch  23 . The CPU  106  receives the operation signals generated by the player operating the bet switch  23 . Then, the CPU  106  stores the bet amount in a predetermined memory area of the RAM  110  based on the number of times the operation signals have been received. The CPU  106  reads the amount of credits C stored in a predetermined memory area of the RAM  110 , and subtracts the abovementioned bet amount 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 . 
     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 processing advances to Step S 5 . 
     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 . More specifically, when the spin repeat bet switch  24  has been pushed, and the operation signal has been inputted to the CPU  106  from the spin repeat bet switch  24 , the CPU  106  reads the credit amount C and the bet amount bet in the previous game, which are stored in RAM  110 . Then, the CPU  106  determines whether or not the credit amount C is equal to or greater than the bet amount bet in the previous game based upon the relation between the credit amount C thus read and the bet amounts. The CPU  106  performs processing based upon the determination results. When the CPU  106  determines that the amount of credits C is less than the bet amount (NO in Step S 13 ), the CPU  106  terminates the present 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 bet amount bet in the previous game (in a case of “YES” in Step S 13 ), the CPU  106  subtracts the 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 . 
     In the following Step S 5 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     Firstly, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the fifteen reels by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store thereof in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the the symbol display regions  81  to  95  based on the fifteen random number values thus selected. The CPU  106  determines symbols to be rearranged in the symbol display regions  81  to  95 , thereby determining a winning combination. In the present embodiment, in a case where five or more identical symbols are rearranged on the symbol display regions  81  to  95 , a winning combination corresponding to the rearranged symbol is achieved. 
     Upon determining a rearranged symbol, the CPU  106  determines whether at least a predetermined number of identical symbols (for example, five symbols) for providing an award among 15 symbols to be rearranged are rearranged or not. In a case where at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are rearranged, the CPU  106  activates a flag indicating provision of an award for generating an award corresponding to the predetermined number of identical symbols for providing an 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 at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are not rearranged (a losing combination), the CPU  106  does not activate the flag indicating providing the award. Subsequently, CPU  106  moves the processing to Step S 6 . 
     In the following Step S 6 , the CPU  106  instructs each of the fifteen video reels to start to rotate. 
     Upon displaying the image which shows the fifteen video reels 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 processing of Step S 7 ), the CPU  106  instructs the fifteen video reels to stop rotating, thereby rearranging 15 symbols (Step S 8 ). Subsequently, the CPU  106  moves the processing to Step S 9 . 
     In the following Step S 9 , the CPU  1 ( 06  determines whether the flag indicating that an award is provided, which is stored in a predetermined memory area in the RAM  110 , is activated or not by means of the rearranged symbol determination processing in Step S 5 . In a case where the flag indicating that an award is provided is not activated (NO in the processing of Step S 9 ), the CPU  106  terminates the present routine. On the other hand, in a case where the flag indicating that an award is provided is activated (YES in the processing of Step S 9 ), the CPU  106  advances the processing to Step S 10 . 
     In the following Step S 10 , the CPU  106  determines whether the flag (a bonus flag) indicating switching to a free game, which is stored in a predetermined memory area in the RAM  110 , is activated or not by the rearranged symbol, determination processing in Step S 5 . More specifically, in a case where the flag indicating switching to a free game is activated (YES in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 11 . On the other hand, in a case where the flag indicating the switch to a free game is not activated (NO in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 12 . 
     In the following Step S 11 , the CPU  106  performs free game processing. More specifically, the CPU  106  starts a free game and performs a predetermined number of the free games. Subsequently, the CPU  106  terminates the routine. 
     In the following Step S 12 , the CPU  106  pays out the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. More specifically, the CPU  106  refers to a payout table (not shown) and calculates the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. 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 portion  49 . The CPU  106  then terminates the basic game. 
     Free game processing is described below with reference to  FIG. 7B . 
     In a free game in the present embodiment, symbol display blocks correspond to a plurality of character images including a player&#39;s character, respectively, and each of the specific symbols is rearranged in each of the symbol display blocks. Then, the number by which each of the specific symbols is rearranged in each symbol display block is cumulatively counted in each game. Then, each of the symbol display blocks is ranked in the order of the number that each of the specific symbols is rearranged in each symbol display block at the time the free game is terminated. Thereafter, an award corresponding to a rank of a player&#39;s character (a symbol display block corresponding to a player&#39;s character) is provided to the player. 
     In Step S 21  of  FIG. 7B , the CPU  106  determines a number of symbol display blocks corresponding to a bet amount. More specifically, the CPU  106  reads the bet amount which caused a game to switch to a free game, the bet amount which is stored in a predetermined memory area of the RAM  110  during the game, and determines the number of symbol display region (symbol display block) corresponding to a value of the bet amount. Then, the CPU  106  advances the processing to Step S 22 . 
     In addition, in the present embodiment, the larger the bet amount is, the more symbol display region are determined. 
     Here, a display example of a symbol display region determined is described with reference to  FIG. 8B . According to  FIG. 8B , frames surrounding symbol display regions  88  and  92  among the symbol display regions  81  to  95  are highlighted with a bold line. In addition, a message “NUMBER OF PLAYER&#39;S BLOCK IS TWO” is displayed. Thus, the player can recognize that the symbol display regions  88  and  92  among the symbol display regions  81  to  95  were assigned to the player (a character image  71  of the player). 
     In the example in  FIG. 8B , there are two symbol display blocks assigned to the player. However, as described above, since the number of symbol display blocks corresponding to the bet amount which causes a game to switch to a free game during the game is determined, the number of symbol display blocks assigned to the player may be 1, 2, 3, and the like. 
     In addition, in Step S 21  of  FIG. 7B , the CPU  106  also determines the corresponding relationship between the character s images  72  to  75  other than the player&#39;s character image and the corresponding symbol display blocks. Here, each single character image  72  to  75  other than the player&#39;s character image is assigned to a single respective symbol display block. Therefore, in a case where there is a plurality of symbol display blocks assigned to the player, the player has an advantage. 
     Referring to  FIG. 7B  again, in Step S 22 , the CPU  106  determines at least one specific symbol according to the bet amount. More specifically, similar to Step S 21 , the CPU  106  reads the bet amount which caused a game to switch to a free game and determines the number of specific symbols corresponding to the bet amount. The CPU  106  then advances the processing to Step S 23 . 
     In addition, in the present embodiment, the larger the bet amount is, the more specific symbols are determined. 
     Here, a display example of a specific symbol determined is described with reference to  FIG. 9B . According to  FIG. 9B , a message “SYMBOLS TARGETED FOR COUNTING ARE A AND Q” is shown. Thus, the player can recognize that the specific symbols targeted for counting in the symbol display block assigned to the player are two symbols, “A” and “Q”. 
     In the example in  FIG. 9B , there are two symbols targeted for counting. However, as described above, since the number of specific symbols corresponding to the bet amount which causes a game to switch to a free game during the game is determined, the number of specific symbols targeted for counting in the symbol display block assigned to the player (a character image  71  of the player, which is described later) may be 1, 2, 3, and the like. On the other hand, the number of specific symbols targeted for counting in each symbol display block assigned to each of the other character images  72  to  175  is one, respectively. Therefore, in a case where there is a plurality of specific symbols targeted for counting in the symbol display block assigned to the player, the player has an advantage. 
     Referring to  FIG. 7B , in Step S 23 , a character image is displayed. More specifically, the CPU  106  extracts a plurality of character image data (five character image data in the present embodiment) stored in the ROM  148  via the display/input controller  140 , and displays those on the liquid crystal display  40 . 
     Here, a display example of a character image is described with reference to  FIG. 10B . According to  FIG. 10B , five character images  71  to  75  are displayed at a start line on the liquid crystal display  40 . Here, in the present embodiment, the player&#39;s character image is displayed as the character image  71 , and the character image  71  corresponds to the symbol display blocks  88  and  92  assigned to the player. Each of the other character images  72  to  75  corresponds to each symbol display block thus randomly determined. 
     In addition, according to  FIG. 10B , since the five character images  71  to  75  are displayed at the start line, the player can recognize that the number of specific symbols counted for each of the symbol display blocks corresponding to each of the character images  71  to  75  is zero. 
     As described later in  FIG. 11B , the character images  71  to  75  are updated and displayed corresponding to the number of specific symbols counted for each of the symbol display blocks corresponding to each of the character images  71  to  75 . For example, the more specific symbol there are, the closer a character image is displayed to a goal line. 
     Referring to  FIG. 7B , in Step S 24 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     First, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the fifteen reels by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store thereof in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the the symbol display regions  81  to  95  based on the fifteen random number values thus selected. Subsequently, the CPU  106  advances the processing to Step S 25 . 
     In the following Step S 25 , the CPU  106  instructs each of the fifteen video reels to start to rotate and display thereof. 
     Upon displaying the image which shows the fifteen video reels starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 26 ). After the predetermined period of time has elapsed (in a case of “YES” in processing of Step S 26 ), the CPU  106  instructs the fifteen video reels to stop rotating, thereby rearranging fifteen symbols (Step S 27 ). Subsequently, the CPU  106  advances the processing to Step S 23 . 
     In Step S 28 , the CPU  106  counts the specific symbols thus rearranged and cumulatively adds the specific symbols. More specifically, the CPU  106  cumulatively adds in each game the number of specific symbols rearranged (for example, two symbols “A” and “Q”) which are determined in Step S 22  for the symbol display block (for example, the two symbol display regions  88  and  92 ) thus determined in Step S 21  and assigned to the player. In addition, the CPU  106  cumulatively adds in each game the number of the single specific symbol rearranged (for example, the symbol “A”) for each symbol display block other than the symbol display block assigned to the player, each of which the symbol display block is fixed to correspond to the character images  72  to  75 . Data of the number of specific symbols thus cumulatively added is fixed to correspond to each of the character images  71  to  75 , and is stored in a predetermined memory area in the RAM  110 . Subsequently, the CPU  106  advances the processing to Step S 29 . 
     In Step S 29 , the CPU  106  performs character image update processing. More specifically, the CPU  106  reads the data of the number of specific symbols thus cumulatively added in each free game from the RAM  110 , and displays the image corresponding to the number of specific symbols indicated by the data on the liquid crystal display  40 . 
     For example, according to  FIG. 11B , each of the character images  71  to  75  is displayed to be closer to the goal line in the order corresponding to the number of the specific symbols thus cumulatively added. In addition, according to  FIG. 11B , the player&#39;s character image  71  is displayed to be the third closest to the goal line. That is, according to  FIG. 11B , the number of specific symbols thus cumulatively added for the symbol display block assigned to the player&#39;s character image  71  is the third best compared to the number of specific symbols cumulatively added for each of the symbol display blocks assigned to the other character images  72  to  75 . 
     In Step S 30 , the CPU  106  determines whether the free game is terminated or not. More specifically, the CPU  106  determines whether a predetermined number of free games has been performed or not. In a case of YES determination, the CPU  106  advances the processing to Step S 31 . On the other hand, in a NO determination, the CPU  106  advances the processing to Step S 24 . 
     In Step S 31 , the CPU  106  performs rank determination processing. More specifically, the CPU  106  reads from the RAM  110  the data of the number of specific symbols thus cumulatively added, each of which is fixed to correspond to the character images  71  to  75 , and ranks the character images  71  to  75  in the order of the number of specific symbols (the ranking data is fixed to correspond to each of the character images  71  to  75 ). 
     Here, according to  FIG. 12B , since, at the time that a free game is terminated, the character image  74  has already reached the goal line, the character image  74  is closest to the goal line, and the character image  71  is the second closest to the goal line. Thus, the player&#39;s character image  71  is determined to be the second closest to the goal line. 
     Referring to  FIG. 7B , in Step S 32 , the CPU  106  performs processing for giving an award corresponding to ranking. More specifically, the CPU  106  refers to a data table (not shown) which stores the data of credit amounts corresponding to the ranking data, and pays out the amount of coins according to the rank corresponding to the player&#39;s character image  71 . 
     For an example, as show in  FIG. 13B , since a message “THE PLAYER&#39;S CHARACTER RANKS SECOND. WIN 40 CREDITS!!” is displayed on the liquid crystal display  40 , the player can recognize that the player can obtain 40 credits in a free game. 
     Thus, the number of specific symbols rearranged in the symbol display blocks are fixed to correspond to a plurality of characters so as to provide rendered effects of the plurality of characters racing each other, thereby enabling a gaming machine which enhances amusement to be provide. 
     In addition, since the number of symbol display blocks determined and the number of specific symbols targeted for counting is increased corresponding to the bet amount in the game which causes a game to switch to a free game, the player judges the game timing of switching to a free game, and can decide whether or not to increase bet amount. Therefore, enjoyment of the game can be enhanced, even in a basic game. 
     While the embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not limiting, and any changes in design may be made to specific configurations such as various means. 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. 
     For example, although in the present embodiment, the number of symbol display blocks determined and the number of specific symbols targeted for counting is changed corresponding to the bet amount in the game which causes a game to switch to a free game, the present invention is not limited thereto, and it may be changed corresponding to the number of side bets. 
     In addition, although in the present embodiment, an example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a mechanical reel slot machine. 
     An embodiment of the present invention is described below with reference to the accompanying drawings. 
     As shown in  FIG. 1C , a CPU  106  starts a game, causes the game to switch to a free game based on a predetermined condition (Step S 100 ), determines a single symbol, display block among a plurality of symbol display blocks (Step S 200 ), and rearranges the symbols (Step S 300 ). Next, the CPU  106  counts the number of specific symbols rearranged in each of the symbol display blocks in each free game, and cumulatively adds the number of specific symbols rearranged (Step S 400 ). The CPU  106  repeats the abovementioned operations of Steps S 300  and S 400  until the free game is terminated (Step S 500 ). When the free game is terminated, the CPU  106  determines the ranking of symbol display blocks in the order of the number of specific symbols thus cumulatively added which is fixed to correspond to each of the symbol display blocks (Step S 600 ) and provides an award corresponding to the ranking (Step S 700 ). 
       FIG. 2C  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 structure in which the face facing the player is open. The cabinet  20  contains various components including a game controller  100  (see  FIG. 4C ) for electrically controlling the gaming machine  13 , and a hopper  44  (see  FIG. 4C ) for controlling the insertion, storage, and payout of coins (one of game media), and the like. 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. 
     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 an upper side of the cabinet  20 . 
     The liquid crystal display  30  realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the aforementioned liquid crystal display  30 . 
     The gaming machine  13  includes video reels (a group of symbol images) and can display fifteen virtual reels 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. 
     The other liquid crystal display  40  above the liquid crystal display  30  is a display functioning as a sub display for displaying the rules of the game, demonstration screens, and the like. 
     Sound transmission openings  29   a  and  29   b,  through which sound effects emitted from a speaker  41  (see  FIG. 4C ) contained inside the cabinet  20  are propagated outside the cabinet  20 , are disposed on the upper right and left sides of the liquid crystal display  40 , respectively. The sound transmission openings  29   a  and  29   b  generate sound effects and the like in accordance with the progress of the game. In addition, decorative lamps  42   a  and  42   b  are disposed on the right and left sides substantially in the middle of the gaming machine  13 , respectively. The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     The gaming machine  13  includes a substantially horizontal operation portion  21  below the liquid crystal display  30 . Disposed on the right side of the operation portion  21  is a coin insertion slot  22  through which a number of coins are inserted into the gaming machine  13 . On the other hand, the components provided to the left side of the operation portion  21  include: a BET switch  23  that allows the player to select the number of coins, which serves as a gaming medium to be bet; and a spin repeat bet switch  24  that allows the player to play another game without changing the number of coins bet in the previous game. Such an arrangement allows the player to set the number of coins to be bet by performing a pushing operation on either the BET switch  23  or the spin repeat bet switch  24 . 
     In the operation portion  21 , a start switch  25  for accepting for each game the player&#39;s operation for starting a game is disposed on the left side of the bet switch  23 . Upon performing a pushing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, an image in which the aforementioned fifteen video reels start to rotate is displayed. 
     A cash out switch  26  is provided near the coin insertion opening  22  on the operation portion  21 . Upon the player pushing the cash out switch  26 , the inserted coins are paid out from a coin payout opening  27  provided at a lower portion of the front face. The coins thus paid out are retained in a coin tray  28 . 
       FIG. 3C  shows an enlargement of a display area of the gaming machine  13 . As shown in  FIG. 3C , the gaming machine  13  has symbol display regions  81  to  95  arranged in the form of a matrix with 3 rows×5 columns. The symbol display regions are also called as symbol display blocks or symbol display location. The abovementioned fifteen video reels are arranged at each of the symbol display regions  81  to  95  respectively. 
     The game available in the present embodiment is a game in which an award is provided to a player corresponding to the number of identical symbols rearranged at the symbol display regions  81  to  95 . The number of identical symbols targeted for provision of awards can be defined arbitrarily such as three or more symbols, and the like. 
     It is arranged so that a payout number display portion  48 , a bet number display portion  50 , and a credit number display portion  49  can be displayed in this order from the left side on the upper portion of the liquid crystal display  30 . The payout display portion  48  is a component for displaying the amount of the coins paid out when not less than a predetermined number of identical symbols for providing an award are rearranged and displayed on the symbol display regions  81  to  95 . The credit number display portion  49  displays the credit number of coins stored in the gaming machine  13 . The bet amount display portion  50  is a component for displaying the bet amount, which is the number of coins bet. 
       FIG. 4C  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  13 . Referring to  FIG. 4C , the game controller  100  of the gaming machine  13  is a microcomputer and provided with an interface circuit group  102 , an input-output bus  104 , CPU  106 , ROM  108 , RAM  110 , an interface circuit  111  for communication, 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 electrically connected with the input/output bus  104 , which carries out input and output of data signals or address signals for the CPU  106 . 
     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 . 
     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 . 
     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 . 
     The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game through the start switch  25 , the CPU  106  reads a game program to execute the game. The game program is programmed as follows. That is, a display for starting the scrolling of the symbols on the fifteen video reels is made on the liquid crystal display  30  via the display/input controller  140 . Thereafter, a display for stopping the fifteen video reels is made to rearrange the fifteen video reels. In a case where not less than a predetermined number of identical symbols among all of the symbols which are stopped in each reel are rearranged and displayed, coins corresponding to the number of identical symbols rearranged and displayed are paid out. 
     The ROM  108  stores a control program for governing and controlling the gaming machine  13 , a program for executing routines as shown in  FIGS. 6C and 7C  (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in determination processes. The routine execution program includes the abovementioned game program. The RAM  110  temporarily stores flags, variables, etc., used for the aforementioned control program. 
     The game program includes a rearranged symbol determination program. The aforementioned rearranged symbol determination program is used for determining 15 symbols rearranged on the symbol display regions  81  to  95 . The aforementioned rearranged symbol determination program includes symbol weighing data that corresponds to each of multiple types of payout rates (e.g., 80%, 84%, and 88%). The symbol weighing data is data for each of the fifteen video reels, and indicates the correspondinrg relationship between each symbol and one or multiple random numbers in a predetermined number range (0 to 65535). The payout rate is determined based upon the payout rate setting data stored in the ROM  108 . The determination of rearranged symbols is performed based upon the symbol weighing data that corresponds to the payout rate. 
     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 including various types of networks such as a LAN. 
     The random number generator  1 L 2  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. 
     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  100 , 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. 
     The hopper drive circuit  124  for driving the hopper  44  is also electrically connected with the input/output bus  104 . Upon receiving 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 . 
     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, the player may carry a card functioning as a recording medium, and store the data related to the credit by inserting the card into the gaming machine  13 . 
     The lamp drive circuit  126  for driving the decorative lamps  42   a  and  42   b  is also connected to 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  blink and the like. 
     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 receiving 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  and the liquid crystal display  40  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30  and the 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  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 number display portion  48 , a credit number display portion  49 , and a bet number display portion  50 . 
       FIG. 5C  is a block diagram showing the electrical configuration of the display/input controller  140  of the gaming machine  13 . The display/input controller  140  is a sub-micro computer which performs image display processing and the control of input from the touch panel  32 , and which has an interface circuit  142 , an input-output bus  144 , CPU  146 , ROM  148 , RAM  150 , VDP  152 , video RAM  154 , image data ROM  156 , a drive circuit  158 , and a touch panel control circuit  160 . 
     The interface circuit  142  is connected to the input/output bus  144 . An image display instruction outputted from the CPU  106  on the abovementioned 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 and from the CPU  146 . 
     The ROM  148  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program under which a drive signal to be supplied to the liquid crystal display  30  and the liquid crystal display  40  is generated based on the image display instruction from the CPU  106  on the game controller  100 . On the other hand, the RAM  150  stores flags and variables used in the aforementioned display control program. 
     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 types of processing for displaying images on the liquid crystal display  30  and the liquid crystal display  40 . The video RAM  154  and the 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 types of image data containing the abovementioned produced 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 instruction from the CPU  106  on the game controller  100 . Examples of the image display commands include various kinds of image display commands including the aforementioned image display commands for visual effects, etc. 
     The image data ROM  156  stores various kinds of image data including the aforementioned image data for visual effects, etc. 
     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. 
       FIG. 6C  is a flowchart showing the flow of the processing operation of a basic game of the gaming machine  13 , which is executed by the game controller  100  of the gaming machine  13 . The routine of  FIG. 6C  is a unit game. 
     It should be rioted 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 normal operation of the gaming machine  13 . 
     Firstly, the CPU  106  on the game controller  100  determines whether any credits remain, which correspond to the remaining amount of coins inserted by the player 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 . 
     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 has elapsed (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 . 
     In the following Step S 3 , the CPU  106  sets the game conditions. More specifically, the CPU  106  determines the number of coins bet in a unit game based on the operation of the bet switch  23 . The CPU  106  receives the operation signals generated by the player operating the bet switch  23 . Then, the CPU  106  stores the bet amount in a predetermined memory area of the RAM  110  based on the number of times the operation signals have been received. The CPU  106  reads the amount of credits C stored in a predetermined memory area of the RAM  110 , and subtracts the abovementioned bet amount 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 . 
     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 processing advances to Step S 5 . 
     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 . More specifically, when the spin repeat bet switch  24  has been pushed, and the operation signal has been inputted to the CPU  106  from the spin, repeat bet switch  24 , the CPU  106  reads the credit amount C and the bet amount bet in the previous game, which are stored in RAM  110 . Then, the CPU  106  determines whether or not the credit amount C is equal to or greater than the bet amount bet in the previous game based upon the relation between the credit amount C thus read and the bet amounts. The CPU  106  performs processing based upon the determination results. When the CPU  106  determines that the amount of credits C is less than the bet amount (NO in Step S 1 ), the CPU  106  terminates the present 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 bet amount bet in the previous game (in a case of “YES” in Step S 13 ), the CPU  106  subtracts the 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 . 
     In the following Step S 5 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     Firstly, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the fifteen reels by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the symbol display regions  81  to  95  based on the fifteen random number values thus selected. The CPU  106  determines symbols to be rearranged in the symbol display regions  81  to  95 , thereby determining a winning combination. In the present embodiment, in a case where five or more identical symbols are rearranged on the symbol display regions  81  to  95 , a winning combination corresponding to the rearranged symbol is achieved. 
     Upon determining a rearranged symbol, the CPU  106  determines whether at least a predetermined number of identical symbols (for example, five symbols) for providing an award among 15 symbols to be rearranged are rearranged or not. In a case where at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are rearranged, the CPU  106  activates a flag indicating provision of an award for generating an award corresponding to the predetermined number of identical symbols for providing an 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 at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are not rearranged (a losing combination), the CPU  106  does not activate the flag indicating providing the award. Subsequently, CPU  106  moves the processing to Step S 6 . 
     In the following Step S 6 , the CPU  106  instructs each of the fifteen video reels to start to rotate. Upon displaying the image which shows the fifteen video reels 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 processing of Step S 7 ), the CPU  106  instructs the fifteen video reels to stop rotating, thereby rearranging 15 symbols (Step S 8 ). Subsequently, the CPU  106  moves the processing to Step S 9 . 
     In the following Step S 9 , the CPU  106  determines whether the flag indicating that an award is provided, which is stored in a predetermined memory area in the RAM  110 , is activated or not by means of the rearranged symbol determination processing in Step S 5 . In a case where the flag indicating that an award is provided is not activated (NO in the processing of Step S 9 ) the CPU  106  terminates the present routine. On the other hand, in a case where the flag indicating that an award is provided is activated (YES in the processing of Step S 9 ), the CPU  106  advances the processing to Step S 10 . 
     In the following Step S 10 , the CPU  106  determines whether the flag (a bonus flag) indicating switching to a free game, which is stored in a predetermined memory area in the RAM  110 , is activated or not by the rearranged symbol determination processing in Step S 5 . More specifically, in a case where the flag indicating switching to a free game is activated (YES in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 11 . On the other hand, in a case where the flag indicating the switch to a free game is not activated (NO in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 12 . 
     In the following Step S 11 , the CPU  106  performs free game processing. More specifically, the CPU  106  starts a free game and performs a predetermined number of the free games. Subsequently, the CPU  106  terminates the routine. 
     In the following Step S 12 , the CPU  106  pays out the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. More specifically, the CPU  106  refers to a payout table (not shown) and calculates the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. 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 portion  49 . The CPU  106  then terminates the basic game. 
     Free game processing is described below with reference to  FIG. 7C . 
     In a free game in the present embodiment, symbol display blocks correspond to a plurality of character images including a player&#39;s character, respectively, and each of the specific symbols is rearranged in each of the symbol display blocks. Then, the number by which each of the specific symbols is rearranged in each symbol display block is cumulatively counted in each game. Then, each of the symbol display blocks is ranked in the order of the number that each of the specific symbols is rearranged in each symbol display block at the time the free game is terminated. Thereafter, an award corresponding to a rank of a player&#39;s character (a symbol display block corresponding to a player&#39;s character) is provided to the player. 
     In Step S 21  of  FIG. 7C , the CPU  106  determines a number of symbol display blocks corresponding to a bet amount based on a player&#39;s choice. More specifically, the CPU  106  reads the bet amount which caused a game to switch to a free game, the bet amount which is stored in a predetermined memory area of the RAM  110  during the game, and determines the number of symbol display region (symbol display block) corresponding to a value of the bet amount corresponding to a signal (a signal for identifying a symbol display region) outputted from a touch panel  32 . Then, the CPU  106  advances the processing to Step S 22 . 
     In addition, in the present embodiment, the larger the bet amount is, the more symbol display region becomes a target for a player to select. 
     Here, according to  FIG. 8C , since a message “SELECT TWO BLOCKS TARGETED FOR COUNTING” is shown on the liquid crystal display  30 , a player recognizes that two symbol display regions can be selected. In addition, by touching the touch panel  32 , disposed on the liquid crystal display  30 , the player can select any one of the symbol display regions  81  to  95 . 
     In addition, a display example of a symbol display region selected by a player is described with reference to  FIG. 9C . According to  FIG. 9C , frames surrounding symbol display regions  85  and  86  among the symbol display regions  81  to  95  are highlighted with a bold line. Thus, the player can recognize that the symbol display regions  85  and  86  among the symbol display regions  81  to  95  were assigned to the player (a character image  71  of the player). 
     In the example in  FIG. 9C , there are two symbol display blocks assigned to the player. However, as described above, since the a player can select a number of symbol display blocks corresponding to the bet amount which causes a game to switch to a free game during the game, the number of symbol display blocks assigned to the player may be 1, 2, 3, and the like. 
     Simultaneously, in Step S 21  of  FIG. 7C , the CPU  106  also determines the corresponding relationship between the character&#39;s images  72  to  75  other than the player&#39;s character image and the corresponding symbol display blocks not based on a player s selection. Here, each single character image  72  to  75  other than the player&#39;s character image is assigned to a single respective symbol display block. Therefore, in a case where there is a plurality of symbol display blocks assigned to the player, the player has an advantage. 
     Here, a display example of a specific symbol to be determined is described with reference to  FIG. 10C . According to  FIG. 10C , a message “SYMBOL TARGETED FOR COUNTING IS A”. Thus, the player can recognize that the specific symbol targeted for counting in the symbol display block assigned to the player is a symbol, “A”. 
     Referring to  FIG. 7C , in Step S 22 , a character image is displayed. More specifically, the CPU  106  extracts a plurality of character image data (five character image data in the present embodiment) stored in the ROM  140  via the display/input controller  140 , and displays those on the liquid crystal display  40 . 
     Here, a display example of a character image is described with reference to  FIG. 11C . According to  FIG. 11C , five images  71  to  75  are displayed at a start line on the liquid crystal display  40 . Here, in the present embodiment, the player&#39;s character image is displayed as the character image  71 , and the character image  71  corresponds to the symbol display blocks  85  and  86  assigned to the player. Each of the other character images  72  to  75  corresponds to each symbol display block thus randomly determined. 
     In addition, according to  FIG. 11C , since the five character images  71  to  75  are displayed at the start line, the player can recognize that the number of specific symbols counted for each of the symbol display blocks corresponding to each of the character images  71  to  75  is zero. 
     As described later in  FIG. 12C , the character images  71  to  75  are updated and displayed corresponding to the number of specific symbols counted for each of the symbol display blocks corresponding to each of the character images  71  to  75 . For example, the more specific symbol there are, the closer a character image is displayed to a goal line. 
     Referring to  FIG. 7C , in Step S 23 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     Firstly, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the fifteen reels by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store thereof in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the symbol display regions  81  to  95  based on the fifteen random number values thus selected. Subsequently, the CPU  106  advances the processing to Step S 24 . 
     In the following Step S 24 , the CPU  106  instructs each of the fifteen video reels to start to rotate and display thereof. 
     Upon displaying the image which shows the fifteen video reels starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 25 ). After the predetermined period of time has elapsed (in a case of “YES” in processing of Step S 25 ), the CPU  106  instructs the fifteen video reels to stop rotating, thereby rearranging fifteen symbols (Step S 26 ). Subsequently, the CPU  106  advances the processing to Step S 27 . 
     In Step S 27 , the CPU  106  counts the specific symbols thus rearranged and cumulatively adds the specific symbols. More specifically, the CPU  106  cumulatively adds in each game the number of specific symbol rearranged (for example, a symbol “A”) for the symbol display block (for example, the two symbol display regions  85  and  86 ) thus determined based on a player&#39;s selection in Step S 21  and assigned to the player. In addition, the CPU  106  cumulatively adds in each game the number of specific symbol rearranged (for example, the symbol “A”) for each symbol display block other than the symbol display block assigned to the player, each of which the symbol display block is fixed to correspond to the character images  72  to  75 . Data of the number of specific symbols thus cumulatively added is fixed to correspond to each of the character images  71  to  75 , and is stored in a predetermined memory area in the RAM  110 . Subsequently, the CPU  106  advances the processing to Step S 28 . 
     In Step S 28 , the CPU  106  performs character image update processing. More specifically, the CPU  106  reads the data of the number of specific symbols thus cumulatively added in each free game from the RAM  110 , and displays the image corresponding to the number of specific symbols indicated by the data on the liquid crystal display  40 . 
     For example, according to  FIG. 12C , each of the character images  71  to  75  is displayed to be closer to the goal line in the order corresponding to the number of the specific symbols thus cumulatively added. In addition, according to  FIG. 12C , the player&#39;s character image  71  is displayed to be the third closest to the goal line. That is, the number of specific symbols thus cumulatively added for the symbol display block assigned to the player&#39;s character image  71  is the third best compared to the number of specific symbols cumulatively added for each of the symbol display blocks assigned to the other character images  72  to  75 . 
     In Step S 29 , the CPU  106  determines whether the free game is terminated or not. More specifically, the CPU  106  determines whether a predetermined number of free games has been performed or not. In a case of YES determination, the CPU  106  advances the processing to Step S 30 . On the other hand, in a NO determination, the CPU  106  advances the processing to Step S 23 . 
     In Step S 30 , the CPU  106  performs rank determination processing. More specifically, the CPU  106  reads from the RAM  110  the data of the number of specific symbols thus cumulatively added, each of which is fixed to correspond to the character images  71  to  75 , and ranks the character images  71  to  75  in the order of the number of specific symbols (the ranking data is fixed to correspond to each of the character images  71  to  75 ). 
     Here, according to  FIG. 13C , since, at the time that a free game is terminated, the character image  74  has already reached the goal line, the character image  74  is closest to the goal line, and the character image  71  is the second closest to the goal line. Thus, the player&#39;s character image  71  is determined to be the second closest to the goal line. 
     Referring to  FIG. 7C , in Step S 31 , the CPU  106  performs processing for giving an award corresponding to ranking. More specifically, the CPU  106  refers to a data table (not shown) which stores the data of credit amounts corresponding to the ranking data, and pays out the amount of coins according to the rank corresponding to the player&#39;s character image  71 . 
     For an example, as show in  FIG. 14C , since a message “THE PLAYER&#39;S CHARACTER RANKS SECOND. WIN 40 CREDITS!!” is displayed on the liquid crystal display  40 , the player can recognize that the player can obtain 40 credits in a free game. 
     Thus, the number of specific symbols rearranged in the symbol display blocks is fixed to correspond to a plurality of characters so as to provide rendered effects of the plurality of characters racing each other, thereby enabling a gaming machine which enhances amusement to be provided. 
     In addition, when more specific symbols are displayed on symbol display blocks selected by a player, the player can acquires more credits, thereby enabling the player to enjoy selecting symbol display blocks. 
     In addition, since the number of symbol display blocks and the number of specific symbols targeted for counting and the number of specific symbols targeted for counting are increased corresponding to the bet amount in the game which causes a game to switch to a free game, the player judges the game timing of switching to a free game, and can decide whether or not to increase bet amount. Therefore, enjoyment of the game can be enhanced, even in a basic game. 
     While the embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not limiting, and any changes in design may be made to specific configurations such as various means. 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. 
     For example, although in the present embodiment, the number of symbol display blocks that a player can select is changed corresponding to the bet amount in the game which causes a game to switch to a free game, the present invention is not limited thereto, and it may be changed corresponding to the number of side bets. 
     In addition, although in the present embodiment, an example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a mechanical reel slot machine. 
     An embodiment of the present invention is described below with reference to the accompanying drawings. 
     As shown in  FIG. 1D , a CPU  106  starts a game, causes the game to switch to a free game based on a predetermined condition (Step S 100 ), determines a single symbol display block group among a plurality of symbol display blocks (Step S 200 ), and rearranges the symbols (Step S 300 ). Next, the CPU  106  counts the number of specific symbols rearranged in each of the symbol display block groups in each free game, and cumulatively adds the number of specific symbols rearranged (Step S 400 ). The CPU  106  repeats the abovementioned operations of Steps S 300  and S 400  until the free game is terminated (Step S 500 ). When the free game is terminated, the CPU  106  determines the ranking of symbol display block groups in the order of the number of specific symbols thus cumulatively added which is fixed to correspond to each of the symbol display block groups (Step S 600 ) and provides an award corresponding to the ranking (Step S 700 ). 
       FIG. 2D  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 structure in which the face facing the player is open. The cabinet  20  contains various components including a game controller  100  (see  FIG. 4D ) for electrically controlling the gaming machine  13 , and a hopper  44  (see  FIG. 4D ) for controlling the insertion, storage, and payout of coins (one of game media), and the like. 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. 
     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 an upper side of the cabinet  20 . 
     The liquid crystal display  30  realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the aforementioned liquid crystal display  30 . 
     The gaming machine  13  includes video reels (a group of symbol images) and can display fifteen virtual reels 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. 
     The other liquid crystal display  40  above the liquid crystal display  30  is a display functioning as a sub display for displaying the rules of the game, demonstration screens, and the like. 
     Sound transmission openings  29   a  and  29   b,  through which sound effects emitted from a speaker  41  (see  FIG. 4D ) contained inside the cabinet  20  are propagated outside the cabinet  20 , are disposed on the upper right and left sides of the liquid crystal display  40 , respectively. The sound transmission openings  29   a  and  29   b  generate sound effects and the like in accordance with the progress of the game. In addition, decorative lamps  42   a  and  42   b  are disposed on the right and left sides substantially in the middle of the gaming machine  13 , respectively. The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     The gaming machine  13  includes a substantially horizontal operation portion  21  below the liquid crystal display  30 . Disposed on the right side of the operation portion  21  is a coin insertion slot  22  through which a number of coins are inserted into the gaming machine  13 . On the other hand, the components provided to the left side of the operation portion  21  include: a BET switch  23  that allows the player to select the number of coins, which serves as a gaming medium to be bet; and a spin repeat bet switch  24  that allows the player to play another game without changing the number of coins bet in the previous game. Such an arrangement allows the player to set the number of coins to be bet by performing a pushing operation on either the BET switch  23  or the spin repeat bet switch  24 . 
     In the operation portion  21 , a start switch  25  for accepting for each game the player&#39;s operation for starting a game is disposed on the left side of the bet switch  23 . Upon performing a pushing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, an image in which the aforementioned fifteen video reels start to rotate is displayed. 
     A cash out switch  26  is provided near the coin insertion opening  22  on the operation portion  21 . Upon the player pushing the cash out switch  26 , the inserted coins are paid out from a coin payout opening  27  provided at a lower portion of the front face. The coins thus paid out are retained in a coin tray  28 . 
       FIG. 3D  shows an enlargement of a display area of the gaming machine  13 . As shown in  FIG. 3D , the gaming machine  13  has symbol display regions  81  to  95  arranged in the form of a matrix with 3 rows×5 columns. The symbol display regions are also called as symbol display blocks or symbol display location. The abovementioned fifteen video reels are arranged at each of the symbol display regions  81  to  95  respectively. 
     The game available in the present embodiment is a game in which an award is provided to a player corresponding to the number of identical symbols rearranged at the symbol display regions  81  to  95 . The number of identical symbols targeted for provision of awards can be defined arbitrarily such as three or more symbols, and the like. 
     It is arranged so that a payout number display portion  48 , a bet number display portion  50 , and a credit number display portion  49  can be displayed in this order from the left side on the upper portion of the liquid crystal display  30 . The payout display portion  48  is a component for displaying the amount of the coins paid out when not less than a predetermined number of identical symbols for providing an award are rearranged and displayed on the symbol display regions  81  to  95 . The credit number display portion  49  displays the credit number of coins stored in the gaming machine  13 . The bet amount display portion  50  is a component for displaying the bet amount, which is the number of coins bet. 
       FIG. 4D  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  13 . Referring to  FIG. 4D , the game controller  100  of the gaming machine  13  is a microcomputer and provided with an interface circuit group  102 , an input-output bus  104 , CPU  106 , ROM  108 , RAM  110 , an interface circuit  111  for communication, 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 electrically connected with the input/output bus  104 , which carries out input and output of data signals or address signals for the CPU  106 . 
     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 . 
     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 . 
     A coin sensor  43  is also electrically connected to 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 . 
     The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game through the start switch  25 , the CPU  106  reads a game program to execute the game. The game program is programmed as follows. That is, a display for starting the scrolling of the symbols on the fifteen video reels is made on the liquid crystal display  30  via the display/input controller  140 . Thereafter, a display for stopping the fifteen video reels is made to rearrange the fifteen video reels. In a case where not less than a predetermined number of identical symbols among all of the symbols which are stopped in each reel are rearranged and displayed, coins corresponding to the number of identical symbols rearranged and displayed are paid out. 
     The ROM  108  stores a control program for governing and controlling the gaming machine  13 , a program for executing routines as shown in  FIGS. 6D and 7D  (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in determination processes. The routine execution program includes the abovementioned game program. The RAM  110  temporarily stores flags, variables, etc., used for the aforementioned control program. 
     The game program includes a rearranged symbol determination program. The aforementioned rearranged symbol determination program is used for determining 15 symbols rearranged on the symbol display regions  81  to  95 . The aforementioned rearranged symbol determination program includes symbol weighing data that corresponds to each of multiple types of payout rates (e.g., 80%, 84%, and 88%). The symbol weighing data is data for each of the fifteen video reels, and indicates the corresponding relationship between each symbol and one or multiple random numbers in a predetermined number range (0 to 65535). The payout rate is determined based upon the payout rate setting data stored in the ROM  108 . The determination of rearranged symbols is performed based upon the symbol weighing data that corresponds to the payout rate. 
     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 including various types of networks such as a LAN. 
     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. 
     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 . IL this way, the speakers  41  generate predetermined sound effects. 
     The hopper drive circuit  124  for driving the hopper  44  is also electrically connected with the input/output bus  104 . Upon receiving 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 . 
     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, the player m-ay carry a card functioning as a recording medium, and store the data related to the credit by inserting the card into the gaming machine  13 . 
     The lamp drive circuit  126  for driving the decorative lamps  42   a  and  42   b  is also connected to 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  blink and the like. 
     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 receiving 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  and the liquid crystal display  40  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30  and the 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  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 number display portion  48 , a credit number display portion  49 , and a bet number display portion  50 . 
       FIG. 5D  is a block diagram showing the electrical configuration of the display/input controller  140  of the gaming machine  13 . The display/input controller  140  is a sub-micro computer which performs image display processing and the control of input from the touch panel  32 , and which has an interface circuit  142 , an input/output bus  144 , CPU  146 , ROM  148 , RAM  150 , VDP  152 , video RAM  154 , image data ROM  156 , a drive circuit  158 , and a touch panel control circuit  160 . 
     The interface circuit  142  is connected to the input/output bus  144 . An image display instruction outputted from the CPU  106  on the abovementioned 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 and from the CPU  146 . 
     The ROM  148  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program under which a drive signal to be supplied to the liquid crystal display  30  and the liquid crystal display  40  is generated based on the image display instruction from the CPU  106  on the game controller  100 . On the other hand, the RAM  150  stores flags and variables used in the aforementioned display control program. 
     The VDP  152  is connected to the input/out-put bus  144 . The VDP  152  includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various types of processing for displaying images on the liquid crystal display  30  and the liquid crystal display  40 . The video RAM  154  and the 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 types of image data containing the abovementioned produced 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 instruction from the CPU  106  on the game controller  100 . Examples of the image display commands include various kinds of image display commands including the aforementioned image display commands for visual effects, etc. 
     The image data ROM  156  stores various kinds of image data including the aforementioned image data for visual effects, etc. 
     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. 
       FIG. 6D  is a flowchart showing the flow of the processing operation of a basic game of the gaming machine  13 , which is executed by the game controller  100  of the gaming machine  13 . The routine of  FIG. 6D  is a unit game. 
     It should be rioted 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 normal operation of the gaming machine  13 . 
     Firstly, the CPU  106  on the game controller  100  determines whether any credits remain, which correspond to the remaining amount of coins inserted by the player (Step S 1 ). More specifically, the 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 . 
     In Step S 2 , the 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 has elapsed (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 . 
     In the following Step S 3 , the CPU  106  sets the game conditions. More specifically, the CPU  106  determines the number of coins bet in a unit game based on the operation of the bet switch  23 . The CPU  106  receives the operation signals generated by the player operating the bet switch  23 . Then, the CPU  106  stores the bet amount in a predetermined memory area of the RAM  110  based on the number of times the operation signals have been received. The CPU  106  reads the amount of credits C stored in a predetermined memory area of the RAM  110 , and subtracts the abovementioned bet amount 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 . 
     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 processing advances to Step S 5 . 
     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 . More specifically, when the spin repeat bet switch  24  has been pushed, and the operation signal has been inputted to the CPU  106  from the spin repeat bet switch  24 , the CPU  106  reads the credit amount C and the bet amount bet in the previous game, which are stored in RAM  110 . Then, the CPU  106  determines whether or not the credit amount C is equal to or greater than the bet amount bet in the previous game based upon the relation between the credit amount C thus read and the bet amounts. The CPU  106  performs processing based upon the determination results. When the CPU  106  determines that the amount of credits C is less than the bet amount (NO in Step S 13 ), the CPU  106  terminates the present 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 bet amount bet in the previous game (in a case of “YES” in Step S 13 ), the CPU  106  subtracts the 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 . 
     In the following Step S 5 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     Firstly, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the fifteen reels by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the symbol display regions  81  to  95  based on the fifteen random number values thus selected. The CPU  106  determines symbols to be rearranged in the symbol display regions  81  to  95 , thereby determining a winning combination. In the present embodiment, in a case where five or more identical symbols are rearranged on the symbol display regions  81  to  95 , a winning combination corresponding to the rearranged symbol is achieved. 
     Upon determining a rearranged symbol, the CPU  106  determines whether at least a predetermined number of identical symbols (for example, five symbols) for providing an award among 15 symbols to be rearranged are rearranged or not. In a case where at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are rearranged, the CPU  106  activates a flag indicating provision of an award for generating an award corresponding to the predetermined number of identical symbols for providing an 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 at least a predetermined number of identical symbols for providing an award among 15 symbols to be rearranged are not rearranged (a losing combination), the CPU  106  does not activate the flag indicating providing the award. Subsequently, CPU  106  moves the processing to Step S 6 . 
     In the following Step S 6 , the CPU  106  instructs each of the fifteen video reels to start to rotate. 
     Upon displaying the image which shows the fifteen video reels 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 processing of Step S 7 ), the CPU  106  instructs the fifteen video reels to stop rotating, thereby rearranging 15 symbols (Step S 8 ). Subsequently, the CPU  106  moves the processing to Step S 9 . 
     In the following Step S 9 , the CPU  106  determines whether the flag indicating that an award is provided, which is stored in a predetermined memory area in the RAM  110 , is activated or not by means of the rearranged symbol determination processing in Step S 5 . In a case where the flag indicating that an award is provided is not activated (NO in the processing of Step S 9 ) the CPU  106  terminates the present routine. On the other hand, in a case where the flag indicating that an award is provided is activated (YES in the processing of Step S 9 ), the CPU  106  advances the processing to Step S 10 . 
     In the following Step S 10 , the CPU  106  determines whether the flag (a bonus flag) indicating switching to a free game, which is stored in a predetermined memory area in the RAM  110 , is activated or not by the rearranged symbol determination processing in Step S 5 . More specifically, in a case where the flag indicating switching to a free game is activated (YES in the processing of Step S 10 ), the CPU  106  advances the processing to Step S 11 . On the other hand, in a case where the flag indicating the switch to a free game is not activated (NO in the processing of Step S 10 )), the CPU  106  advances the processing to Step S 12 . 
     In the following Step S 11 , the CPU  106  performs free game processing. More specifically, the CPU  106  starts a free game and performs a predetermined number of the free games. Subsequently, the CPU  106  terminates the routine. 
     In the following Step  512 , the CPU  106  pays out the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. More specifically, the CPU  106  refers to a payout table (not shown) and calculates the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number. 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 portion  49 . The CPU  106  then terminates the basic game. 
     Free game processing is described below with reference to  FIG. 7D . 
     In a free game in the present embodiment, symbol display block groups (symbol display block regions) correspond to a plurality of character images including a player&#39;s character, respectively, and each of the specific symbols is rearranged in each of the symbol display block groups. Then, the number by which each of the specific symbols is rearranged in each symbol display block group is cumulatively counted in each game. Then, each of the symbol display block groups is ranked in the order of the number that each of the specific symbols is rearranged in each symbol display block group at the time the free game is terminated. Thereafter, an award corresponding to a rank of a player&#39;s character (a symbol display block group corresponding to a player&#39;s character) is provided to the player. 
     Firstly, in Step S 21  of  FIG. 7D , the CPU  106  determines a single symbol display block group based on a player&#39;s choice. Then, the CPU  106  advances the processing to Step S 22 . 
     Here, according to  FIG. 8D , since a message “SELECT REGION TARGETED FOR COUNTING” is shown on the liquid crystal display  30 , a player recognizes that a symbol display block group can be selected. In addition, each of symbol display block groups are displayed as follows: symbol display regions  81 ,  82 , and  84  are included in a single symbol display block  181 , symbol display regions  85 ,  87 , and  88  are included in a single symbol display block  182 , symbol display regions  83 ,  86 , and  89  are included in a single symbol display block  183 , symbol display regions  90 ,  93 , and  94  are included in a single symbol display block  184 , and symbol display regions  91 ,  92 , and  95  are included in a single symbol display block  185 . Therefore, the player can recognize the corresponding relationships between the symbol display block groups and the symbol display regions. 
     In addition, by touching the touch panel  32 , disposed on the liquid crystal display  30 , the player can select any one of the symbol display block groups  181  to  185 . 
     In addition, a display example of a symbol display block group selected by a player is described with reference to  FIG. 9D . According to  FIG. 9D , a frame surrounding symbol display block group  184  among the symbol display block groups  181  to  185  is highlighted with a bold line. Thus, the player can recognize that the symbol display block group  184  was assigned to the player (a character image  71  of the player). 
     Simultaneously, in Step S 21  of  FIG. 7D , the CPU  106  also determines the corresponding relationship between the character&#39;s images  72  to  75  other than the player&#39;s character image and the corresponding symbol display block groups not based on a player&#39;s selection. Here, each single character image  72  to  75  other than the player&#39;s character image is assigned to a single respective symbol display block group. 
     Here, a display example of a specific symbol to be determined is described with reference to  FIG. 10D . According to  FIG. 10D , a message “SYMBOL TARGETED FOR COUNTING IS A”. Thus, the player can recognize that the specific symbol targeted for counting in the symbol display block assigned to the player is a symbol, “A”. 
     Referring to  FIG. 7D , in Step S 22 , a character image is displayed. More specifically, the CPU  106  extracts a plurality of character image data (five character image data in the present embodiment) stored in the ROM  148  via the display/input controller  140 , and displays those on the liquid crystal display  40 . 
     Here, a display example of a character image is described with reference to  FIG. 11D . According to  FIG. 11D , five images  71  to  75  are displayed at a start line on the liquid crystal display  40 . Here, in the present embodiment, the player&#39;s character image is displayed as the character image  71 , and the character image  71  corresponds to the symbol display block group  184  assigned to the player. Each of the other character images  72  to  75  corresponds to each symbol display block group thus randomly determined. 
     In addition, according to  FIG. 11D , since the five character images  71  to  75  are displayed at the start line, the player can recognize that the number of specific symbols counted for each of the symbol display block groups corresponding to each of the character images  71  to  15  is zero. 
     As described later in  FIG. 12D , the character images  71  to  75  are updated and displayed corresponding to the number of specific symbols counted for each of the symbol display blocks corresponding to each of the character images  71  to  75 . For example, the more specific symbol there are, the closer a character image is displayed to a goal line. 
     Referring to  FIG. 7D , in Step S 23 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     Firstly, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the fifteen reels by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the symbol display regions  81  to  95  based on the fifteen random number values thus selected. Subsequently, the CPU  106  advances the processing to Step S 24 . 
     In the following Step S 24 , the CPU  106  instructs each of the fifteen video reels to start to rotate and display thereof. 
     Upon displaying the image which shows the fifteen video reels starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 25 ). After the predetermined period of time has elapsed (in a case of “YES” in processing of Step S 25 ), the CPU  106  instructs the fifteen video reels to stop rotating, thereby rearranging fifteen symbols (Step S 26 ). Subsequently, the CPU  106  advances the processing to Step S 27 . 
     In Step S 27 , the CPU  106  counts the specific symbols thus rearranged and cumulatively adds the specific symbols. More specifically, the CPU  106  cumulatively adds in each game the number of specific symbol rearranged (for example, a symbol “A”) for the symbol display block group (for example, the symbol display block group  184 ) thus determined based on a player&#39;s selection in Step S 21  and assigned to the player. In addition, the CPU  106  cumulatively adds in each game the number of specific symbol rearranged (for example, the symbol. “A”) for each symbol display block group other than the symbol display block group assigned to the player, each of which the symbol display block is fixed to correspond to the character images  72  to  75 . Data of the number of specific symbols thus cumulatively added is fixed to correspond to each of the character images  71  to  75 , and is stored in a predetermined memory area in the RAM  110 . Subsequently, the CPU  106  advances the processing to Step S 28 . 
     In Step S 28 , the CPU  106  performs character image update processing. More specifically, the CPU  106  reads the data of the number of specific symbols thus cumulatively added in each free game from the RAM  110 , and displays the image corresponding to the number of specific symbols indicated by the data on the liquid crystal display  40 . 
     For example, according to  FIG. 12D , each of the character images  71  to  75  is displayed to be closer to the goal line in the order corresponding to the number of the specific symbols thus cumulatively added. In addition, according to  FIG. 12D , the player&#39;s character image  71  is displayed to be the third closest to the goal line. That is, the number of specific symbols thus cumulatively added for the symbol display block group assigned to the player&#39;s character image  71  is the third best compared to the number of specific symbols cumulatively added for each of the symbol display block groups assigned to the other character images  72  to  75 . 
     In Step S 29 , the CPU  106  determines whether the free game is terminated or not. More specifically, the CPU  106  determines whether a predetermined number of free games has been performed or not. In a case of YES determination, the CPU  106  advances the processing to Step S 30 . On the other hand, in a NO determination, the CPU  106  advances the processing to Step S 23 . 
     In Step S 30 , the CPU  106  performs rank determination processing. More specifically, the CPU  106  reads from the RAM  110  the data of the number of specific symbols thus cumulatively added, each of which is fixed to correspond to the character images  71  to  75 , and ranks the character images  71  to  75  in the order of the number of specific symbols (the ranking data is fixed to correspond to each of the character images  71  to  75 ). 
     Here, according to  FIG. 13D , since, at the time that a free game is terminated, the character image  74  has already reached the goal line, the character image  74  is closest to the goal line, and the character image  71  is the second closest to the goal line. Thus, the player&#39;s character image  71  is determined to be the second closest to the goal line. 
     Referring to  FIG. 71 , in Step S 31 , the CPU  106  performs processing for giving an award corresponding to ranking. More specifically, the CPU  106  refers to a data table (not shown) which stores the data of credit amounts corresponding to the ranking data, and pays out the amount of coins according to the rank corresponding to the player&#39;s character image  71 . 
     For an example, as show in  FIG. 14D , since a message “THE PLAYER&#39;S CHARACTER RANKS SECOND. WIN 40 CREDITS!!” is displayed on the liquid crystal display  40 , the player can recognize that the player can obtain 40 credits in a free game. 
     Thus, the number of specific symbols rearranged in the symbol display block groups are fixed to correspond to a plurality of characters so as to provide rendered effects of the plurality of characters racing each other, thereby enabling a gaming machine which enhances amusement to be provided. 
     In addition, a single symbol display block group is determined based on a selecting operation of a player and a greater award is provided if the cumulative numbers of specific symbols rearranged in the single symbol display block group thus determined are greater than the cumulative numbers of specific symbols rearranged in other symbol display block groups during a predetermined number of free games. Accordingly, a player tries to select a symbol display block group in which more number of specific symbols are to be rearranged, thereby enhancing the player&#39;s interest. 
     While the embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not limiting, and any changes in design may be made to specific configurations such as various means. 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. 
     For example, in the present embodiment, as shown in  FIG. 8D , a single symbol display block group that a player can select is composed of three symbol display regions. However, the present invention is not limited thereto, and the single symbol display block group that a player can select may be composed of a number of symbol display blocks corresponding to a bet amount in a game which causes a game to switch to a free game. Accordingly, for example, when a single symbol display block group that a player can select is composed of four symbol display regions, the other three symbol display block groups among the other four symbol display block groups can be composed of three symbol display regions and the other one symbol display block group can be composed of two symbol display regions. By configuring the symbol display block groups as described above, a player can play a game with advantage. 
     In addition, although in the present embodiment, an example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a mechanical reel slot machine.