Patent Publication Number: US-9424709-B2

Title: Gaming machine

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     The present application claims priority from Japanese Patent Application No. 2012-104207, which was filed on Apr. 27, 2012, the disclosure of which is herein incorporated by reference in its entirety. 
     BACKGROUND OF THE INVENTION 
     Field of the Invention 
     The present invention relates to a gaming machine that rearranges symbols after variably-displaying the same. 
     A known slot machine is disclosed in U.S. Laid-Open Patent Publication No. 2011/0250947. This slot machine is arranged such that, when a player inserts a coin, a bill or the like into an insertion slot of the slot machine and presses a spin button, a plurality of symbols are scrolled on a symbol display area on the front surface of the cabinet, and then the symbols automatically stop. Various types of prizes including bonuses are established based on the combination of the stopped symbols. 
     In gaming machines represented by the known slot machine above, not only normal games are playable but also the enhancement in the gaming excitement of the gaming machines is attempted by adding various factors such as bonus games. As such, in the gaming machines, what kind of factor is added to the game is important in the enhancement of the gaming excitement. 
     An object of the present invention is therefore to provide a gaming machine with more gaming excitement. 
     SUMMARY OF THE INVENTION 
     The present invention relates to a gaming machine including: a formed object provided with a light emitting portion so that the lighting state of the light emitting portion is viewable from the outside; a sensor configured to detect a player&#39;s gesture with respect to the formed object; and a controller used to start a game, the controller being programmed to execute the steps of: (A) starting the detection of the player&#39;s gesture by the sensor at a timing corresponding to the state of the game; and (B) while in the step (A) the player&#39;s gesture is being detected, causing the light emitting portion to emit light in a light emission mode in sync with the detected player&#39;s gesture. 
     According to the arrangement above, the player&#39;s gesture with respect to the formed object is detected and the formed object is controlled to establish the light emission mode corresponding to the gesture. As such, the formed object is not only a passive notification device for the player but also an active control device that changes its effect execution as the player actively operates the formed object, with the result that the gaming excitement is enhanced. 
     In addition to the above, the present invention relates to a gaming machine including: a formed object provided with a light emitting portion so that the lighting state of the light emitting portion is viewable from the outside; a sensor configured to detect a player&#39;s gesture with respect to the formed object; and a controller used to start a game, the controller being programmed to execute the steps of: (A) in the game, at a timing of the end of a particular state, starting to detect the player&#39;s gesture by the plurality of sensors, (B) during a predetermined time in which the player&#39;s gesture is detected in the step (A), causing the light emitting portion to emit light in a first light emission mode in sync with the detected player&#39;s gesture; and (C) after the predetermined time, causing the light emitting portion to emit light in a second light emission mode which is different from the first light emission mode. 
     According to the arrangement above, the player&#39;s gesture with respect to the formed object is detected and the formed object is controlled to establish the light emission mode corresponding to the gesture. As such, the formed object is not only a passive notification device for the player but also an active control device that changes its effect execution as the player actively operates the formed object, with the result that the gaming excitement is enhanced. 
     a formed object provided with a first light emitting portion and a second light emitting portion so that the lighting states of the first light emitting portion and the second light emitting portion are viewable from the outside; a sensor configured to detect a player&#39;s gesture with respect to the formed object; and a controller used to start a game, 
     the controller being programmed to execute the steps of: (A) starting the detection of the player&#39;s gesture by the sensor at a timing corresponding to the state of the game; (B) during a predetermined time in which the player&#39;s gesture is detected in the step (A), causing the first light emitting portion and the second light emitting portion to emit light in a first light emission mode in sync with the detected player&#39;s gesture; and (C) after the predetermined time, causing the first light emitting portion to emit light in a second light emission mode which is different from the first light emission mode, while keeping the second light emitting portion to emit light in the first light emission mode. 
     According to the arrangement above, the player&#39;s gesture with respect to the formed object is detected and the formed object is controlled to establish the light emission mode corresponding o the gesture. As such, the formed object is not only a passive notification device for the player but also an active control device that changes its effect execution as the player actively operates the formed object, with the result that the gaming excitement is enhanced. 
     The present invention makes it possible to further enhance the gaming excitement of the gaming machine. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  illustrates the operation state of the gaming machine. 
         FIG. 2  illustrates the function flow of the gaming machine. 
         FIG. 3  illustrates the function flow of the gaming machine. 
         FIG. 4  is a flowchart showing the outline of the game. 
         FIG. 5  illustrates the operation state of the gaming machine. 
         FIG. 6  illustrates the operation state of the gaming machine. 
         FIG. 7  illustrates the operation state of the gaming machine. 
         FIG. 8  illustrates the structure of a lamp body unit. 
         FIG. 9  is an exploded perspective view showing the structure of the lamp body unit. 
         FIG. 10  illustrates the operation state of the gaming machine. 
         FIG. 11  shows an example of the effect operation. 
         FIG. 12  shows an example of the effect operation. 
         FIG. 13  shows an example of the effect operation. 
         FIG. 14  shows an example of the effect operation. 
         FIG. 15  shows an example of the effect operation. 
         FIG. 16  is a flowchart showing operation determination. 
         FIG. 17  is a flowchart showing a determination process in each sensor. 
         FIG. 18  illustrates a detection state storage table. 
         FIG. 19  illustrates the operation state of the gaming machine. 
         FIG. 20  is a flowchart showing the outline of a re-spinning feature game. 
         FIG. 21  shows an example of the effect operation. 
         FIG. 22  shows an example of the effect operation. 
         FIG. 23  shows an example of the effect operation. 
         FIG. 24  shows an example of the effect operation. 
         FIG. 25  shows an example of the effect operation. 
         FIG. 26  shows an example of the effect operation. 
         FIG. 27  shows an example of the effect operation. 
         FIG. 28  shows an example of the effect operation. 
         FIG. 29  shows an example of the effect operation. 
         FIG. 30  shows an example of the effect operation. 
         FIG. 31  shows an example of the effect operation. 
         FIG. 32  shows an example of the effect operation. 
         FIG. 33  shows an example of the effect operation. 
         FIG. 34  shows an example of the effect operation. 
         FIG. 35  shows an example of the effect operation. 
         FIG. 36  shows an example of the effect operation. 
         FIG. 37  shows an example of the effect operation. 
         FIG. 38  shows an example of the effect operation. 
         FIG. 39  shows an example of the effect operation. 
         FIG. 40  shows an example of the effect operation. 
         FIG. 41  shows an example of the effect operation. 
         FIG. 42  shows an example of the effect operation. 
         FIG. 43  shows an example of the effect operation. 
         FIG. 44  shows an example of the effect operation. 
         FIG. 45  shows an example of the effect operation. 
         FIG. 46  shows an example of the effect operation. 
         FIG. 47  shows an example of the effect operation. 
         FIG. 48  illustrates betted lines. 
         FIG. 49  is a slot machine perspective view of the gaming machine. 
         FIG. 50  is an electric block diagram of the gaming machine. 
         FIG. 51  illustrates the payline box. 
         FIG. 52  illustrates the data table. 
         FIG. 53  illustrates the data table. 
         FIG. 54  illustrates the data table. 
         FIG. 55  illustrates the data table. 
         FIG. 56  illustrates the data table. 
         FIG. 57  illustrates the data table. 
         FIG. 58  illustrates the data table. 
         FIG. 59  illustrates the data table. 
         FIG. 60  illustrates the data table. 
         FIG. 61  illustrates the data table. 
         FIG. 62  illustrates the data table. 
         FIG. 63  illustrates the data table. 
         FIG. 64  illustrates the data table. 
         FIG. 65  illustrates the data table. 
         FIG. 66  illustrates the data table. 
         FIG. 67  illustrates the data table. 
         FIG. 68  illustrates the data table. 
         FIG. 69  illustrates the data table. 
         FIG. 70  illustrates the data table. 
         FIG. 71  illustrates the data table. 
         FIG. 72  illustrates the data table. 
         FIG. 73  illustrates the data table. 
         FIG. 74  illustrates the data table. 
         FIG. 75  illustrates the data table. 
         FIG. 76  illustrates the data table. 
         FIG. 77  shows an example of VFD display in the gaming machine. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     A gaming machine of the present invention will be described with reference to figures. 
     (Outline of Gaming Machine) 
     A gaming machine  300  of the present embodiment is a multi-player gaming machine in which a plurality of slot machines  10  that are gaming terminals are connected with a center controller  200  ( FIGS. 2 and 3 ) to be able to exchange data therebetween. The gaming machine  300  is able to run a base game such as a slot game at each slot machine  10  and run a common game at a common display device  622  or the like while synchronizing the slot machines  10 . The slot machines  10  and the center controller  200  are connected wireless, by wires, or by both of them. 
     As shown in  FIG. 1 , the gaming machine  300  includes a reel unit M 1  as a symbol display device and a control panel  30  as an input device. Furthermore, the gaming machine  300  includes, as notification devices (effect executing devices), an upper image display panel  142 , a speaker  112 , a backlight unit M 7 , or the like. These members are controlled by a controller  100  provided in the gaming machine  300 . The controller  100  is constituted by a later-described main CPU  71  or the like. 
     A unit of bet amount may be a currency such as dollar, yen, euro, or the like, or may be a game point used exclusively in a hole having the gaming machine  300  or in the industry. That is to say, the slot machine may be arranged so that a game point is stored in a memory as a gaming value is inserted, and a game is run as the stored game point is input. Therefore, betting may be an input of a game point, a bet amount may be the number of game points input to run a game, and a payout amount may be the number of game points added based on a game result. 
     More specifically, as shown in  FIG. 10 , the gaming machine  300  includes a formed object (lamp body  132 ) on which LEDs are provided so that the lighting state thereof is viewable from the outside, a sensor  134  configured to detect a player&#39;s gesture with respect to the formed object (lamp body  132 ), and a terminal controller (controller)  10  used to start a game. 
     The following will describe the steps executed by the terminal controller  100  of the slot machine  10 . In the step (A), the detection of a player&#39;s gesture by the sensor  134  starts at a timing corresponding to the state of a game. In the step (B), while in the step (A) the player&#39;s gesture is being detected, the LEDs of the lamp body  132  emit light in a light emission mode in sync with the detected player&#39;s gesture. 
     To put it differently, the gaming machine  300  includes a processing unit that starts the detection of the player&#39;s gesture by the sensor  134  at a timing corresponding to the state of a game and a processing unit that causes the LEDs of the lamp body  132  to emit light in a light emission mode in sync with the detected player&#39;s gesture, while the player&#39;s gesture is being detected. 
     Furthermore, the terminal controller  100  may cause the lamp body  132  to emit light in a first light emission mode for a predetermined time in the step (B), and may execute the step (C) below. In the step (C), after the predetermined time, the lamp body  132  is caused to emit light in a second light emission mode which is different from the first light emission mode. 
     The lamp may be provided with a BONUS text portion  1324  (second light emitter) and a remaining portion (first light emitter) excluding the BONUS text portion  1324 , and the terminal controller  100  may cause the entirety of the lamp body  132  to emit light in the first light emission mode for a predetermined time in the step (B) and may execute the step (C) below. In the step (C), after the predetermined time, the entirety of the lamp body  132  except the BONUS text portion  1324  is caused to emit light in the second light emission mode while the BONUS text portion  1324  is maintained to emit light in the first light emission mode. 
     In addition to the above, the sensors  134  are a plurality of optical sensors provided along the periphery of the lamp body  132 . The terminal controller  100  detects the player&#39;s gesture with respect to the formed object based on the light receiving state of each optical sensor. 
     The “formed object” is able to function as “gadget”. The gadget is an object that operates in accordance with a combination. The operation includes a change in color (light). The combination is equivalent to a game result. The game result is winning, the shifting of the state of a game, or the like. For example, before a game result determined in advance is notified to the player, the gadget may operate in accordance with the game result. The gadget may actively operate in accordance with a game result or may be passively operated by a player&#39;s operation from the outside. The operation of the gadget may influence on the determination of a game result. When the gadget is passively operated, the gadget may operate indirectly corresponding to the gesture of the player or directly corresponding to the gesture of the player. 
     The formed object of the present embodiment is the lamp body  132  that three-dimensionally mimics the shape of a lamp, but is not limited to this. The formed object is neither a button, a display, nor a touch panel. Furthermore, although the sensors  134  are provided independently from the formed object, the sensors may be attached to the formed object. While a plurality of sensors  134  are provided and the player&#39;s gesture is determined based on the detection result of each sensor  134 , the disclosure is not limited to this arrangement. Furthermore, the number of the sensors  134  and the locations thereof may be differently arranged. 
     In the present embodiment, player&#39;s gesture to rub the lamp body  132  is detected. It is noted that the gesture “rubbing the lamp body  132 ” is not related to whether the player touches the lamp body  132  or not. That is to say, because each optical sensor detects the presence of light received by its light receiving element, the player&#39;s gesture is detected when the player blocks the light received by the light receiving element. 
     Furthermore, As shown in  FIG. 1 , while the display (upper image display panel  142 ) is arranged to display an effect image in sync with the player&#39;s gesture, the disclosure is not limited to this arrangement. 
     In addition to the above, as shown in  FIG. 6 , the formed object (lamp body  132 ) is formed to three-dimensionally protrude toward the front surface to allow the player to perform various gesture (way of touching or the like), as compared to the touch panel and the button. The disclosure, however, is not limited to this arrangement. 
     In addition to the above, as shown in  FIG. 7 , the formed object (lamp body  132 ) is provided on a formed object unit (lamp body unit  131 ) which is at a location different from the display (upper image display panel  142 ). The disclosure, however, is not limited to this arrangement. 
     In addition to the above, as shown in  FIG. 5 , the formed object unit (lamp body unit  131 ) where the formed object (lamp body  132 ) is provided is detachable to the cabinet  14 . The disclosure, however, is not limited to this arrangement. 
     In addition to the above, as shown in  FIG. 19 , according to the present embodiment, a slot game is run by using a symbol display device (reel unit M 1 ) that rearranges symbols  501  to display a result of the game. In the slot game, a bonus game starts when a specific symbol (re-spin symbol  503   c ) stops consecutively twice. The disclosure, however, is not limited to this arrangement. In addition to the above, while in the present embodiment a free game starts when a specific symbol (re-spin symbol  503   c ) stops, the disclosure is not limited to this arrangement. The free game that starts when the re-spin symbol  503   c  stops is referred to as re-spinning feature game. 
     (Outline of Gaming Machine: Definitions) 
     The slot machine  10  above is a kind of the gaming terminals in the gaming machine  300 . Although the present embodiment deals with the slot machine  10  as an example of the gaming terminal, the disclosure is not limited to this and any type of device having a terminal controller that is able to independently run a base game may be used as the gaming terminal. 
     The base game in the present embodiment is run by the slot machine  10 . The base game is a slot game of rearranging a plurality of symbols  501 . The base game is not limited to the slot game but is any type of games capable of being independently run at a gaming terminal such as the slot machine  10 . In other words, the base game is a game in contrast to the common game. For example, a normal game and a bonus game that are described later are types of the base game. 
     The rearrangement of the symbols in the slot game is performed on the lower image display panel  141 . The slot game includes a process of running a normal game of rearranging symbols on the lower image display panel  141  on condition that a gaming value is bet and awarding a normal payout based on the rearranged symbols, a process of running a bonus game of rearranging symbols with the assumption that the payout rate is higher than that of the normal game when the rearranged symbols achieve a predetermined condition and awarding a bonus payout based on the rearranged symbols, and a process of executing a rescue process when a rescue start condition is established. 
     Symbols  501  are constituted by a specific symbol  503  and a normal symbol  502 . In other words, the symbol  501  is a superordinate concept to the specific symbol  503  and the normal symbol  502 . The specific symbol  503  includes a wild symbol  503   a , a trigger symbol  503   b , and a re-spin symbol  503   c . The wild symbol  503   a  can be used as a substitute for any type of the symbol  501 . The trigger symbol  503   b  is a symbol that triggers at least the execution of the bonus game. The re-spin symbol  503   c  is a symbol that triggers at least the execution of the free game. Furthermore, re-spin symbol  503   c  is a symbol that triggers the start of the execution of the bonus game when this symbol is stopped consecutively twice. That is to say, the trigger symbol  503   b  and the re-spin symbol  503   c  function as triggers of the shifting from the normal game to various types of bonus games. It is noted that the same bonus game or different bonus games is or are triggered by the trigger symbol  503   b  and the re-spin symbol  503   c . Furthermore, the bonus game triggered by the trigger symbol  503   b  and the re-spin symbol  503   c  may be randomly selected from a plurality of bonus games, or a game or an effect may be executed for the selection. 
     The trigger symbol  503   b  may function as a trigger of increase in the number of the specific symbols  503  in the bonus game, i.e., increase in the number of the specific symbols  503  of at least one of the trigger symbol  503   b  and the wild symbol  503   a . Furthermore, the trigger symbol  503   b  may function as a trigger of increase in the number of times to run the bonus game. 
     The term “rearrangement” indicates that the a symbols  501  are rearranged after the arrangement of the symbols  501  is dismissed. The term “arrangement” indicates a state in which the symbols  501  are visually recognizable by an external player. As such, when a winning combination is formed by the rearrangement of the symbols  501 , a payout corresponding to the established winning combination is awarded. 
     A coin, a bill, or electrically valuable information corresponding to these is used as a gaming value. It is to be noted that the gaming value in the disclosure is not limited to these, and for example a medal, a token, electric money or the like can be adopted. Further, a later-described ticket with a barcode is also used. 
     The bonus game is equivalent to a feature game. As shown in  FIG. 4 , in the present embodiment, there are a plurality of types of the bonus games. More specifically, there are “EXPAND FEATURE”, “BONUS A (credit payout bonus game)”, “BONUS B (pickup bonus game)”, “FREE GAME A (expand bonus game)”, and “FREE GAME B (multi-type bonus game)”. 
     While the bonus game in the present embodiment is described as games with the names described above, the bonus game is not limited to them but is any type of game as long as the gaming state is more advantageous than that of the normal game. Other types of the bonus game may be employed as long as the gaming state is advantageous for the player, i.e., the gaming state is more advantageous than that of the normal game. For example, in the bonus game, various states such as a state in which more gaming values can be achieved as compared to the normal game, a state in which the probability of obtaining a gaming value is higher than the probability in the normal game, and a state in which the number of consumed gaming values is smaller than in the normal game are achieved independently or in combination. 
     A free game is a game which is executable with a smaller amount of gaming values bet than in the normal game. The expression “executable with a smaller amount of gaming value bet” includes a case where an amount of gaming values bet is zero. Therefore, the free game may be a game which is run without betting a gaming value and the gaming value is paid out for an amount corresponding to rearranged symbols  501 . In other words, the free game may be a game that starts even if no gaming value is consumed. On the other hand, the normal game is run on condition that a gaming value is bet, and is a game of paying out gaming value for an amount corresponding to rearranged symbols  501 . In other words, the normal game is a game that starts with the consumption of the gaming value. In the present embodiment, the “free game” is triggered when the re-spin symbol  503   c  is rearranged on the symbol display device (reel unit M 1 ), and is also termed “re-spinning feature”. 
     Now, the flow of a normal game, a bonus game, and a free game of the present embodiment will be described. As shown in  FIG. 4 , to begin with, a normal game is executed (B 1 ). In the normal game, symbols to be rearranged are randomly determined. The symbols to be rearranged are determined based on a normal game symbol random determination table shown in  FIG. 71 . In the present embodiment, the symbols are rearranged in cells that form five columns and three rows. As the symbol at the second column (center position) of each reel is determined, symbols at the first and third columns are automatically determined (the same applied to the free game and the bonus game). More than one type of the normal game symbol random determination table are provided, and the table may be switched in accordance with settings such as AUDIT, game conditions, and a purpose such as demonstration. 
     The normal game is shifted to a re-spinning feature game (B 2 ) which is a free game or to bonus-in (B 6 ) from which the shifting to the execution of the bonus game more than once may occur. The game state of the bonus-in may be referred to as “enchanted lamp bonus”. When the re-spin symbol  503   c  is rearranged in the normal game, the re-spinning feature game (first time) is executed (B 2 ). The re-spinning feature game is the execution of the free game once without requiring betting. In the re-spinning feature game (first time), the random determination of symbols to be rearranged is executed in a similar manner as in the normal game. The symbols to be rearranged is determined based on a re-spinning feature first time symbol random determination table shown in  FIG. 72 . When the re-spin symbol  503   c  is rearranged again in this re-spinning feature game, the re-spinning feature game (second time) is executed (B 3 ). In the re-spinning feature game (second time), the random determination of symbols to be rearranged is executed in a similar manner as in the normal game. The symbols to be rearranged are determined based on a re-spinning feature second time symbol random determination table shown in  FIG. 73 . Then feature random determination is executed (B 4 ) and expand feature (B 5 ) or bonus-in (B 6 ) in which other bonus games are executable are executed. When the re-spin symbol  503   c  is successively rearranged twice, the re-spinning feature game (second time) may be conducted after the feature random determination. In such a case, when the expand feature is selected in the feature random determination, the expand feature may be executed in place of the re-spinning feature game (second time). 
     When the bonus-in (B 6 ) is selected, which bonus game will be run is randomly determined. In this regard, as described later, an effect is executed by using the formed object (lamp body  132 ) or the like to perform notification corresponding to the randomly selected bonus game. Thereafter, one of the “BONUS A (credit payout bonus game)” (B 7 ), the “BONUS B (pickup bonus game)” (B 8 ), the “free game A (expand bonus game)” (B 9 ), and the “free game B (multi-type bonus game)” (B 10 ) is executed. The weight of each of the credit payout bonus game and the pickup bonus game is “3” and the probability thereof is “30%”. The weight of each of the expand bonus game and the multi-type bonus game is “2” and the probability thereof is “20%”. 
     After the end of the “BONUS A (credit payout bonus game)” (B 7 ) or the “BONUS B (pickup bonus game)” (B 8 ), the shifting to one of the “free game A (expand bonus game)” (B 9 ) and the “free game B (multi-type bonus game)” (B 10 ) is possible. The weight of the shifting from the credit payout bonus game to the expand bonus game is “1”, and the probability thereof is “10%”. The weight of the shifting from the credit payout bonus game to the multi-type bonus game is “1” and the probability thereof is “10%”. The weight of the shifting from the credit payout bonus game to the normal game (i.e., the end of the bonus game) is “8” and the probability thereof is “80%”. The free game and the bonus game will be detailed later. 
     The credit payout bonus game is a bonus game with which a fixed credit is awarded. The payout amount is determined based on a credit payout bonus game table shown in  FIG. 53  to fall within the range of 50 to 600. 
     The pickup bonus game is a bonus game in which the player selects one of three options and at least one of a credit and the development to the bonus game (free game A or free game B) is awarded to the player. The content of each of the three options is determined based on a pickup bonus game payout table shown in  FIG. 54  and a pickup bonus game development table. Furthermore, when in the pickup bonus game the selected option does not include the development to the bonus game, the probability of the development to the bonus game is given to the player again. That is to say, by using a pickup bonus game redevelopment table shown in  FIG. 56 , one of two choices, i.e., (i) end the pickup bonus game and return to the normal game and (ii) develop to the free game A or the free game B, is selected. 
     The expand bonus game is a bonus game in which the free game can be executed more than once. In the free game in the expand bonus game, the probability of the rearrangement of the wild symbol  503   a  is high. In the free game in the expand bonus game, to begin with, whether the wild symbol  503   a  is stopped in advance is determined based on an expand wild occurrence random determination table shown in  FIG. 57 . When the wild symbol  503   a  is stopped, the rank (low, middle, or high) is determined based on an expand wild rank determination table shown in  FIG. 58 . Then, which one of the reels  101  to  105  the wild symbol  503   a  is stopped is determined. Note that, which one of the reels  101  to  105  the wild symbol  503   a  is stopped is determined based on a random determination table ( FIG. 59  to  FIG. 61 ) which is different in each rank. Furthermore, when in the expand bonus game the number of times of execution of the free game becomes 0, whether to add the free game is determined based on an expand wild revival random determination table shown in  FIG. 62 . The additional number of times of execution of the free game is determined based on an expand wild additional number of execution random determination table shown in  FIG. 63 . 
     The multi-type bonus game is a bonus game in which the free game can be run more than once. In the free game in the expand bonus game, the probability of obtaining an advantageous benefit is high. In the free game in the expand bonus game, the addition of a fixed credit (hereinafter, credit payout), the determination of the additional number of times of execution of the free game by the selection of one of three options (hereinafter, pickup), the increase in the payout rate of the line payout (hereinafter, payout rate), and the stop of the wild symbol  503   a  (hereinafter, expand) may occur. One of the cases above and blank is selected each time the free game is run, based on a multi-type bonus game benefit random determination table shown in  FIG. 64 . When the credit payout is selected, the credit payout amount is determined based on a multi-type bonus game fixed payout random determination table shown in  FIG. 65 . When the pickup is selected, the content of the option is determined based on a multi-type bonus game random determination table shown in  FIG. 66 . The content of the option randomly selected is stored in a multi-type bonus game additional number of execution type table shown in  FIG. 67 . When the payout rate is selected, a number by which the payout rate of each line is multiplied is determined based on a multi-type bonus game line payout rate random determination table shown in  FIG. 68 . 
     When the number of times of execution of the free game becomes 0 in the multi-type bonus game, whether to add the number of times of execution of the free game is determined based on a multi-type bonus game revival random determination table shown in  FIG. 69 . The additional number of times of execution of the free game is determined based on a multi-type bonus game additional number of execution random determination table shown in  FIG. 70 . 
     When a result of the free game in the multi-type bonus game is no benefit, credit payout, or pickup, symbols to be rearranged are randomly determined based on a multi bonus common symbol random determination table shown in  FIG. 74 . When a result of the free game in the multi-type bonus game is payout rate, symbols to be rearranged are randomly determined based on a multi bonus payout rate symbol random determination table shown in  FIG. 75 . 
     In the expand feature, the expand bonus game, and the expand of the multi-type bonus game, the wild symbol  503   a  may be stopped. In this regard, the symbols rearranged on the reels where the wild symbol  503   a  is not stopped are determined based on an expand symbol random determination table shown in  FIG. 76 . 
     (Lamp Body Unit  131 ) 
     The lamp body unit  131  including a lamp body  132  will be described. As shown in  FIG. 5 , the lamp body unit  131  is detachably attached to the cabinet  14  of the gaming machine  300 . Because the lamp body unit  131  is detachable in this way, a failure is treated only by replacing the lamp body unit  131 . 
     As shown in  FIG. 6 , the lamp body  132  is formed to have a three-dimensional shape to protrude toward the front surface as compared to the lower end of the upper image display panel  142 . This allows the player to easily notice the presence of the lamp body  132  when looking at the upper image display panel  142 . Furthermore, as shown in  FIG. 7 , the lamp body  132  is provided between the reel unit M 1  and an upper image display panel  142  which is provided above the reel unit M 1 . Because the lamp body  132  is provided in this way, the player is able to play games with less stress because the upper image display panel  142  and the entirety of the reel unit M 1  are easily seen as compared to the touch panel of the upper image display panel  142  and buttons provided below the reel unit M 1 , which are typically operated by the player. 
     As shown in  FIG. 8 , the lamp body unit  131  is constituted by a unit front portion  1311  and a unit rear portion  1312  which is provided behind the unit front portion  1311  and on which a board and a LED are provided. On the unit front portion  1311 , a lamp body  132 , a supporting plate  133 , and a plurality of (three) sensors  134  are provided. On the entirety of the right side surface of the plate-shaped supporting plate  133 , the lamp body  132  that three-dimensionally mimics the shape of a lamp is provided. Through the supporting plate  133 , a plurality of through holes are formed to surround the lamp body  132 . At the respective through holes on the back side of the supporting plate  133 , the sensors  134  are provided. This allows each sensor  134  to detect the presence of light ahead through the through hole. 
     The lamp body  132  and the supporting plate  133  are made of light-transmissive material and are surface-treated on the back side. On the back side of the lamp body  132 , a half mirror is formed by vapor deposition or the like. The half mirror is formed to have properties of reflecting light advancing from the front surface toward the back surface and transmitting light advancing from the back surface toward the front surface. The half mirror is preferably colored in a noticeable color such as gold, but is not necessarily arranged in this way. Because the half mirror is formed in this way, the light emitted from the LED on the back surface is transmitted forward. Furthermore, the back surface of the supporting plate  133  is colored in black. The supporting plate  133  is preferably arranged to transmit at least a part of light from the back side. 
     The unit rear portion  1312  is provided with a LED board  1312   a  and two LED boards  1312   b . On the LED board  1312   a , a plurality of LEDs illuminating the lamp body  132  from the back side are scattered and a control unit (not illustrated) for controlling the LEDs are provided. The LEDs of the LED board  1312   a  are arranged to emit light with at least two colors (red and green). For example, multicolor LEDs are used or a half of the LEDs emit red light whereas the remaining half of the LEDs emit green light. The two LED boards  1312   b  are provided to extend in the direction in parallel to the length of the supporting plate  133 . On each LED board  1312   b , a plurality of LEDs illuminating the supporting plate  133  from the back side are provided in a parallel manner and a control unit (not illustrated) for controlling the LEDs are provided. 
     As shown in  FIG. 9 , the unit front portion  1311  includes a light scattering part  1321 , an ellipsoid  1322 , and a sheet  1331 . On the back surface of the lamp body  132  is provided the light scattering part  1321  that engages with the lamp body  132  along its shape. The light scattering part  1321  is provided to be superposed onto the back side of the lamp body  132 . The light scattering part  1321  is surface-treated to scatter the received light. The light scattering part  1321  has an elliptical concave at the central portion on the front side. With this elliptical concave, the ellipsoid  1322  formed to have an elliptical shape corresponding to the concave is fitted. The ellipsoid  1322  is colored by printing so that the text “BONUS” is shown on the both sides, and the light transmittance is arranged to be high at the “BONUS”. Alternatively, sheets each of which is cut out to show the text “BONUS” may be pasted on the ellipsoid  1322 . 
     The sheet  1331  is pasted onto the back side of the supporting plate  133  to avoid the part where the lamp body  132  is provided. The sheet  1331  is a sticker on which a transmissive design is formed. The sheet  1331  receives light from the LEDs of the LED board  1312   b  and projects the design on the sheet on the supporting plate  133 . 
     Because the lamp body unit  131  is arranged as above, the lamp body  132  is able to execute an effect of emitting light in a plurality of modes. As shown in  FIG. 10 , the slot machine  10  detects the player&#39;s gesture with respect to the lamp body  132  at a timing corresponding to the state of the game, and causes the lamp body  132  to emit light in a light emission mode corresponding to the gesture. Now, an effect synchronized with the player&#39;s gesture with respect to the lamp body  132  will be described. 
     (Synchronized Effect Regarding Formed Object) 
     As shown in  FIG. 1 , the gaming machine  300  of the present embodiment is arranged so that player&#39;s gesture with respect to the lamp body  132  which is a formed object is synchronized with an effect image displayed on the upper image display panel  142 . Furthermore, as shown in  FIG. 10 , the gaming machine  300  is arranged so that player&#39;s gesture with respect to the lamp body  132  which is a formed object is synchronized with the light emission mode of the lamp body  132  that emits light as being illuminated by the LEDs. 
     In this part, a “genie appearance effect” executed when a predetermined game state is established will be specifically explained as an example. As shown in  FIG. 11 , when the genie appearance effect starts, a message notifying that the genie appearance effect will start and a message  1421  notifying that an advantageous game state is achieved when a predetermined effect is executed are displayed at an upper central part of the upper image display panel  142 . In a lower right part of the upper image display panel  142  is displayed a gesture requirement image  1422  showing the gesture of rubbing the lamp body  132 . While in the present embodiment whether the predetermined effect is established is determined in advance, a different arrangement may be employed. For example, whether the predetermined effect is established may be determined based on the player&#39;s gesture detected by the sensors  134 . 
     In the present embodiment, the player&#39;s gesture of rubbing the lamp body  132  is categorized into one of a plurality of patterns. More specifically, the player&#39;s gesture of rubbing the lamp body  132  is categorized as “low”, “middle”, or “high”. The judgement regarding the player&#39;s gesture of rubbing the lamp body  132  is made based on the detection by the sensors  134 . The judgement of the player&#39;s gesture of rubbing the lamp body  132  will be described later. 
     In the genie appearance effect, four effects are executed. First of all, when the player does not rub the lamp body  132 , an effect shown in  FIG. 11  is continued. When the state in which the lamp body  132  is not rubbed by the player is continued for 10 seconds, a later-described effect shown in  FIG. 15  is executed. Alternatively, the genie appearance effect ends in the state shown in  FIG. 11 . 
     When the player&#39;s gesture of rubbing the lamp body  132  is “low”, an effect shown in  FIG. 12  is executed. More specifically, a head-only character image  1420   a  is displayed on the upper image display panel  142 . With this, the effect with which as if the head-only character image  1420   a  appears from the lamp body  132  is executed. All LEDs of the LED board  1312   a  blink in red. With this, the lamp body  132  is in the light emission mode in which the entirety of the lamp body blinks in red. When the number of times the player rubs the lamp body  132  reaches a predetermined number or when 10 seconds elapse after the start of the genie appearance effect, a later-described effect shown in  FIG. 11  or  FIG. 15  is executed and the genie appearance effect ends. 
     When the player&#39;s gesture of rubbing the lamp body  132  is “middle”, an effect shown in  FIG. 13  is executed. More specifically, a head-and-shoulders character image  1420   b  is displayed on the upper image display panel  142 . With this, an effect as if an image  1420   b  of the head and shoulders of a character appears from the lamp body  132  is executed. All LEDs of the LED board  1312   a  blink in red. With this, the lamp body  132  is in the light emission mode in which the entirety of the lamp body blinks in red. When the number of times the player rubs the lamp body  132  reaches a predetermined number or when 10 seconds elapse after the start of the genie appearance effect, a later-described effect shown in  FIG. 11  or  FIG. 15  is executed and the genie appearance effect ends. 
     When the player&#39;s gesture of rubbing the lamp body  132  is “high”, an effect shown in  FIG. 14  is executed. More specifically, a bust character mage  1420   c  is displayed on the upper image display panel  142 . With this, an effect as if an image  1420   c  of the upper part of the character appears from the lamp body  132  is executed. All LEDs of the LED board  1312   a  blink in red. With this, the lamp body  132  is in the light emission mode in which the entirety of the lamp body blinks in red. When the number of times the player rubs the lamp body  132  reaches a predetermined number or when 10 seconds elapse after the start of the genie appearance effect, a later-described effect shown in  FIG. 11  or  FIG. 15  is executed and the genie appearance effect ends. 
     Note that, in accordance with the player&#39;s gesture of rubbing the lamp body  132 , the light emission mode of the lamp body  132  may be changed. For example, in accordance with the player&#39;s gesture of rubbing the lamp body  132 , the blinking speed of the lamp body  132  may be changed. Alternatively, in accordance with the player&#39;s gesture of rubbing the lamp body  132 , the gesture requirement image  1422  may be changed. For example, in accordance with the player&#39;s gesture of rubbing the lamp body  132 , the way of flashing the gesture requirement image  1422  may be changed. 
     The time in which the effects of  FIG. 11  to  FIG. 14  are being executed is the time to detect the player&#39;s gesture. In other words, the time to detect the player&#39;s gesture is either 10 seconds or the time until the number of times the player rubs the lamp body  132  reaches a predetermined number. 
     After the time to detect the player&#39;s gesture, an effect of  FIG. 15  is conducted if the establishment of an advantageous game state has been determined in advance. More specifically, a from-head-to-belly character image  1420   d  is displayed on the upper image display panel  142 . With this, an effect as if an image  1420   c  of the head to the belly of the character appears from the lamp body  132  is executed. The LEDs (second light emitting portion) at a central part  1312   c  of the LED board  1312   a  emit red light. The remaining LEDs (first light emitting portion) of the LED board  1312   a  emit green light. The LEDs at the central part  1312   c  emitting red light illuminate the ellipsoid  1322 . As a result, the text “BONUS” is illuminated in red. The other green LEDs illuminate the periphery of the lamp body  132 . With this, the BONUS text portion  1324  (second light emitting portion) is emphasized in red whereas the other region (first light emitting portion) of the lamp body  132  is illuminated in green. When the non-establishment of an advantageous game state has already been determined, an effect of  FIG. 11  is executed. In so doing, the message  1421  and the gesture requirement image  1422  are not displayed. 
     (Determination of Operation by Player) 
     Now, the process of categorizing the player&#39;s gesture of rubbing the lamp body  132  as “low”, “middle”, or “high” will be described. As shown in  FIG. 8 , three sensors  134  are provided. The sensors are, from right to left, the first sensor, the second sensor, and the third sensor. Each sensor is an optical sensor and is in the ON state when the light received by the light receiving element is blocked by a hand or arm of the player. The sensor is in the OFF state when the light receiving element is receiving light. 
     Referring to  FIG. 16 , the outline of the operation determination will be described as a flowchart. The operation described in the flowchart below is repeatedly conducted at predetermined timings. In the present embodiment, one second is divided into 60 frames and the operation is conducted in each frame. To begin with, whether the first sensor is in the ON state is determined (S 10 ). When the first sensor is not in the ON state, whether the second sensor is in the ON state is determined (S 11 ). When the second sensor is not in the ON state, whether the third sensor is in the ON state is determined (S 12 ). As a result, when at least one of the first to third sensors is in the ON state, the stored input information is relocated as previous input, and the latest input information is set to the ON state (S 13 ). On the other hand, when none of the sensors is in the ON state, the stored input information is relocated as previous input, and the latest input information is set to the OFF state (S 14 ). 
     Now, referring to  FIG. 17 , a flowchart of the determination process in each sensor  134  will be described. To begin with, whether the precedent frame was in the ON state is determined (S 20 ). When the frame was not in the ON state, whether the sensor is currently in the ON state is determined (S 21 ). When the sensor is not currently in the ON state, it is determined that the sensor is in the OFF state (S 22 ) and the process is terminated. On the other hand, when the sensor is currently in the ON state, it is determined that the sensor is in the ON state (S 23 ) and the process is terminated. 
     In S 20 , when the preceding frame was in the ON state, whether the sensor is currently in the OFF state is determined (S 24 ). When the sensor is currently in the OFF state, it is determined that the sensor is in the ON state (S 23 ) and the process is terminated. On the other hand, when the sensor is currently not in the OFF state, whether this condition has been maintained for at least consecutive 30 frames is determined (S 25 ). The condition indicates that both the precedent frame was in the ON state and the sensor is currently in the ON state. That is to say, the condition is satisfied when at least the latest 29 frames in the stored input information were in the ON state and the sensor is currently in the ON state. When the condition is satisfied, whether the number of successive frames in the ON state in the stored input information is divisible by “7” (S 26 ). When divisible by “7”, it is determined that the sensor is in the ON state (S 27 ) and the process is terminated. Either when the condition has not been maintained for at least consecutive 30 frames in S 24  or the number is not divisible by “7” in S 25 , it is determined that the sensor is in the OFF state (S 24 ) and the process is terminated. 
     The results of the determinations made with reference to  FIG. 16  and  FIG. 17  are stored in the detection state storage table. As shown in  FIG. 18 , the detection state storage table has frame fields and state fields. In the frame fields, the latest frame numbers are serially stored from 1. In the state fields, detected states corresponding to the respective frame numbers are stored. For example, in the case of  FIG. 18 , the state is the OFF state when the frame is “1”. That is to say, this indicates that the preceding detection result was the OFF state. 
     As such, the state detected by the sensor  134  is stored in the detection state storage table. The determination of the player&#39;s gesture of rubbing the lamp body  132  is made based on the data stored in this detection state storage table. More specifically, in the initial state, nothing is stored in the state field and the OFF state is set as default. Thereafter, in the first frame after the start of the detection, the ON state or the OFF state is stored in the state field of the frame “1”. In the next frame, the data of the state field of the frame “1” is shifted to the state field of the frame “2” and the latest state is stored in the state field of the frame “1”. While in the present embodiment the input information is stored for previous 180 frames, the disclosure is not limited to this arrangement. 
     The determination of the player&#39;s gesture of rubbing the lamp body  132  is made based on data of the latest 10 frames stored in the detection state storage table. More specifically, when all of the 10 frames are the ON state, it is determined that the player&#39;s gesture is “high”. When 4 to 9 frames out of 10 frames are the ON state, it is determined that the player&#39;s gesture is “middle”. When 1 to 3 frames out of 10 frames are the ON state, it is determined that the player&#39;s gesture is “low”. When all of the 10 frames are the OFF state, it is determined that the player does not perform the gesture. 
     (Re-Spinning Feature Game) 
     Now, the re-spinning feature game executed in B 2  and B 3  in  FIG. 4  will be described. As shown in  FIG. 19 , when in the reel unit M 1  the re-spin symbol  503   c  is rearranged, the re-spinning feature game is executed as the free game. This feature will be detailed by focusing on the upper image display panel  142  and the reel unit M 1 . 
     In the normal game, a slot game is executed so that the reel unit M 1  is driven to rearrange the symbols  501  in the display window  150 . As shown in  FIG. 21 , in the normal game, a palace image  1424   a  is displayed and a background image  1425   a  indicating daytime are displayed on the upper image display panel  142 . In a lower left part of the upper image display panel  142  are provided a help touch button  410 , a language switching touch button  411 , a sound volume switching touch button  412 , a brightness adjustment button  413 , and a denomination button  414 . These buttons  410 ,  411 ,  412 ,  413 , and  414  are provided from left to right when viewed from the player. 
     The help touch button  410  displays the first page of the help screen, when touched. The help touch button  410  is darkened when it is invalid, e.g., during the rotation of the reels. This button is displayed when the normal screen is displayed. The button disappears in the help screen  4101 , the free game screen, and the double-up screen. 
     When the language switching touch button  411  is touched, the language is switched between English and Chinese. The language switching touch button  411  is valid only during the advertisement, and is darkened when it is invalid, e.g., during the rotation of the reels. 
     The sound volume switching touch button  412  is used for switching the game sound in three stages. Each time the button is touched, the game sound volume is changed such that small to middle to large to small to middle, and so on. This button is displayed when the normal screen is displayed. The button disappears when the help screen is displayed. 
     The brightness adjustment button (brightness button)  413  changes the brightness of the LEDs in three stages (each time the button is pressed, the brightness is changed such that level 3 (maximum brightness: 100%)→level 2 (intermediate brightness: 70%)→level 1 (minimum brightness: 30%)→level 3, and so on. The brightness adjustment button  413  is displayed when the normal screen is displayed, during the free game, during the gamble game, during residual gamble, and when the help screen is displayed. The button is always active when displayed. The brightness adjustment button  413  is not displayed during the AUDIT. The level of the brightness returns to the default level at the start of the game, at the end of the AUDIT, when the credit becomes zero, and when the advertisement occurs. Until 0.15 second (150 msec) elapses from the touch of the brightness adjustment button  413 , the brightness adjustment button  413  is inactive. 
     The denomination button  414  displays the current denomination set in the AUDIT. This button is displayed when screens other than the AUDIT are displayed. The setting range of the denomination is, for example, between 0.01 dollar to 10 dollars. 
     In the normal game, the re-spinning feature game starts when the re-spin symbol  503   c  is rearranged on the reel  105  (fifth reel). When another winning has been achieved, the notification of the winning is conducted before the start of the re-spinning feature game. In the re-spinning feature game, the bet-per-line of the immediately preceding normal game is maintained. This re-spinning feature game is a free game played only once and no betting is required. 
     First of all, the overall flow of the re-spinning feature game will be described with reference to  FIG. 20 . The flow is equivalent to the steps B 2  to B 6  in  FIG. 4 . To begin with, in the normal game, the re-spin symbol  503   c  appears on the reel  105  (B 11 ). As a result, the right to play the free game once is awarded to the player as the re-spinning feature game. The re-spinning feature game is a slot game of rearranging the symbols  501  in a similar manner as the normal game but is advantageous over the normal game. In the present embodiment, the re-spinning feature game is advantageous at least because no betting is required. The feature may be advantageous in another way. 
     As described above, as the re-spin symbol  503   c  is rearranged in the normal game, the first re-spinning feature game starts (B 12 ). The bet per line in the re-spinning feature game in this case is identical with the value set in the normal game in which the re-spin symbol  503   c  is rearranged. In the present embodiment, the data table used for symbol random determination is different between the re-spinning feature game and the normal game. Furthermore, the data table used for symbol random determination is different between the re-spinning feature game of the first time and the re-spinning feature game of the second time. More specifically, in the data table used in the re-spinning feature game of the first time, the probability of the rearrangement of the trigger symbol  503   b  is 0 and hence bonus-in is not triggered in the feature. 
     The re-spinning feature game of the second time is executed at least when the re-spin symbol  503   c  appears in the reel  105  again in the re-spinning feature of the first time. When in the re-spinning feature game of the first time the re-spin symbol  503   c  appears on the reel  105  (B 13 ), feature random determination is executed (B 14 ). The feature random determination is a process of randomly selecting a bonus game. More specifically, in the feature random determination, expand feature or bonus-in is randomly selected. 
     When the expand feature is selected in the feature random determination, the re-spinning feature game of the second time is not executed and the expand feature is executed (B 16 ). The expand feature is a free game executed once in the same manner as the re-spinning feature game, but is different from the re-spinning feature game in that the wild symbol  503   a  is always stopped in the reels  101  to  105 . 
     When the bonus-in is selected in the feature random determination, the re-spinning feature game of the second time is executed (B 17 ). In the re-spinning feature game of the second time, the trigger symbol  503   b  which is a bonus symbol is always stopped at the reel  101  (first reel), the reel  103  (third reel), and the reel  105  (fifth reel), the bonus-in is triggered. Now, the display states on the upper image display panel  142  and the reel unit M 1  in the re-spinning feature game will be described. 
     As the re-spinning feature game starts, the variable display (hereinafter, this may be referred to as spinning) of the reels  101 ,  102 ,  103 ,  104 , and  105  starts on the reel unit M 1  and the display state of the upper image display panel  142  is changed. As shown in  FIG. 21 , at the center of the upper image display panel  142 , a character image  1426  showing Aladdin on the magic carpet is displayed. At the same time, the palace image  1424   a  is changed to a palace image  1424   b  in which the size of the palace is larger than that in the palace image  1424   a . Furthermore, the background image  1425   a  is changed to a background image  1425   b  indicating evening. 
     In this re-spinning feature game, as shown in  FIG. 22 , when the re-spin symbol  503   c  is rearranged again on the reel  105  (fifth reel), the presence of a chance is notified by effect sound such as voice. In so doing, the character image  1426  is not displayed. 
     Thereafter, as the re-spin symbol  503   c  is rearranged, the re-spinning feature game starts again. As the re-spinning feature game starts, the spinning of the reels  101  to  105  starts in the reel unit M 1  and the display state of the upper image display panel  142  is changed. As shown in  FIG. 23 , at the center of the upper image display panel  142 , the character image  1426  showing Aladdin on the magic carpet is displayed again. At the same time, the palace image  1424   b  is changed to a palace image  1424   c  in which the size of the palace is larger than that in the palace image  1424   b . Furthermore, the background image  1425   b  is changed to a background image  1425   c  indicating night. Thereafter, after the character image  1426  disappears, as shown in  FIG. 2  and  FIG. 20 , the expand feature (B 5 ) starts or the bonus-in (B 6 ) is established. Which one of them is executed is randomly determined. The probabilities are 70% for the expand feature and 30% for the bonus-in. 
     (Bonus-In) 
     Now, the bonus-in (“enchanted lamp bonus”) executed in B 6  shown in  FIG. 4  will be described. As shown in  FIG. 24 , when the trigger symbol  503   b  is rearranged in the reels  101 ,  103 , and  105  on the display window  150  of the reel unit M 1 , the bonus-in is established so that various bonus game become executable. When the bonus-in is established, as shown in  FIG. 25 , a smoke image  1427  is displayed to cover the upper image display panel  142 . Furthermore, the upper image display panel  142  displays a bonus WIN meter  415  in which credits (that are values after multiplication of bet amount per line (bet per line)) obtained in various bonus games starting from the bonus-in are accumulated. 
     (Credit Payout Bonus Game) 
     An effect when the credit payout bonus game is executed from the bonus-in will be described. When the credit payout bonus game is executed, the effect shown in  FIG. 25  is changed to the effect shown in  FIG. 26 . That is to say, the smoke image  1427  on the upper image display panel  142  disappears and a credit payout display image  1430  is displayed at the center. That is to say, numerical characters appears from the smoke. Thereafter, as shown in  FIG. 27 , image display is carried out such that additional credit display images  1431  serially move upward from below the credit payout display image  1430 . To put it differently, image display is carried out such that a credit appears from the lamp body  132  and is added to the credit payout display image  1430 . When the additional credit display image  1431  is overlapped on the credit payout display image  1430 , the credit payout display image  1430  indicates a number after the addition of the number indicated by the additional credit display image  1431 . 
     Thereafter, as shown in  FIG. 28 , the additional credit display image  1431  remains below the upper image display panel  142  (“teasing”) and the gesture requirement image  1422  is displayed in a lower right part. When the gesture of rubbing the lamp body  132  is detected, an effect of vertically moving the additional credit display image  1431  is executed. That is to say, an effect indicating that the credit is incremented is executed when the player keeps rubbing the lamp body  132 . As such, sometimes the number indicated by the additional credit display image  1431  moves in accordance with the rubbing of the lamp body  132  by the player, as a teasing effect. Because the additional credit display image  1431  moves up as the player rubs the lamp body  132 , the player feels that he/she obtains the credit through his/her own effort. 
     After the effect shown in  FIG. 28  or after a predetermined time (e.g., 5 seconds) elapses if the gesture of rubbing the lamp body  132  is not detected, an effect is executed so that the additional credit display image  1431  having remained moves up and is added to the credit payout display image  1430 , or the additional credit display image  1431  is moved downward to go out of view. When the credit payout display image  1430  is added, the effect shown in  FIG. 28  is repeated until a subsequent additional credit display image  1431  is moved downward to go out of view. 
     When the effect that the additional credit display image  1431  is moved downward to go out of view, the value indicated by the credit payout display image  1430  is added to the bonus WIN meter  415  and the credit payout bonus game ends. Thereafter, after the genie appearance effect explained with reference to  FIG. 11  through  FIG. 15  is executed, the shifting to the expand bonus game or to the multi-type bonus game occurs if one of the games will be executed. When none of the expand bonus game and the multi-type bonus game is executed, after the addition to the bonus WIN meter  415  or after the execution of the genie appearance effect explained with reference to  FIG. 11  through  FIG. 14 , an obtained total credit signboard  1432  shown in  FIG. 29  is displayed and the enchanted lamp bonus ends. 
     (Pickup Bonus Game) 
     An effect when the pickup bonus game is executed from the bonus-in will be described. When the pickup bonus game is executed, the effect shown in  FIG. 25  shifts to the effect shown in  FIG. 30 . That is to say, the smoke image  1427  disappears from the upper image display panel  142  and three option images  1433  and a message image  1434  requesting the selection, and a control panel operation navigation image  1435  are displayed. 
     Thereafter, as shown in  FIG. 31 , at the same time as one of the three option images  1433  is selected, the message image  1434  and the control panel operation navigation image  1435  disappear and the content of the selected option image  1433  is displayed. Thereafter, as shown in  FIG. 32 , the obtained credit is added to the bonus WIN meter  415  and the contents of the remaining options are displayed. Thereafter, after the genie appearance effect explained with reference to  FIG. 11  through  FIG. 15  is executed, the shifting to the expand bonus game or to the multi-type bonus game is conducted if one of these games will be executed. When none of the expand bonus game and the multi-type bonus game is executed, after the addition to the bonus WIN meter  415  or after the execution of the genie appearance effect explained with reference to  FIG. 11  through  FIG. 14 , an obtained total credit signboard  1432  shown in  FIG. 33  is displayed and the enchanted lamp bonus ends. 
     (Multi-Type Bonus Game) 
     The multi-type bonus game is a bonus game in which the free game is executable more than once. The following will describe an effect when the multi-type bonus game is executed from the bonus-in or when the multi-type bonus game is executed from the credit payout bonus game or the pickup bonus game. As shown in  FIG. 34 , as the spinning of the multi-type bonus game starts, a free game counter  416  is displayed on the upper image display panel  142  along with the bonus WIN meter  415 . In the case of shifting from the credit payout bonus game or the pickup bonus game, the credit obtained in the credit payout bonus game or the pickup bonus game is displayed on the bonus WIN meter  415 . 
     In the multi-type bonus game whether to execute the genie appearance effect explained with reference to  FIG. 11  through  FIG. 15  is randomly determined each time the free game is executed. When the genie appearance effect is not executed, the free game is normally executed. When the genie appearance effect is executed, the character image  1420   d  is in a different mood in the effect shown in  FIG. 15  (see  FIG. 35  through  FIG. 37 ).  FIG. 35  shows a character image  1420   d  in a good mood. In this case, the probability of the development to a highly-expected benefit is high.  FIG. 36  shows a character image  1420   d  in a neutral mood. In this case, the probability of the development to a highly-expected benefit is middle.  FIG. 37  shows a character image  1420   d  in a bad mood. In this case, the probability of the development to a highly-expected benefit is low. 
     Thereafter, as shown in  FIG. 38 , the character image  1420   d  performs a gesture of casting a spell, and awards a benefit to the player.  FIG. 38  is an effect when a fixed payout is awarded. After the displayed fixed payout is added to the bonus WIN meter  415 , the character image  1420   d  disappears.  FIG. 39  is an effect when the payout rate is set. When winning is achieved, an obtained credit is multiplied by a value. The character image  1420   d  disappears when the winning is notified.  FIG. 40  shows an effect executed when the number of times of execution of the free game is added. Three option images  1433 , a message image  1434  requesting the selection and a control panel operation navigation image  1435  are displayed. Thereafter, as shown in  FIG. 41 , at the same time as one of the three option images  1433  is selected, the message image  1434  and the control panel operation navigation image  1435  disappear and the content of the selected option image  1433  (i.e., the number of times of execution of the free game to be added) is displayed. The displayed number of times of execution of the free game is added to a free game counter  416 . 
     In  FIG. 42 , furthermore, after an effect of casting a spell is carried out for the five reels, at least one of the reels is changed to the wild symbol  503   a . The reel changed to the wild symbol  503   a  stops first, and then all of the remaining reels stop. 
     When the execution of the free game for the last time ends, notification is performed if winning has been achieved. Thereafter, free game continue challenge is executed. More specifically, the genie appearance effect explained with reference to  FIG. 11  through  FIG. 14  is executed, and the free game is continued if the character image  1420   d  is displayed as shown in  FIG. 15 . When the character image  1420   d  is not displayed, an obtained total credit signboard  1432  shown in  FIG. 33  is displayed and the enchanted lamp bonus ends. 
     As shown in  FIG. 43 , when the character image  1420   d  is displayed, the number of times of execution of the free game to be added to the character image  1420   d  is displayed and this number of times of execution of the free game is added to the free game counter  416  and the free game is continued. 
     (Expand Bonus Game) 
     The expand bonus game is a bonus game in which the free game is executable more than once. The following will describe an effect when the expand bonus game is executed from the bonus-in or when the expand bonus game is executed from the credit payout bonus game or the pickup bonus game. As shown in  FIG. 44 , as the spinning of the expand bonus game starts, the free game counter  416  is displayed on the upper image display panel  142  along with the bonus WIN meter  415 . In the case of shifting from the credit payout bonus game or the pickup bonus game, the credit obtained in the credit payout bonus game or the pickup bonus game is displayed on the bonus WIN meter  415 . 
     In the expand bonus game, a character image  1440  different from those in other bonus games is displayed. The character image  1440  is always displayed on the upper image display panel  142 . As shown in  FIG. 45 , after the end of the spinning, an effect image in which the character image  1440  casts a spell to the reel is displayed. The wild symbol  503   a  is a symbol having an area equivalent to three normal symbols  501 . When the wild symbol  503   a  is displayed on at least one region of a reel, all cells of that reel becomes the wild symbol  503   a  (see  FIG. 46 ). Thereafter, in which reel all cells become the wild symbol  503   a  is notified. 
     As shown in  FIG. 47 , after the execution of the free game is finished, an effect showing that the character image  1440  returns to the lamp body  132  is executed. Thereafter, the free game continue challenge is executed. More specifically, the genie appearance effect explained with reference to  FIG. 11  through  FIG. 14  is executed, and the free game is continued if the character image  1440  is displayed as shown in  FIG. 15 . When the character image  1440  is not displayed, an obtained total credit signboard  1432  shown in  FIG. 33  is displayed and the enchanted lamp bonus ends. 
     As shown in  FIG. 43 , when the character image  1440  is displayed, the number of times of execution of the free game to be added to the character image  1440  is displayed and the number of times of execution of the free game is added to the free game counter  416  and the free game is continued. 
     (Expand Feature) 
     After the re-spinning feature game is executed consecutively twice, the expand feature is executed if the bonus-in is not established. As shown in  FIG. 48 , when the expand feature starts, the character image  2441  is displayed and the wild symbols  503   a  stop at all cells of at least one of the reels  101  to  105 . All of the wild symbol  503   a  stops at the center positions (i.e., the cells at the centers of the respective reels). As a result, the entirety of the reel becomes WILD. The bet per line in the expand feature is identical with the value set in the re-spinning feature game of the first time. That is to say, the value set in the normal game in which the re-spin symbol  503   c  is rearranged is used. On which one of the reels  101  to  105  the wild symbol  503   a  stops is randomly determined. The symbols of the reel in which the wild symbol  503   a  does not stop are randomly determined based on a data table. The data table used in the expand feature is arranged so that the probabilities of the stop of the trigger symbol  503   b  and the re-spin symbol  503   c  are zero, and hence neither the bonus-in nor the re-spinning feature game is obtainable. 
     (Function Flow of Gaming Machine  300 : Slot Machine) 
     The gaming machine  300  arranged as above includes, as shown in  FIG. 2 , slot machines  10  and an external controller  621  (center controller  200 ) connected to the slot machines  10  to be able to communicate therewith. The external controller  621  is able to communicate with the slot machines  10  provided in a hall. 
     Each slot machine  10  includes a BET button  601 , a spin button  602 , and a display  614  (such as a lower image display panel  141  shown in  FIG. 1 ), and further includes a game controller  100  configured to control these units. The BET button  601  and the spin button  602  are kinds of input devices. The slot machine  10  further includes a transceiver unit  652  that makes it possible to perform data communication with the external controller  621 . 
     The BET button  601  above has a function of receiving a bet amount input by the player. The spin button  602  has a function of receiving an instruction to start a game such as a normal game in response to an operation by the player, i.e., a start operation. The display  614  has a function of displaying still image information such as various symbols  501 , numbers, and characters and moving image information such as effect movies. Furthermore, the display  614  has a touch panel  69  as an input device, and has a function of receiving various instructions input by a pressing operation by the player. The display  614  has a symbol display region  614   a , an image display region  614   b , and a common game display region  614   c . The symbol display region  614   a  displays a reel screen including the symbols  501  shown in  FIG. 1 . The image display region  614   b  displays various types of effect image information (including the common indication effect and the individual indication effect) executed during a game, by means of moving images and still images. The common game display region  614   c  displays a common game. 
     Although in the present embodiment the symbol display region  614   a , the image display region  614   b , and the lower image display panel  141  are provided on the same screen, the disclosure is not limited to this arrangement. The common game display region  614   c  may be formed together with the symbol display region  614   a  and the image display region  614   b , or may appear as a substitute only when a common game is run. 
     The game controller  100  includes a coin insertion/start-check unit  603 , a normal game running unit  605 , a bonus game start determining unit  606 , a bonus game execution unit  607 , a random number sampling unit  615 , a symbol determining unit  612 , an effect-use random number sampling unit  616 , an effect determining unit  613 , a speaker unit  617 , a lamp unit  618 , a winning determining unit  619 , a payout unit  620 , and an indication effect unit  651 . 
     The normal game running unit  605  has a function of running a normal game when an operation of the BET button  601  is made. The bonus game start determining unit  606  determines whether to run a bonus game, based on a combination of the symbols  501  rearranged in the normal game. That is to say, the bonus game start determining unit  606  has a function of determining that a bonus game is obtained when a trigger symbol  503   b  or the like is rearranged in a predetermined condition, and shifting the process to the bonus game execution unit  607  so that a bonus game is run from the next unit game. 
     It is noted that “unit game” is a series of operations from the start of the receiving of a bet to a state in which an award can be established. For example, a unit game in the normal game includes a single bet time for receiving a bet, a single game time of rearranging stopped symbols  501 , and a single payout time of a payout process of awarding a payout. A unit game in the normal game is termed unit normal game. 
     The bonus game execution unit  607  has a function of running a bonus game in which a free game is repeated only by an operation of the spin button  602 . 
     The symbol determining unit  612  has functions of: determining symbols  501  to be rearranged with reference to a random number from the random number sampling unit  615 ; rearranging the determined symbols  501  on the symbol display region  614   a  of the display  614 ; outputting rearrangement information of the symbols  501  to the winning determining unit  619  and the indication effect unit  651 ; adding an increased specific symbol  503  to the symbols  501  that are used for symbol determination; replacing at least one of the symbols  501  used for the symbol determination with at least a part of the increased specific symbol; and outputting an effect specifying signal to the effect-use random number sampling unit  616  based on the state of the rearrangement of the symbols  501 . 
     The effect-use random number sampling unit  616  has a function of sampling an effect random number when receiving an effect instruction signal from the symbol determining unit  612  and a function of outputting the effect random number to the effect determining unit  613 . The effect determining unit  613  has a function of determining the effect content by using the effect random number, an effect of outputting the image information of the determined effect content to the image display region  614   b  of the display  614 , and a function of outputting audio/light information of the determined effect content to the speaker unit  617  and the lamp unit  618 . 
     The winning determining unit  619  has a function of determining the presence of winning when obtaining rearrangement information of the symbols  501 , which is a display state of rearrangement on the display  614 , a function of calculating a payout amount based on the winning combination when it is determined that winning is achieved, and a function of outputting a payout signal to the payout unit  620  based on the payout amount. The payout unit  620  has a function of paying out a gaming value to the player, in the form of a coin, a medal, a credit, or the like. Furthermore, the payout unit  620  has a function of adding credit data corresponding to the credit to be paid out to credit data stored in an IC card inserted into the later-described PTS terminal  700 . 
     The indication effect unit  651  has a function of executing an indication effect indicating the winning of the second bonus game during the execution of the first bonus game (when the last selection game is executed). Furthermore, the indication effect unit  651  may have functions of executing various indication effects at predetermined probabilities and executing an indication effect of indicating the winning of various bonus games and the types of the bonus games. Furthermore, the indication effect unit  651  may have a function of randomly determining whether to execute various indication effects based on rearrangement information of the symbols  501  when the rearrangement information is obtained and a function of executing various indication effects by using the display  614  and output mechanisms of the top box  12  such as the speaker unit  617  and the lamp unit  618 . 
     In addition to the above, the game controller  100  includes a storage unit  661  that stores various types of bet amount data. The storage unit  661  stores data in a rewritable manner, e.g., a hard disc device and a memory. 
     In addition to the above, the game controller  100  has a common game running unit  653 . The common game running unit  653  has functions of: outputting bet amount information based on a bet amount bet on a normal game to the external controller  621  in each unit base game; executing a common game in response to a game start command from the external controller  621 ; and receiving a bet input through the BET button  601  for a bet amount corresponding to bet amount data for a common game, which is stored in the storage unit  661  and is bettable on a common game. 
     In addition to the above, the game controller  100  is connected to the PTS terminal  700 . The PTS terminal  700  is a unit in which an LCD, a microphone, a human detection camera, etc. are integrated, and has, for example, a function of executing an effect for a game by mutual communications with the game controller  100 . In particular, the PTS terminal  700  has a card slot to which an IC card can be inserted. With this, the player is able to insert a IC card into the card slot and use the credits stored in the IC card in the slot machine  10 . 
     In addition to the above, when receiving credit data from the PTS terminal  700 , the game controller  100  updates the credit display on the display  614 . Furthermore, the game controller  100  outputs settled credit data too the PTS terminal  700  when the credits on a game are settled. 
     Furthermore, the PTS terminal  700  of each of the slot machines  10  constituting the gaming machine  300  is connected to the management server  800  to be able to communicate each other, and centrally manages the download of images, IC cards and credits. 
     (Function Flow of Gaming Machine  300 : External Controller) 
     The slot machine  10  arranged as above is, as shown in  FIG. 3 , connected to the external controller  621 . The external controller  621  has a function of remotely operating and monitoring the operation state of each slot machine  10  and processes such as changes in game setting values. Furthermore, the external controller  621  has a function of determining a common game start condition for each gaming terminal which is the slot machine  10 , and executing a common game at a plurality of slot machines  10  when a determination result at any gaming terminal satisfies the common game start condition. 
     More specifically, the external controller  621  includes a common game start unit  6213 , a gaming terminal selection unit  6215 , and a transceiver unit  6217 . The common game start unit  6213  has functions of: determining whether the common game start condition is established based on the accumulated bet amount information sent from the slot machine  10  in each unit base game; outputting a game start command to a plurality of slot machines  10 ; and displaying on the common display device  622  states until the common game start condition is established. 
     The determination as to whether the common game start condition is established is based on the accumulated bet amount information or based on all accumulated values that increase as the unit base game is repeated. For example, the number of times of running the base game and the game time of the base game may be used as the accumulated values. 
     In addition to the above, the common game start unit  6213  has a function of outputting a game start command to the slot machine  10  in which an accumulated value that increases as a result of the repetition of the base game satisfies a game running condition. With this, because the right to participate in the common game is not awarded to a slot machine  10  in which the accumulated value is lower than the minimum setting value, the common game start unit  6213  motivates the player to actively repeat the base game. 
     In addition to the above, the common game start unit  6213  has a function of monitoring a non-input time in which no start operation is performed, and outputting the game start command to the slot machines  10  except to the slot machine  10  in which the non-input time is equal to or longer than a timeout time. With this, the common game start unit  6213  is able to determine that no player is at a slot machine  10  where the base game has not been played at least for the timeout time, and able to avoid the execution of the common game at such a slot machine  10 . 
     The gaming terminal selection unit  6215  has a function of selecting a specific slot machine  10  from the slot machines  10  and outputting a common game start command signal to that specific slot machine  10 . The common game start command signal provides the specific slot machine  10  with the right to start the common game. The transceiver unit  6217  has a function of exchanging data with the slot machines  10 . 
     (Operations of Gaming Machine  300 ) 
     The operations of the gaming machine  300  having the functional blocks above will be described. While in the present embodiment the “gaming terminal” shown in the flowcharts indicates a slot machine  10  executing a slot game, the disclosure is not limited to this arrangement. 
     (Operations of Slot Machine  10 ) 
     A slot machine  10  which is a gaming terminal executes terminal-side processes (A 1 ) to (A 7 ). More specifically, to begin with, a base game process (e.g., normal game) is executed (A 1 ). That is, a series of operations below are executed. 
     (Coin-Insertion/Start-Check) 
     First, the slot machine  10  checks whether or not a BET button  601  has been pressed by a player, and subsequently checks whether or not a spin button  602  has been pressed by the player. 
     (Symbol Determination) 
     Next, when a spin button unit  602  has been pressed by the player, the slot machine  10  extracts a random number for symbol determination, and determines symbols  501  to be displayed for the player at the time of stopping the scroll of the symbol array, for respective video reels displayed on a display unit  614 . 
     (Symbol Display) 
     Then the slot machine  10  starts the scroll of the symbol array of each video reel, and stops the scroll so that the determined symbols  501  are displayed for the player. 
     (Winning Determination) 
     Subsequently, as the rotation of the symbol array of each video reel is stopped, the slot machine  10  determines whether the combination of the symbols  501  displayed for the player is a combination related to winning. 
     (Payout) 
     When the combination of the symbols  501  displayed for the player is a combination related to winning, the slot machine  10  offers, to the player, benefit according to the combination. 
     For example, when a combination of symbols  501  related to a payout of coins has been displayed, the slot machine  10  pays out coins of the number corresponding to the combination of symbols  501  to the player. 
     Subsequently, whether to win a bonus combination is determined. When winning the bonus combination, a bonus game process is executed. On the other hand, when not winning the bonus combination, the normal game is run again. During a period in which the base game including such a normal game and bonus game is being run, execution state information indicating the start and end of the unit game such as the normal game and the bet amount on the unit game is transmitted to the external controller  621 . With this, the external controller  621  centrally manages the execution state information of each slot machine  10 . 
     (Operation of External Controller  621 ) 
     When the slot machines  10  operate as above, the external controller  621  executes the following center-side processes in synchronization with the slot machines  10 . 
     To begin with, the external controller  621  receives the execution state information from each slot machine  10  and obtains the execution state of the base game. Thereafter, based on the number of the repetition of the base game, the accumulated bet amount, or the like, whether the common game start condition is established at any slot machine  10  is determined. When the common game start condition is not established, the acquisition of the execution state of the base game at each slot machine  10  is continued. 
     In the meanwhile, when the common game start condition is established, the game start command is simultaneously output to the slot machines  10  that satisfy the game running condition. Thereafter, a specific slot machine  10  is selected from the slot machines  10  satisfying the game running condition, and a common game start right instruction is output to the specific slot machine  10  (B 4 ). 
     Thereafter, the external controller  621  waits for the common game start command to be supplied from the specific slot machine  10 . Upon receiving the common game start command, the result of the common game is determined as a game result. The game result is, for example, win, lose, or draw. When the game result is not draw, at least a part of a draw game result is skipped among a series of temporarily-stored game results, and the remaining game results are serially output to the slot machines  10 , as game result information. 
     Thereafter, based on the winning or losing game result, whether to win in the common game is determined. When lost, the execution state of the base game at each slot machine  10  is newly obtained. On the other hand, when won, a payout amount is calculated based on the bet amount bet on the common game at each slot machine  10 , and the payout amount is sent to each slot machine  10  as payout information. 
     (Mechanical Structure of Slot Machine) 
     Referring to  FIG. 49 , the overall structure of the slot machine  10  will be described. 
     A coin, a bill, or electrically valuable information corresponding to these is used as a gaming value in the slot machine  10 . In the present embodiment, in particular, credit-related data such as money data stored in an IC card is used. 
     The slot machine  10  includes a cabinet  11 , a top box  12  installed on the upper side of the cabinet  11 , and a main door  13  provided at the front surface of the cabinet  11 . 
     On the main door  13 , a symbol display device termed lower image display panel  141  is provided. The symbol display device is constituted by a mechanical reel unit M 1 . A display window  150  of the reel unit M 1  is constituted by 15 display blocks  28  forming a matrix of 5 columns and 3 rows. The three display blocks  28  of each column form reels  101  to  105 . On each of the reels  101  to  105 , three display blocks  28  move downward with changes in speed, so that the symbols  501  on the display blocks  28  are vertically rotated (variably displayed) and then stopped, in other words, the symbols are rearranged. 
     While the present embodiment the slot machines  10  are so-called mechanical slot machines, some of the reels  101  to  105  in the slot machines  10  of the present invention may be replaced by so-called video reels. 
     Below the lower image display panel  141  is provided a control panel  30 . The control panel  30  is provided with buttons, a coin entry  21  for inserting coins into the cabinet  11 , and a bill entry  22 . Details of the control panel  30  will be given later. 
     On the lower front surface of the main door  13 , i.e., below the control panel  30 , a belly glass  19  on which a character of the slot machine  10  or the like is depicted are provided. Between the lower image display panel  141  and the control panel  30 , the PTS terminal  700  is attached. In the PTS terminal  700 , devices having a microphone function, a camera function, a speaker function, a display function and the like form a single unit. More specifically, the PTS terminal  700  includes an LCD, a human detection camera, a microphone, a bass reflex speaker, or the like. The human detection camera makes it possible to detect the presence of a player by the camera function. The microphone is used for the player&#39;s participation in a game by voice and the authentication of a player by voice recognition. The speaker produces sound effects in games and outputs notification sound when an IC card is left inserted. Furthermore, the speaker outputs notification sound when an inserted IC card is not authenticated. 
     In addition to the above, the PTS terminal is provided with an LED and a card insertion slot. The LED emits light with plural colors to notify the remaining number of IC cards in a card stacker. The card insertion slot has a mechanism of allowing IC cards to be inserted and ejected. The IC card has a display region. The IC card is completely inside the machine when the player is playing games, and is ejected to expose the display region at the time of the settlement. This allows the player to recognize the credit-related data such as updated money data. Alternatively, the IC card may be arranged to expose the display region not to be completely inserted, even when the player is playing games. This allows the player to always recognize the update of the credits during games. 
     When it is confirmed by the human detection camera that no player is present at the time of the settlement of the credits, the IC card is drawn into and stored in the card stacker. With this arrangement, the IC card is not left inserted for a long time, even if the player left the machine without taking the IC card after recognizing that the remaining credits on the display region are small. 
     On the upper part of the slot machine  10  is provided the top box  12 . The top box  12  is provided with the above-described lamp body unit  131 . 
     In addition to the above, the top box  12  is provided with speakers  112  and  112  (output mechanisms) that are symmetrical crosswise. 
     (Configuration of Circuit in Gaming Machine  300 ) 
     Now, referring to  FIG. 50 , the configuration of a circuit in the gaming machine  300  will be described. 
     A gaming board  50  is provided with: a CPU  51 , a ROM  52 , and a boot ROM  53 , which are mutually connected by an internal bus; a card slot  55  corresponding to a memory card  54 ; and an IC socket  57  corresponding to a GAL (Generic Array Logic)  56 . 
     The memory card  54  includes a non-volatile memory, and stores a game program and a game system program. The game program includes a program related to game progression, a random determination program, tables, and a program for producing effects by images and sounds. 
     Further, the card slot  55  is configured so that the memory card  54  can be inserted thereinto and removed therefrom, and is connected to a motherboard  70  by an IDE bus. 
     The GAL  56  is a type of PLD (Programmable Logic Device) having a fixed OR array structure. The GAL  56  is provided with a plurality of input ports and output ports, and predetermined input into the input port causes output of the corresponding data from the output port. 
     Further, the IC socket  57  is configured so that the GAL  56  can be inserted thereinto and removed therefrom, and is connected to the motherboard  70  by a PCI bus. The contents of the game to be played on the gaming machine  300  can be changed by replacing the memory card  54  with another memory card  54  having another program written therein or by rewriting the program written into the memory card  54  as another program. 
     The CPU  51 , the ROM  52  and the boot ROM  53  mutually connected by the internal bus are connected to the motherboard  70  by a PCI bus. The PCI bus enables a signal transmission between the motherboard  70  and the gaming board  50 , and power supply from the motherboard  70  to the gaming board  50 . 
     The ROM  52  stores an authentication program. The boot ROM  53  stores a pre-authentication program, a program (boot code) to be used by the CPU  51  for activating the pre-authentication program, and the like. 
     The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The pre-authentication program is a program for authenticating the aforementioned authentication program. The authentication program and the pre-authentication program are written along a procedure (authentication procedure) for proving that the program to be the subject has not been falsified. 
     The motherboard  70  is provided with a main CPU  71 , a ROM  72 , a RAM  73 , and a communication interface  82 . 
     The ROM  72  includes a memory device such as a flash memory, and stores a program such as BIOS (Basic Input/Output System) to be executed by the main CPU  71 , and permanent data. When the BIOS is executed by the main CPU  71 , processing for initializing predetermined peripheral devices is conducted; further, through the gaming board  50 , processing of loading the game program and the game system program stored in the memory card  54  is started. 
     The RAM  73  stores data used for the operation of the main CPU  71  and programs. For example, when the processing of loading the aforementioned game program, game system program or authentication program is conducted, the RAM  73  can store the program. The RAM  73  is provided with working areas used for operations in execution of these programs. Examples of the areas include: an area that stores the number of games, the number of bets, the number of payouts, the number of credits and the like; and an area that stores symbols randomly determined. 
     The communication interface  82  is for communicating with the external controller  621  such as a server, through the communication line. Further, the motherboard  70  is connected with a later-described door PCB (Printed Circuit Board)  90  and a body PCB  110  by respective USBs. The motherboard  70  is also connected with a power supply unit  81 . 
     When the power is supplied from the power supply unit  81  to the motherboard  70 , the main CPU  71  of the motherboard  70  is activated, and then the power is supplied to the gaming board  50  through the PCI bus so as to activate the CPU  51 . 
     The door PCB  90  and the body PCB  110  are connected with input devices such as a switch and a sensor, and peripheral devices the operations of which are controlled by the main CPU  71 . 
     The door PCB  90  is connected with a control panel  30 , a reverter  91 , a coin counter  92 C and a cold cathode tube  93 . 
     The control panel  30  is provided with a change switch  31 S, a cashout switch  32 S, a help switch  33 S, a 1-BET switch  34 S, a 2-BET switch  35 S, a 3-BET switch  36 S, a 4-BET switch  37 S, a 5-BET switch  37 S, a gamble switch  45 S, and a start switch  46 S to correspond to the respective buttons described above. Each of the switches outputs a signal to the main CPU  71  upon detection of press of the button corresponding thereto by the player. 
     The coin counter  92 C checks if the material, the shape or the like of an inserted coin is proper, and outputs a signal to the main CPU  71  when a proper coin is detected. An improper coin is ejected through the coin payout exit  18 . 
     The reverter  91  operates based on a control signal output from the main CPU  71 , and distributes valid coins validated by the coin counter  92 C into a hopper  113  or a cash box (not illustrated). That is, coins are distributed into the hopper  113  when the hopper  113  is not filled with coins, while coins are distributed into the cash box when the hopper  113  is filled with coins. 
     The cold cathode tube  93  functions as a backlight installed on the rear face side of the upper image display panel  142 , and lights up based on a control signal output from the main CPU  71 . 
     The body PCB  110  is connected with the lamp  111 , the speaker  112 , the hopper  113 , the coin detecting portion  113 S, the touch panel  69 , the bill entry  22 , the graphic board  130 , the index detection circuit  151 , the position change detection circuit  152 , the backlight control circuit M 10 , the motor driving circuit  153 , the ticket printer  171 , the card reader  172 , the key switch  173 S, and the data displayer  174 . The index detection circuit  151 , the position change detection circuit  152 , the motor driving circuit  153 , and the backlight control circuit M 10  are connected with the reel unit M 1 . 
     The lamp  111  is turned on in response to a control signal output from the main CPU  71 . The speakers  112  output BGM sound or the like in accordance with a control signal output from the main CPU  71 . 
     The hopper  113  operates based on a control signal output from the main CPU  71 , and pays out coins of the specified number of payouts from the coin payout exit to a coin payout exit  18 . The coin detecting portion  113 S outputs a signal to the main CPU  71  upon detection of coins paid out by the hopper  113 . 
     The touch panel  69  detects a position touched by a finger or the like of the player, and outputs a position signal corresponding to the detected position to the main CPU  71 . When receiving a genuine bill, the bill entry  22  outputs a signal indicating the amount of the bill to the main CPU  71 . 
     The graphic board  130  controls display of images conducted by the lower image display panel  141 , based on a control signal output from the main CPU  71 . The graphic board  130  is provided with the VDP generating image data based on a control signal outputted from the main CPU  71 , the video RAM temporarily storing the image data generated by the VDP, and the like. 
     The motor driving circuit  153  is provided with a FPGA (Field Programmable Gate Array)  155  and a driver  154 . The motor driving circuit  153  is connected to a stepper motor that rotates the reels  101 ,  102 ,  103 ,  104 , and  105 . 
     The FPGA 155  is a programmable electronic circuit such as LSI and functions a s control circuit of the stepper motor. The driver  154  functions as a circuit for amplifying pulses input to the stepper motor. 
     The index detection circuit  151  detects the positions of the rotating reels  101 ,  102 ,  103 ,  104 , and  105 , and is able to detect the step out of the reels  101 ,  102 ,  103 ,  104 , and  105 . 
     The position change detection circuit  152  detects changes in the stop positions of the reels  101 ,  102 ,  103 ,  104 , and  105  after the reels  101 ,  102 ,  103 ,  104 , and  105  stop the rotation. For example, the position change detection circuit  152  detects a change in the stop positions of the reels  101 ,  102 ,  103 ,  104 , and  105  when, even if a combination of symbols  501  does not relate to winning, a stop position is changed to form a winning combination of the symbols  501  by an external unfair action. The position change detection circuit  152  is arranged to be able to detect a change in the stop positions of the reels  101 ,  102 ,  103 ,  104 , and  105  by detecting fins (not illustrated) attached to the inside of each of the reels  101 ,  102 ,  103 ,  104 , and  105  at predetermined intervals. 
     Non-limiting examples of the excitation method of the stepper motor include 1-2 phase excitation and 2-phase excitation. A DC motor may be used in place of the stepper motor. When the DC motor is used, the body PCB  110  is connected to an error counter, a D/A converter, and a servo amplifier in this order, and the DC motor is connected to the servo amplifier. The rotational position of the DC motor is detected by a rotary encoder, and the data of the current rotational position is supplied from the rotary encoder to the error counter. 
     The backlight control circuit M 10  is connected to the backlight source M 70  of each backlight unit M 7  to supply a driving power thereto. Based on an instruction from the main CPU  71 , the backlight control circuit M 10  changes the amount of illumination light emitted from the backlight source M 70  in plural stages. The five backlight units M 7  provided on the inner circumferential surfaces of the reels  101 ,  102 ,  103 ,  104 , and  105  are able to individually output illumination light from 15 backlight sources M 70  to 15 symbols  501  stopped on the display window  150 , through the backlight control circuit M 10 . 
     The ticket printer  171  prints a barcode, in which data such as the credits stored in the RAM 73 , date and time, and the identification number of the gaming machine  300  is encoded, on a ticket based on a control signal output from the main CPU  71 , and outputs the ticket as a barcoded ticket  175 . 
     The card reader  172  reads data stored in a card inserted in the card slot  176  and sends the data to the main CPU  71 , and performs data writing based on a control signal from the data main CPU  71 . 
     The key switch  173 S is provided in the keypad  173 , and outputs a predetermined signal to the main CPU  71  when the keypad  173  has been operated by the player. 
     The data displayer  174  displays data read by the card reader  172  and data inputted by the player through the keypad  173 , based on a control signal outputted from the main CPU  71 . 
     (Symbols, Combinations, or the Like) 
     The symbols  501 , which are displayed on pseudo reels  101  to  105  of the slot machine  10 , form a symbol array. Each symbol  501  constituting the symbol array has a code number for identifying that symbol  501 . 
     The three successive symbols  501  in the symbol array are displayed (provided) at the upper stage, the central stage, and the lower stage of the display region of each of the reels  101  to  105 , so that a symbol matrix of 5 columns and 3 rows is formed on the display window  150 . The symbols  501  forming the symbol matrix start to scroll (spin) at least when a game starts in response to the pressing of the start button  46 . After a predetermined time elapses from the start of the scroll, the scroll of the symbols  501  stops (rearrangement). 
     In addition to the above, for the symbols  501 , various winning combinations are set in advance. A winning combination indicates that an award is established. A winning combination is a combination in which symbols  501  having stopped on a payline L is advantageous for the player. The advantageous state indicates states such as a state that coins corresponding to the winning combination are paid out, a state that the number of coins to be paid out is added to the credits, and a state that a bonus game starts. 
     The winning combination in the present embodiment is a combination in which a predetermined number or more of symbols  501  of at least one type are rearranged on an activated payline L. When a particular type of symbols  501  is set as a scatter symbol, a winning combination is established when a predetermined number or more of such scatter symbols are rearranged, no matter whether a payline L is activated or not. 
     In the present embodiment, the types of the symbols are wild symbols  503   a  “WILD”, “PALACE”, “CAMEL”, “SWORD”, “A (ACE)”, “K (KING”, “Q (QUEEN)”, “J (JACK”, and “10 (TEN”, a trigger symbol  503   b  “ENCHANTED LAMP (BONUS)”, and a re-spin symbol  503   c  “RING (RESPIN)”. 
     (Details of Display Screen: Payline Box) 
     The lower image display panel  141  described above forms, as shown in  FIG. 51 , payline boxes in the display window  150 . As the payline boxes forming three rows and five columns are combined, 30 paylines L are formed. 
     (Data Tables) 
     A game result and the content of an effect of a game executed by the gaming machine  300  are determined based on random determination conducted with reference to data tables. The following will describe such data tables. 
     (Data Table: Expand Feature Weight Table) 
     An expand feature weight table (see  FIG. 52 ) is a table used for determining in which reels  101  to  105  (R 1  to R 5 ) the wild symbol  503   a  is stopped in the expand feature. It is noted that, “WILD” indicates that wild symbol  503   a  stops whereas “/WILD” indicates that the wild symbol  503   a  does not stop. Each of the stop patterns of the wild symbol  503   a  is provided with a weight, and the winning probability of each pattern is calculated by dividing the total weights by each weight. 
     (Data Table: Credit Payout Bonus Game Table) 
     A credit payout bonus game table (see  FIG. 53 ) is a table for determining a credit payout to be obtained in a credit payout bonus game. 
     (Data Table: Pickup Bonus Game Payout Table) 
     A pickup bonus game payout table (see  FIG. 54 ) is a table showing the list of credit payouts included in three options in a pickup bonus game. 
     (Data Table: Pickup Bonus Game Development Table) 
     A pickup bonus game development table (see  FIG. 55 ) is a table for determining the type of a bonus game included in three options, in the pickup bonus game. 
     (Data Table: Pickup Bonus Game Redevelopment Table) 
     A pickup bonus game redevelopment table (see  FIG. 56 ) is a table for randomly determining redevelopment to the bonus game when the development to the bonus is not achieved in three options in the pickup bonus game. 
     (Data Table: Expand Wild Occurrence Random Determination Table) 
     An expand wild occurrence random determination table (see  FIG. 57 ) is a table for determining whether to execute an expand bonus game. 
     (Data Table: Expand Wild Rank Determination Table) 
     An expand wild rank determination table (see  FIG. 58 ) is a table for executing preliminary random determination for determining in which reels  101  to  105  the wild symbol  503   a  is stopped in the expand bonus game. 
     (Data Table: Expand Wild Random Determination Table (LOW)) 
     An expand wild random determination table (LOW) (see  FIG. 59 ) is a table for determining the stop position of the wild symbol  503   a  when in the expand bonus game “LOW” is selected in the expand wild rank determination table. 
     (Data Table: Expand Wild Random Determination Table (MIDDLE)) 
     An expand wild random determination table (MIDDLE) (see  FIG. 60 ) is a table for determining the stop position of the wild symbol  503   a  when in the expand bonus game “MIDDLE” is selected in the expand wild rank determination table. 
     (Data Table: Expand Wild Random Determination Table (HIGH)) 
     An expand wild random determination table (HIGH) (see  FIG. 61 ) is a table for determining the stop position of the wild symbol  503   a  when in the expand bonus game “HIGH” is selected in the expand wild rank determination table. 
     (Data Table: Expand Wild Revival Random Determination Table) 
     An expand wild revival random determination table (see  FIG. 62 ) is a table for determining whether the game is continued, when in the expand bonus game the number of times of execution of the free game becomes 0. 
     (Data Table: Expand Wild Additional Number of Execution Random Determination Table) 
     The expand wild additional number of execution random determination table (see  FIG. 63 ) is a table for determining the number of times of execution of the free game to be added, when in the expand bonus game the free game is continued. 
     (Data Table: Multi-Type Bonus Game Benefit Random Determination Table) 
     A multi-type bonus game benefit random determination table (see  FIG. 64 ) is a table for randomly determining a benefit awarded to the player in the multi-type bonus game. 
     (Data Table: Multi-Type Bonus Game Fixed Payout Random Determination Table) 
     A multi-type bonus game fixed payout random determination table (see  FIG. 65 ) is a table for randomly determining a value when a fixed payout is awarded as a benefit to the player in the multi-type bonus game. 
     (Data Table: Multi-Type Bonus Game Random Determination Table) 
     A multi-type bonus game random determination table (see  FIG. 66 ) is a table for randomly determining an option when the number of times of execution of the free game is added as a benefit to the player in the multi-type bonus game. 
     (Data Table: Multi-Type Bonus Game Additional Number of Execution Type Table) 
     A multi-type bonus game additional number of execution type table (see  FIG. 67 ) is a table for randomly determining the type of an option when the number of times of execution of the free game is added as a benefit to the player in the multi-type bonus game. 
     (Data Table: Multi-Type Bonus Game Line Payout Rate Random Determination Table) 
     A multi-type bonus game line payout rate random determination table (see  FIG. 68 ) is a table storing the type of an option when the number of times of execution of the free game is added as a benefit to the player in the multi-type bonus game. 
     (Data Table: Multi-Type Bonus Game Revival Random Determination Table) 
     A multi-type bonus game revival random determination table (see  FIG. 69 ) is a table for determining whether to continue the game, when the number of times of execution of the free game becomes zero in the multi-type bonus game. 
     (Data Table: Multi-Type Bonus Game Additional Number of Execution Random Determination Table) 
     A multi-type bonus game additional number of execution random determination table (see  FIG. 70 ) is a table for determining the number of times of execution of the free game to be added, when the free game is continued in the multi-type bonus game. 
     (Data Table: Normal Game Symbol Random Determination Table) 
     A normal game symbol random determination table ( FIG. 71 ) is a table for randomly determining symbols used in the base game. 
     (Data Table: Re-Spinning Feature First Time Symbol Random Determination Table) 
     A re-spinning feature first time symbol random determination table ( FIG. 72 ) is a table for randomly determining symbols used in the re-spinning feature of the first time. 
     (Data Table: Re-Spinning Feature Second Time Symbol Random Determination Table) 
     A re-spinning feature second time symbol random determination table (see  FIG. 73 ) is a table for randomly determining symbols used in the re-spinning feature of the second time. 
     (Data Table: Multi Bonus Common Symbol Random Determination Table) 
     A multi bonus common symbol random determination table (see  FIG. 74 ) is a table for randomly determining symbols used in the multi-type bonus game. 
     (Data Table: Multi Bonus Payout Rate Symbol Random Determination Table) 
     A multi bonus payout rate symbol random determination table (see  FIG. 75 ) is a table for randomly determining symbols used in the multi-type bonus game. 
     (Data Table: Expand Symbol Random Determination Table) 
     An expand symbol random determination table (see  FIG. 76 ) is a table for randomly determining symbols used in the expand feature, the expand bonus game, and the multi-type bonus game. 
     (Other Arrangements) 
     Arrangements other than the above will be described below. 
     (VFD) 
       FIG. 77  shows a display screen of a VFD  177  of the PTS terminal  700 . At the center of the VFD  177  is provided a game status area  1620  for displaying the status of the game. The game status area  1620  displays a bonus state  1621 , a winning detail  1622 , an obtained credit  1623 , or the like. Furthermore, credits, the total number of bets, denomination, lines, bet, and the WIN meter are displayed. 
     (WIN Plate) 
     When a winning is achieved, the text “WIN XXX CREDITS” is displayed. The WIN information is displayed such that “LINE 123 WIN=123456”, “LINE 123 WIN×12=123456”, and “TOTAL WIN=123456”. When a two-line winning is achieved in the normal game, all lines are simultaneously illuminated for one second. The adjustment of the number of seconds is carried out. More specifically, a line WIN frame is illuminated for 0.5 second from the smallest line to the largest line. At the same time, WIN information is displayed. The symbol flickers (in sync with the flickering at the switching of the line WIN at intervals of one second). The next line WIN frame is illuminated for 0.5 second. The symbol flickers (in sync with the switching of the line WIN). The WIN information is also switched. The operation above is repeated from the occurrence of winning to the start of the next game. When the credit becomes 0, the plate disappears when 90 seconds elapse from the time at which the credit meter becomes 0. The WIN signboard (plate) disappears when one of the following cases occurs: When cashout is conducted; When the bet button is pressed; When the MAXBET button is pressed; When the spin button is pressed; or When a credit is inserted. 
     When both scatter WIN and line WIN are achieved, both of the images indicating these WINs are simultaneously illuminated for one second. The animation for the scatter WIN, such as the illumination of the frame, is conducted (for 0.5 second) and the WIN information is displayed. The symbol flickers. After the scatter, the line WIN frame is illuminated for 0.5 second. The WIN information is switched. The symbol flickers. The operation above is repeated from the occurrence of the winning to the start of the next game. When the credit becomes 0, the plate disappears when 90 seconds elapse from the timing at which the credit meter becomes 0. The WIN signboard (plate) disappears when one of the following cases occurs: When cashout is conducted; When the bet button is pressed; When the MAXBET button is pressed; When the spin button is pressed; or When a credit is inserted. After the end of the bonus, the image display is returned to the state when the bonus game is triggered. 
     (Big WIN Effect) 
     When “5 OF A KIND” is established, a sound and visual effect is executed irrespective of the size of the combination. When 5 Kind is established at the stop of the reels, the text “5 OF A KIND” is displayed on the upper image display panel  142  for around 2 seconds, and sound corresponding to the symbol where the “5 OF A KIND” is established is output. The voice, sound effect or the like of the sound is preferably changed in accordance with each combination of the symbols. At this stage, the increment of the WIN meter or the like does not occur. Thereafter, the random determination of a multiplier is conducted. Then a payout is determined in accordance with the multiplier and the WIN meter conducts increment display. Then the scatter WIN is displayed and the symbol where the “5 OF A KIND” is established flickers. 
     When winning with 10/1 or higher and smaller than 25/1 occurs without the establishment of the “5 OF A KIND”, the multiplier is randomly determined before the WIN display, after the reels are stopped. Then a text “BIG WIN” is displayed on the display or the like. This image display preferably disappears after a predetermined time (e.g., 5 seconds) elapses. Immediately after being displayed, in the image display a large WIN meter exclusively for “BIG WIN” is incremented. The speed of the increment is preferably identical with the speed of the meter in the VFD. The increment display disappears when the next spinning starts or when the cashout button is pressed. The WIN line involved in the “BIG WIN” is simultaneously displayed. 
     When winning with 10/1 or higher and smaller than 25/1 occurs with the establishment of the “5 OF A KIND”, the text “5 OF A KIND” is displayed on the upper image display panel  142  for about 2 seconds and sound corresponding to the symbol where the “5 OF A KIND” is established is output. The voice, sound effect or the like of the sound is preferably changed in accordance with each combination of the symbols. At this stage, the increment of the WIN meter or the like does not occur. Thereafter, the random determination of a multiplier is conducted. Then a text “BIG WIN” is displayed on the display or the like. This image display preferably disappears after a predetermined time (e.g., 5 seconds) elapses. Immediately after being displayed, in the image display a large WIN meter exclusively for “BIG WIN” is incremented. The speed of the increment is preferably identical with the speed of the meter in the VFD. The increment display disappears when the next spinning starts or when the cashout button is pressed. The WIN line involved in the “BIG WIN” is simultaneously displayed. 
     (Demonstration) 
     It is very important to attract the attention of the customers, because a lot of machines are installed in a casino floor. For this reason, the reels are illuminated by LEDs as an effect to allow distant customers to notice the existence of the machine. More specifically, in the idle state in which the credit of the credit meter and the money amount display indicate “zero”, the demonstration of the gaming machine automatically starts when 90 seconds elapse after both of the values become zero. The demonstration is executed by using the reels, the top portion, the LEDs on the both sides of the upper display, or the like. When a credit is inserted, when the help is displayed, or when the AUDIT is conducted during the demonstration, the demonstration is immediately terminated and the machine becomes in the idle state. Furthermore, when the demonstration is completed from the start to the end, the machine becomes in the idle state. When the demonstration occurs as a predetermined occurrence condition is satisfied, the demonstration may not be interrupted even if game buttons such as the bet button and the spin button are pressed. In time series, the demonstration starts when 90 seconds elapse in the idle state after the credit and money amount become zero. When money is inserted, when the change button or the help button is pressed, or when the AUDIT is conducted during the demonstration, the demonstration is terminated and the machine becomes in the idle state. The idle state returns when the demonstration finishes. In the present embodiment, the “genie appearance effect” described with reference to  FIG. 11  to  FIG. 15  may be conducted in the demonstration. In the “genie appearance effect” conducted in the demonstration, after the genie (character image  1420   d ) is displayed, a message different from the message in the game is preferably displayed. For example, when the character image  1420   d  is displayed, the player is notified of the awarding of a benefit. 
     (Structure of Control Panel) 
     As shown in  FIG. 19 , the control panel  30  is provided with buttons  31  to  38 ,  45 , and  46  (a change button  31 , a cashout button  32 , a help button  33 , a 1-BET button  34 , a 2-BET button  35 , a 3-BET button  36 , a 4-BET button  37 , a 5-BET button  38 , a gamble button  45 , and a start button  46 ). Each of the button  31  to  38 ,  45 , and  46  includes a light source therein, and the state of lighting of the light source (on/off) is viewable from the outside. When a game with a high-power mode is available, a high-power button may be provided. 
     When the RAM of the gaming machine  300  is empty, the buttons of the control panel  30  operate as below. When the change button  31  is pressed, the light is turned on or off. Although not illustrated, the change button  31  has a text string “CHANGE” or “RESERVE”. The cashout button  32  is in the off state and cannot be operated. Although not illustrated, the cashout button  32  has a text string “CASHOUT/TAKE WIN”, “CASHOUT”, or “COLLECT”. The help button  33  is in the on state and is operable. Although not illustrated, the help button  33  has a text string “HELP” or “GAME RULES”. The BET buttons  34  to  38  (1-BET button  34 , 2-BET button  35 , 3-BET button  36 , 4-BET button  37 , and 5-BET button  38 ) are in the off state but are operable. Although not illustrated, the BET buttons  34  to  38  have text strings “BET 1 ”, “BET 2 ”, “BET 3 ”, “BET 4 ”, and “BET 5 ”, respectively. Alternatively, the text strings on the BET buttons  34  to  38  may be switched in accordance with a preset pattern of betting The start button  46  is in the off state and cannot be operated. Although not illustrated, the start button  46  has a text string “SPIN”. When the high-power button is provided, the button is in the off state and is not operable. The high-power button preferably has a text string “HIGH POWER”. 
     (Details of Operations of Control Panel  30 : Idle State (No Credits)) 
     When the gaming machine  300  is in the idle state with no credits, the buttons on the control panel  30  are arranged as follows. When the change button  31  is pressed, the light is turned on or off. The cashout button  32  is in the off state and cannot be operated. The help button  33  is in the on state and is operable. The BET buttons  34  to  38  are arranged to indicate the betting in the previous game and are operable. That is to say, when 1 BET is made in the previous game, the 1-BET button  34  is in the on state whereas the 2-BET button  35 , the 3-BET button  36 , the 4-BET button  37 , and the 5-BET button  38  are in the off state. The start button  46  is in the off state and cannot be operated. The high-power button is in the off state and cannot be operated. 
     (Details of Operations of Control Panel  30 : Idle State (with Credit)) 
     When the gaming machine  300  is in the idle state with a credit, the buttons on the control panel  30  operate as follows. When the change button  31  is pressed, the light is turned on or off. The cashout button  32  is in the on state and is operable. The help button  33  is in the on state and is operable. The BET buttons  34  to  38  indicate the betting in the previous game and are operable. The start button  46  is in the on or off state in accordance with the remaining credits. The button is operable when turned on, and cannot be operated when turned off. That is to say, the start button  46  is turned on when the credits that the player has betted is not larger than the remaining credits. When the start button  46  in this state is pressed, a game starts in the normal mode. When the credits betted by the player is larger than the remaining credits, the start button is turned off. The gamble button  45  is in the on or off state in accordance with the remaining credits. The gamble button is operable when turned on, and cannot be operated when turned off. That is to say, the gamble button  45  is turned on when the credits betted by the player is not larger than the remaining credits. If the high-power button is pressed in this state, a game starts in the high-power mode. When the credits betted by the player is larger than the remaining credits, the gamble button  45  is turned off. 
     When the gaming machine  300  is in an error state, the buttons of the control panel  30  are arranged as follows. The change button  31  is in the off state and is turned on when pressed. The cashout button  32  is in the off state and cannot be operated. The buttons other than the above are in the off state and cannot be operated. 
     When the gaming machine  1  is in a state of having recovered from an error, the buttons on the control panel  30  are arranged as follows. The change button  31  is in the off state and cannot be operated. However, the change button  31  is turned on or off when pressed, after 120 seconds elapse from the recover. The cashout button  32  is in the on state and is operable. The help button  33  is in the on state and is operable. The BET buttons  34  to  38  indicate the betting on the previous game and are operable. The start button  46  is in the on or off state in accordance with the remaining credits. The button is operable when turned on, and cannot be operated when turned off. The high-power button is in the on or off state in accordance with the remaining credits. The button is operable when turned on, and cannot be operated when turned off. 
     When on the control panel  30  the start button  46  or the high-power button is continuously pressed, the buttons on the control panel  30  are arranged as follows. It is noted that it is possible to start a game in the same conditions as in the previous game when the start button  46  or the high-power button is continuously pressed. 
     The buttons on the control panel  30  operate in a similar manner as in cases where the reels of the gaming machine  300  are spinning as described later or where WIN increment at the time of winning in a normal game is being executed. However, in the case of WIN increment, the game is not over and the next game starts if a button which is in the on state is pressed. That is to say, the WIN increment ends and the next game starts at each winning. When no winning is achieved, the next game starts. 
     When a feature game is waited for, the start button  46  or the high-power button must be press again. 
     When the gaming machine  300  is in a state in which help information is displayed as the help button  33  is pressed (i.e., a help screen is displayed), the buttons on the control panel  30  are arranged as follows. When the change button  31  is pressed, the light is turned on or off. The cashout button  32  is in the off state and cannot be operated. The help button  33  is in the on state and the help screen disappears when the button is pressed. The 1-BET button  34  is in the on state, and the help screen is switched to the previous page when the button is pressed. The 2-BET button  35  is in the on state, and the help screen is switched to the next page when the button is pressed. The start button  46  is in the on state and the help screen disappears when the button is pressed. The high-power button is in the on state and the help screen disappears when the button is pressed. The buttons other than the above are in the off state and cannot be operated. 
     When the gaming machine  300  is spinning the reels, the buttons on the control panel  30  are arranged as follows. The change button  31  is turned on or off when pressed. The start button  46  is in the on state and quick stop is carried out when the button is pressed. The high-power button is in the on state and quick stop is carried out when the button is pressed. The buttons other than the above are in the off state and cannot be operated. 
     When the gaming machine  300  is displaying an effect screen which is cancellable, the buttons on the control panel  30  are arranged as follows. The change button  31  is turned on or off when pressed. The help button  33  is in the off state and cannot be operated. The start button  46  is in the on state and the effect is canceled when pressed. The high-power button is in the on state and the effect is canceled when pressed. The buttons other than the above are in the off state and cannot be operated. 
     When the gaming machine  300  is displaying WIN increment (incremental display of obtained amount) at the time of achieving a winning in a normal game, the buttons on the control panel  30  are arranged as follows. The change button  31  is turned on or off when pressed. The cashout button  32  is in the on state. When the button is pressed, the WIN increment is canceled and the game becomes over. The help button  33  is in the off state and cannot be operated. The BET buttons  34  to  38  indicate the betting on the previous game. When one of these buttons is pressed, the game becomes over and the BET corresponding to the button is selected. The start button  46  is in the on state. When the button is pressed, the WIN increment is canceled, the game becomes over, and the next game starts if the remaining credits allow repeat BET. The high-power button is in the on state. When the button is pressed, the WIN increment is canceled, the game becomes over, and the next game starts if the remaining credits allow repeat BET. When the gamble game is available, the WIN increment is canceled and the GAMBLE screen is displayed when the gamble button  45  is pressed. 
     When the gaming machine  300  is conducting the WIN increment (incremental display of obtained amount) at the time of achieving a winning in a free game, the buttons on the control panel  30  are arranged as follows. The change button  31  is turned on or off when pressed. The cashout button  32  is in the on state. When the button is pressed, the WIN increment is canceled and the next game starts if available. When the number of remaining games is zero, a screen indicating the total obtained credits in the free game is displayed. The help button  33  is in the off state and cannot be operated. The BET buttons  34  to  38  indicate the betting on the previous game. When one of the buttons is pressed, the WIN increment is canceled and the next game starts if available. When the number of remaining games is zero, a screen indicating the total obtained credits in the free game is displayed. The start button  46  is turned on. When the button is pressed, the WIN increment is canceled and the next game starts if available. When the number of remaining games is zero, a screen indicating the total obtained credits in the free game is displayed. The high-power button is in the on state. When the button is pressed, the WIN increment is canceled and the next game starts if available. When the number of remaining games is zero, a screen indicating the total obtained credits in the free game is displayed. 
     When the gaming machine  300  wins a free game and a trigger payout is incremented, the buttons on the control panel  30  are arranged as follows. The change button  31  is turned on or off when pressed. The help button  33  is in the off state and cannot be operated. The start button  46  is in the on state, and the shifting to the next step is conducted when the button is pressed. The high-power button is in the on state, and the shifting to the next step is conducted when the button is pressed. The buttons other than the above are in the off state and cannot be operated. 
     When the gaming machine  300  is waiting for the selection in a selection game, the buttons on the control panel  30  are arranged as follows. The change button  31  is turned on or off when pressed. The cashout button  32  is in the off state and cannot be operated. The help button  33  is in the off state and cannot be operated. Each of the BET buttons  34  to  38  is in the off state and cannot be operated if it is not associated with a selection button. Each of the BET buttons  34  to  38  is in the on state and is operable if it is associated with the selection button. The start button  46  and the high-power button are in the off state and cannot be operated. 
     When the gaming machine  300  is displaying a screen indicating the total obtained credits after a free game in the normal mode (i.e., increment display of the total obtained credits), the buttons on the control panel  30  are arranged as follows. The change button  31  is turned on or off when pressed. The cashout button  32  is in the off state and cannot be operated. The start button  46  and the high-power button are in the off state and cannot be operated until four seconds elapse from the display of the screen. Furthermore, the start button  46  and the high-power button are turned on after four seconds elapse from the display of the screen, and the increment is canceled when one of the buttons is pressed. The buttons other than the above are in the off state and cannot be operated. 
     When the gaming machine  300  is displaying a screen indicating the total obtained credits after a free game in the high-power mode (i.e., increment display of the total obtained credits), the buttons on the control panel  30  are arranged as follows. The change button  31  is turned on or off when pressed. The cashout button  32  is in the off state and cannot be operated. The start button  46  and the high-power button are in the off state and cannot be operated until two seconds elapse from the display of the screen. Furthermore, the start button  46  and the high-power button are turned on after two seconds elapse from the display of the screen, and the increment is canceled when one of the buttons is pressed. The buttons other than the above are in the off state and cannot be operated. 
     (Control Panel: Button Effects) 
     The gaming machine  300  operates as below in response to inputs to the control panel. The operations can be enabled and disabled by the AUDIT. For example, the operations are enabled or disabled in accordance with the country of shipment of the gaming machine. 
     In the gaming machine  300 , auto re-betting (making betting identical with the betting on the previous game) is performed when a button is continuously pressed. For example, a scatter-type gaming machine may be arranged so that auto re-betting is set only when the spin button (start button) is pressed, and the pressing of the button again is requested when a feature game is waited for. Furthermore, for example, a payline-type gaming machine may be arranged so that, auto re-betting is activated by means of a repeat bet button of the touch panel or the control panel, and the pressing of the button or a start feature again is requested when the feature game is waited for. 
     In the gaming machine  300 , furthermore, it is possible to cancel a winning effect (such as increment) and to start the next game by pressing a button. In the gaming machine  300 , furthermore, it is possible to skip the rotation of the reels (quick stop) by pressing a button while the reels are rotating. In the gaming machine  300 , furthermore, it is possible to antecedently input the cancellation of a winning effect by pressing a button during the bound (e.g., during an effect at reel stop). In the gaming machine  300 , furthermore, it is possible to antecedently input the cancellation of a wining effect and the start of the next game by pressing a button during the bound (e.g., during an effect at reel stop). 
     The above embodiment thus described solely serves as a specific example of the present invention, and the present invention is not limited to such an example. Specific structures and various means may be suitably designed or modified. Further, the effects of the present invention described in the above embodiment are not more than examples of most preferable effects achievable by the present invention. The effects of the present invention are not limited to those described in the embodiments described above. 
     Further, the detailed description above is mainly focused on characteristics of the present invention to fore the sake of easier understanding. The present invention is not limited to the above embodiments, and is applicable to diversity of other embodiments. Further, the terms and phraseology used in the present specification are adopted solely to provide specific illustration of the present invention, and in no case should the scope of the present invention be limited by such terms and phraseology. Further, it will be obvious for those skilled in the art that the other structures, systems, methods or the like are possible, within the spirit of the invention described in the present specification. The description of claims therefore shall encompass structures equivalent to the present invention, unless otherwise such structures are regarded as to depart from the spirit and scope of the present invention. Further, the abstract is provided to allow, through a simple investigation, quick analysis of the technical features and essences of the present invention by an intellectual property office, a general public institution, or one skilled in the art who is not fully familiarized with patent and legal or professional terminology. It is therefore not an intention of the abstract to limit the scope of the present invention which shall be construed on the basis of the description of the claims. To fully understand the object and effects of the present invention, it is strongly encouraged to sufficiently refer to disclosures of documents already made available. 
     The detailed description of the present invention provided hereinabove includes a process executed on a computer. The above descriptions and expressions are provided to allow the one skilled in the art to most efficiently understand the present invention. A process performed in or by respective steps yielding one result or blocks with a predetermined processing function described in the present specification shall be understood as a process with no self-contradiction. Further, the electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. It should be noted that such a signal is expressed in the form of bit, value, symbol, text, terms, number, or the like solely for the sake of convenience. Although the present specification occasionally personifies the processes carried out in the steps or blocks, these processes are essentially executed by various devices. Further, the other structures necessary for the steps or blocks are obvious from the above descriptions.